Hmm no, I had just seen other folks were able to import with no problems.
OK Quick and dirty 1-oh-1 to the XML file. There are three main sections, LODS, Animations and PartInfo. I wont cover LODs here as I want to focus on the other two.
The animation section declares all of the animation names which will be the same as the partinfo later. See this example:
XML:
<Animation name="lever_cowl_flaps" guid="218138bb-f40a-48a6-b2f8-3207745799f9" length="100" type="Sim" typeParam2="lever_cowl_flaps" typeParam="AutoPlay" />
<PartInfo>
<Name>lever_cowl_flaps</Name>
<AnimLength>100</AnimLength>
<Animation>
<Parameter>
<Sim>
<Variable>RECIP ENG COWL FLAP POSITION:1</Variable>
<Units>percent</Units>
</Sim>
</Parameter>
</Animation>
<MouseRect>
<Cursor>Hand</Cursor>
<HelpID>HELPID_GAUGE_COWL_FLAPS_SWITCH</HelpID>
<TooltipID>TOOLTIPTEXT_COWL_FLAPS_PERCENT</TooltipID>
<MouseFlags>LeftSingle+LeftDrag+Wheel</MouseFlags>
<CallbackJumpDragging>
<YMovement>
<Delta>30</Delta>
<EventIdInc>INC_COWL_FLAPS1</EventIdInc>
<EventIdDec>DEC_COWL_FLAPS1</EventIdDec>
</YMovement>
</CallbackJumpDragging>
</MouseRect>
</PartInfo>
So this is for the Cowl Flaps lever in the cockpit. The Animation and PartInfo must have the same name and animation length.
You'll note also there is a MouseRect section, this is the maniuplator section from XP.
I've attached a modeldef.xml that I've used with some of my projects that has almost everything listed.
In Blender you name the animation the Animation name and name the object with the PartInfo.