• 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.

P3D v4 Animating flexible pilot; questions

Messages
10,088
Country
us-arizona
Hey all.

I am thinking of making my pilot flexible, which means the special skin mesh / material, and also bones.

But.... Can you have him move his feet for pedals, and his arms for two separate things, like yoke and throttle? Do they connect to parts? Or are they one animation only like normal parts?

Reason I ask, is I have heard of 'linking' and hoping our FSX /P3D SDK does this. If not no worries.

Nervous about doing the flexing human. Might chicken out. Not that chickens are easier to animate.. but quicker...
 
Messages
1,243
Country
canada
You can always saw the pilot in half. Lower part linked to rudder and upper part to yoke. Would that work?
 

n4gix

Resource contributor
Messages
11,674
Country
unitedstates
Bill, it can be done but does require bones, lots of bones... and understanding the I-K Solver (which I don't myself... :()... :rotfl:
 
Messages
230
Country
ecuador
Hi Bill,

Yes, I confirm that it is perfectly feasible...!

On Blender, for example, 3 bones per limb are sufficient: 1 for the thigh or upper arm, 1 for the tibia or forearm, 1 for the foot or hand... Each bone is therefore assigned to a part of the arm or leg, and those assigned to the feet or hands function separately depending on the position of the aircraft's rudder, throttle or stick.
 

Christian Bahr

Resource contributor
Messages
951
Country
germany
Yes that's possible :)

You can connect individual bones in an IK link to any object. If the object moves, the linked bone also moves with it. In the example of the rudder pedals, one links the feet to the respective pedal, sets its "planted keys" and tags the animation with the corresponding function in the Animation Manager. I'm not sure if the ModelDef might need to be extended with its own animation event to tag the animation in the Animation Manager. Here we are still finding out. The only requirement for this method is a biped character.

I had done it that way with the Bicyle Avatar: The feet are linked to the pedals, then the "Planted Keys" are set and finally in the Animation Manager the Animation is tagged. In the example of the bicycle Avatar it was the definition "AvatarDefaultWalking":

avatar_bones_planted_key.jpg



I do not know if this method works in blender.
 
Top