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MSFS Animation from MCX Not Working in MSFS2020

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indonesia
Hi, I have a problem when using animation on an object for MSFS2020. I created the animation in 3dsmax and exported it to modelconverterx and then exported it to MSFS2020. When in Modelconverterx, the animation is detected and runs smoothly, but when tested in MSFS2020, the animation does not run and stays still. How can I fix this?
 

=rk=

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You'll want to show the model XML and describe the animation, what event triggers it, is it ambient?
 
Messages
12
Country
indonesia
You'll want to show the model XML and describe the animation, what event triggers it, is it ambient?
I want to try creating a custom wigwag for MSFS, as well as some other vehicle animations. I'll give an example of a wigwag animation in MCX that appears in MCX but not in MSFS. I'll give you the XML and GLTF for you to take a look.
 

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=rk=

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There is a working wig wag in the resources section, it is free to use and modify. You'll want to refer to that model's XML, specifically the animation section, this is something MCX won't do for us. You'll want to have set your animation name in 3Ds Max using the Babylon context menu properties, then you will want to replace your animation name and your model GUID into the XML of the example model. For the animation GUID, you can just use MCX to generate a new one for whatever model you have open and just not save that edit. Remember to save that XML when you do compile with MCX, because it will overwrite and give you that generic one, which incidentally is approximately the same XML 3ds Max spits out, if you go that route.

For now, it seems writing animation XML is all copy/paste. It's all pretty straightforward, Christian Bahr gave us exacting directions here, sorry I don't have a link but if you have any trouble with the Babylon part I can open 3ds Max and upload some screen captures.
 

arno

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The model seems to have just an ambient animation. The XML output for such animations that MCX makes should work, I have used that in test models before. I have not been able to test this model in MSFS.

If the XML output that MCX generates can be improved, just let me know. I'm not actively developing for MSFS myself so I need the input from users to improve things.
 

=rk=

Resource contributor
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This is the XML for the sample wig wag:

<?xml version="1.0" encoding="utf-8"?>
<ModelInfo guid="{753a0de9-05f4-4dae-b1d2-8dffb8dc6d72}" version="1.1">
<Animation name="Wigwag" guid="B6F1C5D0-BEF6-449e-BAF8-FB777F27808F" type="Standard" typeparam2="Wigwag" typeparam="AutoPlay,Random" />

<LODS>
<LOD MinSize="0" ModelFile="KS_WIGWAG_LIGHT.gltf"/>
</LODS>

</ModelInfo>

The field that is green corresponds to "ambient" in MSFS, the field that is in red must be supplied from the modeler, it is the name he designated in the animation properties in 3ds Max, "animation" is the default and would probably work for all intents and purposes. For example, if you did not want an edit field in MCX, you could just use the term "animation" for the name and people could customize it. The blue field is a random GUID, that obviously must be unique to this model/animation.
 
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