• 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.

Animation tag descriptions

Messages
132
Country
england
I've been building a small jet for FSX using the 3D canvas pro modelling tool (more on that later)

http://www.cbfsim.org/cbfsim/cbfsBB/viewtopic.php?f=7&t=14845

In that thread I was looking for an animation tag to use for the still/slow/blurred turbine blades.
Unless you're an expert, those tag names don't make much sense and the SDK is not much help - it just shows where they are used.

For example f_canopy and r_canopy - I assume they're front and rear canopy and they're used in the Baron 50 interior - but where?

The partinfo shows them to be the same as door_* but when I try to use them they don't do anything.

Does anyone have a description of the animation tags? (a new wiki article?)

The jet has been modelled before for FS2004 so it's good for comparisons.
With unlimited frame rate, my model has more polys and material features but there is a 50% improvement in frame rate in FSX over the FS2004 model (or 0% with bloom turned on)
 
For FS9 models, prop0_still, prop0_slow, and prop0_blurred were used for both prop and jet engined models.

For FSX however, prop0_, etc. is reserved for recip/turbocharged engines.

Turbine engines must use N1_0_still, N1_0_slow, and N1_0_blurred instead.

Keyframe animate 360º from frame 0 to frame 100, then add additional keys every 10 frames for smoothest rotation in the sim.

Note that in FSX, the part's NAMES are irrelevant. The Max/GMax MaxScript tools add the two necessary entries in the part's Properties (animation name and visibility token), which are then interpreted during export by the export .dll. The modeldef.xml file is parsed and the relevant information is then added to the .X file and the .XANIM files. Those are then compiled by the X2MDL.exe program.

How you are doing this for your 3d Canvas model is something I know nothing about... ;) Hacking the .X files perhaps? :blackcat:
 
Last edited:
Now how was I to know that N1 meant turbine?

That's my main complaint about the SDK.


No hack :) - a fully working exporter for 3D canvas which generates the X file and calls XtoMDL if the SDK is installed.
It includes all the FSX material options, attachments and animations (bones included when the tool author fixes a bug shortly)
3D canvas is not free but at $70 it's not too expensive and will work for Train Sim 2 and FSXI.

http://blogs.msdn.com/ptaylor/archive/2008/09/03/freeware-and-affordable-modeling-tools-for-fsx.aspx

With my exporter I went back to linking animations with group names (or prefixes anyway) comparing them to modeldef.xml - it's just a bit more obvious when you're modelling which groups are animated. Visibility is still handled with the XML part names.

In fact only 4 key frames are necessary for smooth rotation First and last set to 0 then 120 and 240 degrees in between.
Key frame animations are linearly interpolated.
I have a bit of a background in 3D programming and modelling for Train sim 1 ;)

Paul
 
Here's the Sparrowjet as of a few mins ago.
Working turbine blade, control surfaces and stick but still no door animation (.xanim file looks ok, linking the object to door_0)

Click on the image for the full sized version.

 
Last edited:
Now how was I to know that N1 meant turbine?

You mean you weren't born knowing such aeronautical esoterica? :)

That's my main complaint about the SDK.

That's why forums such as these exist. If the SDK were as all-emcompassing as we'd all like it to be, it would be 9,000 pages long, and the raison-d'etre for FS Developer (and myriad other such sites) would be gone! :D

With my exporter I went back to linking animations with group names (or prefixes anyway) comparing them to modeldef.xml - it's just a bit more obvious when you're modelling which groups are animated. Visibility is still handled with the XML part names.

Now that I've seen your project (below post), I remember having followed the WIPs of both the Sparrow and your evaluation of the new export tools for 3D Canvas.

In fact only 4 key frames are necessary for smooth rotation First and last set to 0 then 120 and 240 degrees in between.
Key frame animations are linearly interpolated.
I have a bit of a background in 3D programming and modelling for Train sim 1 ;)

Well, I suppose the main point is that you cannot simply have a Start and End key, otherwise no animation at all will occur. :eek:

For my own convenience, I wrote a simple MaxScript that will add all the intermediate keys for me with one click, assuming that I need a strictly linear response.

I also have a "Parts Depot" file from which I can Merge pre-animated dummy objects and use as parents for props, turbine blades, etc.

door_0
door_1
door_2
door_3

Each of the above work as defined in the modeldef.xml file. The key_event commands to open them however are indexed differently, beginning at one instead of zero!

The different indexing systems have been a source of much confusion for both modelers and gauge programmers.

For door_1 for example, animation variable is EXIT OPEN:1, but the key_events are:

(>K:TOGGLE_AIRCRAFT_EXIT,bool)
(>K:SELECT_2,bool)

As you know too by now, f_canopy is the same as exit_0, and r_canopy is the same as exit_1... ;)
 
Back
Top