Hi Kris,
I have cooked something up for you so, please have a look at the attached file.
- Play the animation to see what it does.
- Take a look at the hierarchy in the outliner. cable_right is a child of rudder and link_right is a child of c_wheel. And there is an empty (pully_right) inside the rear of the fuselage representing the pully that cable_right goes into. This is the basic setup.
- cable_right is easy to set up. Simply apply a Locked Track constraint with pully_right as the target. Have a look at the constraints panel of cable_right to see what I mean.
- link_right (the part of the cable between the rudder and the tail wheel) is a bit more complicated. You need to rig it. Placing the armature is a little tricky, I had some trial and error here... You need two bones: Bone_c_wheel for the rotation of the landing gear and Bone_link_right to follow the motion of the rudder horn. Apply a "limit rotation" constraint to the former, limiting its X and Y movement to 0°. To the latter, apply an IK (Inverse Kinematics) constraint with cable_right as the target. In this setup, Bone_c_wheel will now rotate as the rudder horn moves back and forth. You are done rigging.
- Apply a copy rotation constraint to c_wheel to make it follow the rotation of Bone_c_wheel. Be careful with the Space: it should be Local Space <-> Local Space.
- Finally, Apply a Track To constraint to link_right with cable_right as target.
Throughout all of this, notice where the origins (pivot points) of all the objects are. In rigging, an object is merely identified with its origin, so if the origin moves (or rotates), all children move (rotate). A Locked Track or Track To constraint always aligns an object axis along the straight line between the source and target origins.
Regarding animations. You will notice that the only animated part (with keyframes) is
rudder. All other moving parts do so simply by following constraints. BUT... Before export, every moving part will need the correct FSX animation tag, even if it doesn't have keyframes. So don't forget to tag
c_wheel, etc.
About rigging. We have rigged the landing gear with an armature, but it is
not a skinned mesh! In fact,
do not export the armature, it is solely a helper object to create the animations which are baked into the object on export. Exporting the armature (bones) is only necessary and allowed for skinned mesh objects, which are not yet fully implemented in Blender2FSX.
I hope you can work your way through this. If you have any questions, just ask
Take care
