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Animation Tutorial

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us-michigan
Stupid me can't find a decent guide on what animation tags to use and when. I understand how to tag, but have no clue what tags are supposed to be used to get the desired effects. I've tried looking through the SDK and on here but I am apparently overlooking something. Any help?

P.S. I did find the list of tags in the sdk, but i have no clue what ones to use.
 
Hey Flyboy,

You didnt specify FS9 or FSX. Thats a big gap in details. ;)

FS9 is easy. Most animations are animated 0 thru 100. Some like switches and levers are 0 thru 50. Then name them with the tags, but always include a _01 at the back, so if you clone the exterior to make the interior, your animations will number properly, as the basic way that Gmax numbers them will cause them to not work. For instance, rudder_01 is right, rudder01 is wrong, rudder_1 is wrong, etc.


For FSX, you will need to turn on Animation Manager, set frames for 0 thru 100 in the small windows, locate proper name from unalphabetized list of 200+ titles, click 'Attach' and ok out. If the parts have effects like the propellors, then you need to also attach the 'effects', find the prop effect for it, and attach that to it also.

If you are animating parts for FSX, you need to animate the tires and props also, in the normal direction of spin. Count 25% of a rotation in 100 frame counts, 4 times, so you have 4 animation key points in the spin. Some people do 8 or more in the hopes it will help smooth the rotation. I dont think it helps. So, start at zero key frame, move to KF 25, rotate 90 degrees (25% of a full rotation), then repeat until at KF 100.

Let me know if that helps.



Bill
LHC
 
Hey Flyboy,

You didnt specify FS9 or FSX. Thats a big gap in details. ;)

FS9 is easy. Most animations are animated 0 thru 100. Some like switches and levers are 0 thru 50. Then name them with the tags, but always include a _01 at the back, so if you clone the exterior to make the interior, your animations will number properly, as the basic way that Gmax numbers them will cause them to not work. For instance, rudder_01 is right, rudder01 is wrong, rudder_1 is wrong, etc.


For FSX, you will need to turn on Animation Manager, set frames for 0 thru 100 in the small windows, locate proper name from unalphabetized list of 200+ titles, click 'Attach' and ok out. If the parts have effects like the propellors, then you need to also attach the 'effects', find the prop effect for it, and attach that to it also.

If you are animating parts for FSX, you need to animate the tires and props also, in the normal direction of spin. Count 25% of a rotation in 100 frame counts, 4 times, so you have 4 animation key points in the spin. Some people do 8 or more in the hopes it will help smooth the rotation. I dont think it helps. So, start at zero key frame, move to KF 25, rotate 90 degrees (25% of a full rotation), then repeat until at KF 100.

Let me know if that helps.

Bill
LHC

Hi Bill.

For the front landing gear left turn in the direction of the rudder would rudder_01 the correct name, but seeing him in FS9, runs backwards, ie in the opposite direction of the rudder.

Best regards
 
And the tag list in the SDK is really out of date compared to modeldef for FSX and FSXA

Roy
 
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