• Which the release of FS2020 we see an explosition of activity on the forun and of course we are very happy to see this. But having all questions about FS2020 in one forum becomes a bit messy. So therefore we would like to ask you all to use the following guidelines when posting your questions:

    • Tag FS2020 specific questions with the MSFS2020 tag.
    • Questions about making 3D assets can be posted in the 3D asset design forum. Either post them in the subforum of the modelling tool you use or in the general forum if they are general.
    • Questions about aircraft design can be posted in the Aircraft design forum
    • Questions about airport design can be posted in the FS2020 airport design forum. Once airport development tools have been updated for FS2020 you can post tool speciifc questions in the subforums of those tools as well of course.
    • Questions about terrain design can be posted in the FS2020 terrain design forum.
    • Questions about SimConnect can be posted in the SimConnect forum.

    Any other question that is not specific to an aspect of development or tool can be posted in the General chat forum.

    By following these guidelines we make sure that the forums remain easy to read for everybody and also that the right people can find your post to answer it.

MSFS Animated Passengers license

Messages
1,964
Country
unitedkingdom
Does any developer of individual have, or be willing to create a library (model lib) of decent animated passengers with LODS Must be ready to place individually using the SDK.
Probably a dozen people, half sitting, half standing or walking. Please PM to discuss payment.

Thanks.
 
Find the human models you want to use then go here and choose your animated poses:



:)
 
I've used MIXAMO, and have exported it as FBX binary, in blender after resetting all transformations it is offset.
The animation plays in blender and is in the nonlin animation tray. But it doesn't export with animations, nor are any mentioned in the XML.
i turnded skinning and the bones options also.
1693320292924.png

1693320499109.png
 
And I forgot to add in that that if you have an animated person who's sitting you will probably have to move the mesh away from the armature to behave.

This is a rower crouched over and I had to experiment moving the mesh around until it matched the movement in sim. This is where it ended up.

Shouldn't be be a problem for anyone standing. The mesh can stay where it is.

This only applies if you're exporting out of Blender. Usually I try the first method mentioned in that tutorial which bypasses Blender where this issue doesn't apply.
 

Attachments

  • image_2023-08-29_160404065.png
    image_2023-08-29_160404065.png
    438.2 KB · Views: 68
Hi,

I looked at the astronaut, I have the same setup. I'd rather get it exported through blender,
If I move it away from the armature it deforms it quite badly.

The nonliniar animation tray doesn't have a default position though. Everything else seems OK, besides it doesn't export the animation.
 
You can't move the mesh from the armature without mangling it. The mesh has a modifier that follows the armature which applies to the same points so it's going to stretch the further away from the armature it is.

The correct example file to export is the final one in the download named - 'Astronaut Animated Method 2 Blender Export Ready'

I remove the parent from the mesh after importing the FBX, sort out the mangling by realigning the mesh to the armature, and then apply the default state NLA.

That particular model has a few extra issues and has to be moved further than most as described in the pdf.

Usually with a Mixamo model it's just the three steps described at the end - deparent the mesh, scale it by 0.01, rotate along the x axis by 90 degrees.
 
Ya I use 3ds Max and there are some nuances, but overall it’s pretty straightforward.

Also, don’t forget to set up your XML, you have to have an animation section, GUID, all that good stuff.
 
Back
Top