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FSX Aileron and Nose gear animation issue

Messages
91
Country
canada
Hi,

I am currently trying (for the first time) to convert an FS9 model to FSX. After getting most animations converted using MCX Dev, I am still having issues with two
animations:

1) The nose gear. The wheel is locked at a 45 degree angle. I have tried c_wheel, but it doesn't work

2) The ailerons both deflect upwards on both wings in one direction of the yoke and downwards together on both wings in the other direction. I had initially used l_aileron_pct and r_aileron_pct, but have also tried a custom setting I found during a discussion

http://www.fsdeveloper.com/forum/threads/simple-animation-the-hard-way.434016/#post-710731

Where I used for the left wing:

<PartInfo>
<Name>ailerons_anim_l</Name>
<AnimLength>110</AnimLength>
<Animation>
<Parameter>
<Code>
(A:AILERON POSITION,percent) +0.5 * 50 -
</Code>
</Parameter>
</Animation>
</PartInfo>

and for the right wing

<PartInfo>
<Name>ailerons_anim_r</Name>
<AnimLength>110</AnimLength>
<Animation>
<Parameter>
<Code>
(A:AILERON POSITION,percent) -0.5 * 50 +
</Code>
</Parameter>
</Animation>
</PartInfo>

I was under the impression by changing the sign of the scale I would produce opposite effects in the animation, but I have had no luck

Does anyone have any ideas how to fix this and the problem I mention for Q1?

Thanks for help!
 
Messages
91
Country
canada
This thread is better off in the MCX forum: https://www.fsdeveloper.com/forum/forums/modelconverterx.87/

Does the nose wheel rotate properly if you initially import the model?

If the ailerons can not be controlled separately from MCX' animation manager, there's nothing you can do to pry them apart.

Thanks, The nose gear comes down, but the oleo seems to rotate, so that the whole wheel goes off to a 45 degree angle. Can i have something wrong in my hierarchy of animations?

shame about the ailerons. I'll keep looking at it
 

Heretic

Resource contributor
Messages
6,830
Country
germany
Well, I didn't know that the aileron animation is fixable. Good to know.

The oleo being off is a result of the nose wheel animation for turns. If it's an AI aircraft, I usually freeze the animation in its centered position before exporting because I haven't bothered to look for premade XML code for steering yet.
 
Messages
91
Country
canada
Ok, so now I have managed to get the nose gear animating properly as well. Again I used the .xanim to do the job. I had originally had this animation set to c_wheel, but I changed it so that it is part of c_gear instead. As Heretic suggests, you have to lock the animation or even alter then animation code so that only half of the animation length is used (in a 100 keyframe, run from 0 keyframe up to keyframe 50 in this case). As the total number of keyframes is now only 50 and not 100, the length="50.000". This whole animation is now part of c_gear as stated

<AnimStream name="Rotation" id="0" partName="node19" length="50.000">
<Keyframe time="0.000" type="Quaternion" data="0.000000;0.000000;-0.422618;-0.906308"/>
<Keyframe time="2.000" type="Quaternion" data="0.000000;0.000000;-0.414531;-0.910035"/>
<Keyframe time="4.000" type="Quaternion" data="0.000000;0.000000;-0.398259;-0.917273"/>
<Keyframe time="6.000" type="Quaternion" data="0.000000;0.000000;-0.381861;-0.924220"/>
<Keyframe time="8.000" type="Quaternion" data="0.000000;0.000000;-0.365341;-0.930874"/>
<Keyframe time="10.000" type="Quaternion" data="0.000000;0.000000;-0.348706;-0.937232"/>
<Keyframe time="12.000" type="Quaternion" data="0.000000;0.000000;-0.331960;-0.943294"/>
<Keyframe time="14.000" type="Quaternion" data="0.000000;0.000000;-0.315108;-0.949056"/>
<Keyframe time="16.000" type="Quaternion" data="0.000000;0.000000;-0.298157;-0.954517"/>
<Keyframe time="18.000" type="Quaternion" data="0.000000;0.000000;-0.281111;-0.959675"/>
<Keyframe time="20.000" type="Quaternion" data="0.000000;0.000000;-0.263976;-0.964529"/>
<Keyframe time="22.000" type="Quaternion" data="0.000000;0.000000;-0.246757;-0.969077"/>
<Keyframe time="24.000" type="Quaternion" data="0.000000;0.000000;-0.229460;-0.973318"/>
<Keyframe time="26.000" type="Quaternion" data="0.000000;0.000000;-0.212091;-0.977250"/>
<Keyframe time="28.000" type="Quaternion" data="0.000000;0.000000;-0.194654;-0.980872"/>
<Keyframe time="30.000" type="Quaternion" data="0.000000;0.000000;-0.177155;-0.984183"/>
<Keyframe time="32.000" type="Quaternion" data="0.000000;0.000000;-0.159600;-0.987182"/>
<Keyframe time="34.000" type="Quaternion" data="0.000000;0.000000;-0.141994;-0.989868"/>
<Keyframe time="36.000" type="Quaternion" data="0.000000;0.000000;-0.124344;-0.992239"/>
<Keyframe time="38.000" type="Quaternion" data="0.000000;0.000000;-0.106654;-0.994296"/>
<Keyframe time="40.000" type="Quaternion" data="0.000000;0.000000;-0.088930;-0.996038"/>
<Keyframe time="42.000" type="Quaternion" data="0.000000;0.000000;-0.071178;-0.997464"/>
<Keyframe time="44.000" type="Quaternion" data="0.000000;0.000000;-0.053403;-0.998573"/>
<Keyframe time="46.000" type="Quaternion" data="0.000000;0.000000;-0.035611;-0.999366"/>
<Keyframe time="48.000" type="Quaternion" data="0.000000;0.000000;-0.017809;-0.999841"/>
<Keyframe time="50.000" type="Quaternion" data="0.000000;0.000000;0.000000;-1.000000"/>

Next, i created another child animation in another parent associated with the rudder but which also calls for node19, the same node as shown above for the centralized gear. Using some custom code that I had used to animate correct deviations of the rudder, I applied the same code to the nose steering, but call for node19. In this example, node64 is the rudder, node19 is the gear stearing

<Anim name="Rudder_360_fs9" guid="065c0e10-cf50-4161-b7bc-fcbbf333370f" length="400.000" type="Sim" typeParam="AutoPlay" typeParam2="Rudder_360_fs9">
<AnimStream name="Rotation" id="0" partName="node64" length="100.000">
<Keyframe time="0.000" type="Quaternion" data="0.000000;0.000000;0.000000;1.000000"/>
<Keyframe time="25.000" type="Quaternion" data="0.000000;0.000000;0.707107;0.707107"/>
<Keyframe time="50.000" type="Quaternion" data="0.000000;0.000000;1.000000;0.000000"/>
<Keyframe time="75.000" type="Quaternion" data="0.000000;0.000000;0.707107;-0.707107"/>
<Keyframe time="100.000" type="Quaternion" data="0.000000;0.000000;0.000000;-1.000000"/>
</AnimStream>
<AnimStream name="Rotation" id="0" partName="node19" length="100.000">
<Keyframe time="0.000" type="Quaternion" data="0.000000;0.000000;0.000000;1.000000"/>
<Keyframe time="25.000" type="Quaternion" data="0.000000;0.000000;0.707107;0.707107"/>
<Keyframe time="50.000" type="Quaternion" data="0.000000;0.000000;1.000000;0.000000"/>
<Keyframe time="75.000" type="Quaternion" data="0.000000;0.000000;0.707107;-0.707107"/>
<Keyframe time="100.000" type="Quaternion" data="0.000000;0.000000;0.000000;-1.000000"/>
</AnimStream>

The result, for me at least, works very well. BTW, I am converting a non AI aircraft, but it might work for AI too. Hope it makes sense... Thanks for the input Heretic!
 

Heretic

Resource contributor
Messages
6,830
Country
germany
You're welcome.

I'm not sure if AI aircraft read the default variable for steering angle at all. The amount of models with custom XML code for the steering at least implies that c_wheel can't be used by AI.
 

=rk=

Resource contributor
Messages
4,477
Country
us-washington
The amount of models with custom XML code for the steering at least implies that c_wheel can't be used by AI.
The amount of models with custom XML code for the steering implies there are very few native FSX AI aircraft; queernesses in model dynamics being a natural progression from the lowest fruit philosophy. Why reinvent the wheel when there is already a perfectly adequate TFS A320, I get it. However in truth, there is no queerness between c_wheel, user steering and c_wheel, AI steering (in FSX and beyond), it is the animation tag I use for all ground vehicle steering and I often test them as a user vehicle before I relegate them to autonomy.


kObqXZR.jpg

dF0FKEC.jpg
 

Heretic

Resource contributor
Messages
6,830
Country
germany
Rick's post made me open the default AI airliners (MD-83 and Dash 8) in Modelconverter and lo and behold, both use c_wheel for the animated nose wheel. Since I've never used and therefor never seen the default AI in action, however, I do not know if the animation is actually used within the simulator though.
 

=rk=

Resource contributor
Messages
4,477
Country
us-washington
To be frank, the animation is virtually indistinguishable between rudder and steering, so either tag could be used, so far as my testing could discern. I remember I'd had fits trying to get the tow bar to begin to approach some form of natural motion and I think, ultimately, I'd had to turn it's operation over to the .dll coder as a distinct simobject, because animations were just too clunky.
 
Messages
18
Country
germany
hi there
i have just a short question ?
Witch fsx2blender toolset animation is the one to use for just forward and backward animations ?
c_wheel
fly_wheel
lever_tailwheel

greetings slide
 
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