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MSFS Animation issues

Christian Bahr

Resource contributor
Because of the large scale of the 3-D model. How do you import the file into Blender, via drag and drop, or via the Blender import menu?
 

Vitus

Resource contributor
FYI: I got my skinned mesh animation working fine, too.
The only thing worth noting is that the mesh object should not be the child of another object in the scene and make sure that "Apply Modifiers" is not checked when exporting the model - it'll apply the armature modifier and thus removing the animations.
 
So I tried, both with your model and another couple of models from around the web. The solution SEEMS to be different every time so I think it could be some issue with animation exporting. I'ma try with an old (2k17) 3DSMax, which I know nothing about, but let's see :stirthepo
Wish me the best :D :D :D

Because of the large scale of the 3-D model. How do you import the file into Blender, via drag and drop, or via the Blender import menu?
Import menu as always. Scale is a thing I don't really understand fully since scale is applied and Blender says the model is 1.63m and armature is too :D


FYI: I got my skinned mesh animation working fine, too.
The only thing worth noting is that the mesh object should not be the child of another object in the scene and make sure that "Apply Modifiers" is not checked when exporting the model - it'll apply the armature modifier and thus removing the animations.

Thanks! message wasn't loaded when I first answered!

I'ma check the hierarchies and see what happens, hoping for the best...
 
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Christian Bahr

Resource contributor
Scale is a thing I don't really understand fully since scale is applied and Blender says the model is 1.63m and armature is too
This could be an indication that centimeters instead of meters is the default unit. Perhaps that is why the figure is depicted as an object 163 meters tall. Blender can possibly be switched from centimeters to meters? Maybe you try a value of Scale = 0.1
 
edit: disregard

I managed to get it working but the animation itself inside the simulator shows some bugs , when building the package I get a message saying that some nodes of the armature have a non uniform scale , yet in blender I have reset all object and armatures to 1.00 and the problem still shows

given the amount of hours I have spent on this Im starting to think this is a problem with the exporter itself
 
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FYI: I got my skinned mesh animation working fine, too.
The only thing worth noting is that the mesh object should not be the child of another object in the scene and make sure that "Apply Modifiers" is not checked when exporting the model - it'll apply the armature modifier and thus removing the animations.
For me it was the other way round, my mesh was completely distorted by the animation in the sim although it worked fine within blender. What helped was making the whole group (armature, mesh, animation) a child of an empty like mikea.at suggested in his animated windsock thread. This led to the animation being exported correctly into MSFS.
 
Dude, if this works you're a life saver. You and mostly @Mikea.at! <3



Now, how did you guys got to it? Thinking about it now I saw that default ASOBO animations are exported separately as bones with a parented empty. Is that the right way to export animations? And how is that achieved with blender?
 
To be clear, up until now I only managed to export a scenery object with a looping animation, exporting a sim object with triggered animations is much more complicated and I failed several times. A simple animated scenery object doesn't need its animation to be exported separately, there is a good tutorial by Flying Theston on YouTube.
 
To be clear, up until now I only managed to export a scenery object with a looping animation, exporting a sim object with triggered animations is much more complicated and I failed several times. A simple animated scenery object doesn't need its animation to be exported separately, there is a good tutorial by Flying Theston on YouTube.
That tutorial is almost useless for Rigged objects. So no need to point that out, the issues explained here (mesh deformation, T-Posing deformtion and such) are something which is stricly rig-related :)
 
The basic export process and xml editing for the animation to show is largely the same, the only difference I'm aware of is the strict object hierarchy for rigged objects. Mesh child of armature, armature child of empty. I'll try again this evening and write back.
 
For me it was the other way round, my mesh was completely distorted by the animation in the sim although it worked fine within blender. What helped was making the whole group (armature, mesh, animation) a child of an empty like mikea.at suggested in his animated windsock thread. This led to the animation being exported correctly into MSFS.
Can you point me to this thread? I can't find it for some reason...
 
Can you point me to this thread? I can't find it for some reason...

See my questions to mikea.at below the tutorial, starts around post #10
 

See my questions to mikea.at below the tutorial, starts around post #10
Thanks. I tried parenting the whole thing to an empty, and it didn't' change anything at all :-(
 
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