• 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

It doesn't matter if you put one or multiple objects in a bgl. Each model is still an mdl file.

Can you show the output of the event log when you export again? That might help to solve why it doesn't work on your machine.
 
The point that Jsgold and I are trying to make is that normal, ambient animations do get dropped or broken for no apparent reason. Just the other day, an AI model refused to accept an animated propeller and it was way below critical limits in terms of complexity or polygons. I can send the thing before animation and after and the FSDS animated propeller if it helps.
So when I have issues, I do whatever I can to "not stress" the compiler. In this particular case the library .bgl compiles fine on my machine so I could not begin to guess at the cause, maybe low ram or something. Here's the third model to play with as a .bgl. The only animation I can find is that the dirigible wobbles slightly. To get it you export the library model as an object then reopen it and export as a scenery .bgl.
 

Attachments

I'll take a look. But I have never heard of the possibility to overstress xtomdl. Else aircraft modelers would complain about it regularly. I more suspect some models have features that are not fully supported by MCX yet. But to solve that I need to be able to reproduce it and that's easiest done with a small sample that shows the problem.
 
It's at the bottom of the MCX screen
 
That's weird, XtoMDL does not mention processing the animations. See my attached screenshot, that's how it should look.

Is your ModelDef.xml path valid in the options?
 

Attachments

  • Image2015-09-26 1503.51.300.jpg
    Image2015-09-26 1503.51.300.jpg
    259.5 KB · Views: 295
I am seeing a line that say's:
Parsing document: EPGO_Airshow no animation xml

I suspect this has something to do with it. Am I correct and what do I fix?
 
That line is because you named the object with "no animation" in the name.

The ModelDef.xml path is in the options. Is it pointing to your SDK folder correctly? The reference is not missing, because then it would complain about it. But maybe it's pointing to the wrong file or so.
 
It appears to be pointing to the correct folders. I have been able to convert many flyable aircraft to static objects. Setting up their animations with landing gear down and they to loose the animations when I export them to scenery so I must be doing something wrong.
 
Hi,

You use Export Object instead of Export Scenery to export individual MDL objects.

I looked at your original carnival, and as stated above the only animation I could find was the wobbling of the blimp, although the Animation Manager lists 4 Ambient animations. That animation remained when I added night textures to all the materials (I just quickly added the same file name to each Nightmap slot) and then used Export Scenery to resave the BGL file. When I loaded it back into MCX the blimp was still wobbling and the AM still listed 4 animations, so the animations survived the process.

Hope this helps,
 
Options. Under the MDL Writer MakeMDLPath I have

C:\FSX\SDK\Environment Kit\BGL.Compiler SDK\BGLComp.exe
I believe iis wrong. What should it be?
 
The merry go round, etc. are in the fourth object, not the third. I added night texture names to those materials and exported as scenery. When re-imported into MCX the animations still remained.

Are you using the development release or the stable release? (i.e. 1.4 vs 1.3). I am using 1.4 r2784 - not the very latest, but not that old either.
 
I must have a setting wrong then, driving me crazy if you did it. The MDLWriter, where should I find and set the MakeMDLPath? Looked in the manual no help.
 
I see this Error after I export:
Internal Compile Error #C2024 Failed to process closing element<modelData>near line and
Internal compile error #C2607 Completion errors detected, compilation failed
 
Back
Top