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MSFS Animations with Blender exporter

Messages
40
Country
peru
Hi again
Does anyone have tried to make animated objects export to the sim via the blender exporter?

thanks
 
Messages
392
Country
australia
Yes, I'm just troubleshooting some issues I have at the moment and asking someone for some assistance before I make a post here that I hope will help others as well.

TL:DR Name the animation the same as your defined animation in your XML file
 
Messages
40
Country
philippines
Yes, I'm just troubleshooting some issues I have at the moment and asking someone for some assistance before I make a post here that I hope will help others as well.

TL:DR Name the animation the same as your defined animation in your XML file
yay!! :D
 
Messages
244
Country
england
Ah, so you name the animation. I was naming the part.
I'll try that later, thanks.
 

Deano1973

Resource contributor
Messages
384
Country
unitedkingdom
You must name the animation as it appears in Blender in the little animation box to bottom right, in the animation window. Blender adds the word Action to a part name to signify an animation.

A part named l_gear would thus have an animation name of l_gearAction - this is what the gLTF exporter seems to look for.

Also, don't rename parts once animated - I tried that in early experiments and it killed the animation and required re-keying the frames to bring it back to life. Just stick with Blender's conventino in your coding and things should animate fine.
 
Messages
392
Country
australia
You must name the animation as it appears in Blender in the little animation box to bottom right, in the animation window. Blender adds the word Action to a part name to signify an animation.
Actually :D You can RENAME that animation ;)
 
Messages
392
Country
australia
1598260800291.png

Expand the objects in the inspector, open the animation and double click the name to rename :D
 

Deano1973

Resource contributor
Messages
384
Country
unitedkingdom
Yes, but in my experience once exported to MSFS this then kills the animation. They seem to have to be animated AFTER being named - doing it the other way round doesn't work.
 
Messages
392
Country
australia
Yes, but in my experience once exported to MSFS this then kills the animation. They seem to have to be animated AFTER being named - doing it the other way round doesn't work.
Yea if you rename the object I think i renames the anim so rename object first then animation. Will have more on this as the week progresses. Elbow deep in digging stuff out of an AIR file into cfg's
 
Messages
244
Country
england
Hi chaps,

Slowly getting to grips with the animation process. Is it possible to have the same animation name on more than one part?
At the moment if I name a second part animation with an animation name that's already been used on another part, Blender renames the first animation to "animation_name.001" and it then no longer works in the sim.
I can get around it by making unique entries the the behaviour xml for each part, but that's going to be a right pain for complicated animations.
 

Deano1973

Resource contributor
Messages
384
Country
unitedkingdom
I can get around it by making unique entries the the behaviour xml for each part, but that's going to be a right pain for complicated animations.

Right now, that's the only way I'm aware of - unique entries under each main heading ( c_gear, l_gear etc ). A pain indeed, but once you have that all down, you can re-use much of it for other airplanes as long as you name the parts the same way.
 
Messages
244
Country
england
Ah, ok, thanks. It's not too bad on my current model, that's only a handful of duplicated animations. Now I know I can press on.
Cheers.
 
Messages
40
Country
peru
will this work for animated scenery objects? or marshallers are considered also "simobjects" instead?
 
Messages
27
Country
spain
I am having the problem with the parent and child animated with same name it adds 001, 002 , etc to the name. It is not elegant and not good maybe for performance and for sure for maintenance of the xml files to add separate names per same parent-childs objects.
In 3DStudio max there is the Babylon Animation Groups. You select all parent and childs and all are named under that name:

b8d5002ddb42f8165c187f03c6607188.png

https://gyazo.com/b8d5002ddb42f8165c187f03c6607188

Is there a way to program that in the Blender exporter? Thanks!
 
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