• 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.
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    • 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.

Blender 2.70, Blender2FSX Tools (Video Tutorials)

Hi Kris :)

Nice video. :D But I don't think the mouserects not working problem is CPU-load related. It must have something to do with just the mouserect part not having a texture. All other parts can still have different materials, hence a lot of drawcalls, as long as the part with the mouserect has a texture applied. But I'll have to investigate that further to be sure...

Keep up the good work. I'm awaiting your video on 3D-gauges! Thank you very much!

Best regards :)
 
Hi Mr. Felix!

Thanks!:)

And I am sorry! I misunderstood what you told me.:banghead:

Thank you for correcting me on what I said in the video. I will have to make an update in the next video about what I said in this one.

Thank you very much Mr. Felix!:D

Your Friend, Kris:)
 
...
Keep up the good work. I'm awaiting your video on 3D-gauges! Thank you very much!
...

Hi everyone,

3D Gauges ...! I admit, I am new in development for FS. But Blender2FSX convinced me to throw myself. In a few months, I read a lot, walked the forums, and made quite a bit of testing. Gradually, things fall into place.

I am now working on the modeling of gauges and animations gauges. I found quite a bit of tutorials on the .xml files. And today I'll look ready for the Fokker D.21 Dutcheesenblend, it seems to me that the gauges are fully included in the .mdl file, including animations ...! Can we do this with Blender2FSX? How else?

Thank's for the help

Chris
 
Hi everyone,

3D Gauges ...! I admit, I am new in development for FS. But Blender2FSX convinced me to throw myself. In a few months, I read a lot, walked the forums, and made quite a bit of testing. Gradually, things fall into place.

I am now working on the modeling of gauges and animations gauges. I found quite a bit of tutorials on the .xml files. And today I'll look ready for the Fokker D.21 Dutcheesenblend, it seems to me that the gauges are fully included in the .mdl file, including animations ...! Can we do this with Blender2FSX? How else?

Thank's for the help

Chris

Hi Chris!

All my visual gauges are 3D gauges. They have been programmed in XML in the modeldef.xml file. That's the file used when a .mdl is created. So yes, we can do this with B2X!
 
All my visual gauges are 3D gauges. They have been programmed in XML in the modeldef.xml file. That's the file used when a .mdl is created. So yes, we can do this with B2X!

Hi Dutcheesblend,

Thank you for the reply and congratulations for the high quality of your Fokker: a great achievement!

By reading the SDK, I had realized the importance of modeldef.xml file. In fact, if I understand it, for each use of XtoMdl.exe file, the code contained in the modelfef.xml file is also compiled in the new .mdl file? I am also pleased to see the next Krispy's video...

Chris
 
Hi Dutcheesblend,

Thank you for the reply and congratulations for the high quality of your Fokker: a great achievement!

By reading the SDK, I had realized the importance of modeldef.xml file. In fact, if I understand it, for each use of XtoMdl.exe file, the code contained in the modelfef.xml file is also compiled in the new .mdl file? I am also pleased to see the next Krispy's video...

Chris

Thanks ;)

More or less this is true, yes. Once an animation is tagged with a certain animation code, this code will be 'included' in the .mdl.
 
Hi Everyone!

Here is Video24 (Making a 3D Gauge, Coding, and Animating)

Here is the link:

If I did something incorrect please let me know!

Thanks, Krispy1001:)
 
Hi Kris :)

Very good video. Two crucial things I missed (since we are dealing with instruments which need to give accurate readings):

Set Interpolation mode to linear:

  • Select your animated object
  • Open a Graph Editor or Dope Sheet window
  • Press T and choose Linear
If you leave interpolation mode as is, the animation will start slow, accelerate and slow down again at the end. Setting interpolation mode to linear will make the animation run at constant speed from beginning to end. You could also look at it this way: With Linear, every frame corresponds to an equal share of the animation range, without Linear, a frame has a different share of the animation range depending on if it's at the beginning, in the middle or at the end of animation. You don't want that that! You want each frame to represent the same amount of travel throughout the whole animation range. This is especially important for an instrument like the compass.

Enter (animation) values numerically:
For higher accuracy, I prefer to enter things like rotation values (in degrees) numerically, instead of rotating the objects with the mouse by hand. Let's say I wanted to animate the ASI needle: I would set my first keyframe at 0 with 0° rotation. I would then turn the needle manually to its end position and read the rotation from the status bar at the bottom of the viewport (You can read this value as long as you're still in the rotation mode. Don't hit enter, hit Esc after reading). Let's say, that would give me a value of 322°. I would then go to frame 100, rotate 161° by hitting R, 1, 6, 1, Enter. Insert a keyframe there and repeat at frame 200.

With both these precautions, you ensure that the indication from the needle corresponds exactly to the readout you would have on a digital display.

I hope this helps to solve some of the issues you're having...

Best regards :)
 
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Hi Mr. Felix!

Thank you very much for that information. I did not know to do those steps. That is probably why I am having issues with my compass, and attitude gauges.

I will have to make a second video on making a 3D gauge, to correct my error.

Thank you, Thank you, Thank you Mr. Felix!!!!:):D

Sincerely, Kris:)
 
Hey Krispy1001,
Thanks a ton for making these tutorials. I am using 3ds Max but I can easily apply the concepts for animations. Can't wait to see more tutorials. :)
 
Hey Krispy1001,
Thanks a ton for making these tutorials. I am using 3ds Max but I can easily apply the concepts for animations. Can't wait to see more tutorials. :)

Hi DatPlaneGuy!

You are very welcome!

Thanks for watching the videos!

I do not know what to do for the next video. So if anyone has a request please let me know.

Thanks, Krispy1001:)
 
Hi Krispy 1001
wow thank you for your videos,
I like to subscribe to your channel right now!
There are a lot !!
a very big thank you
 
Hi Krispy 1001
wow thank you for your videos,
I like to subscribe to your channel right now!
There are a lot !!
a very big thank you


Hi Rico83!

Thank You Very Much!
And Thank you very much for watching my videos!:)

Could you do a video on how to make and animate a 2D panel such as main panel, radio and throttle.

DPG

Hi DatPlaneGuy!

I have never made an animated 2d instrument, switch, or throttle before. But I will start tying to learn how, and as soon as I learn how I will make a video on how to do it.

Thank you for make such a good video request!

Thanks, Krispy1001:)
 
Hello Krispy,

Maybe a video on the animation of a Tailwheel ...! In the forum, the answers seem to me not
very accurate ...

Thank you for your help!
 
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Hello Krispy,

Maybe a video on the animation of a Tailwheel ...! In the forum, the answers seem to me not
very accurate ...

Thank you for your help!

Hi Mr. Chrismot!

I can do that. I will try to have a video on how to animate a tailwheel in the next couple days.

Thanks, Krispy1001:)
 
Hi Everyone!

Here is a link to Video 26 (Tail Wheel Animation) requested by Mr. ChrisMot.


Thanks, Krispy1001:)
 
Hi Everyone!

Here is a link to Video 26 (Tail Wheel Animation) requested by Mr. ChrisMot.

...

Many Thanks, Krispy! I really appreciate ...;)

We can also specify that for a FREE tail wheel, the animated object must be tagged by assigning the TAG "c_wheel" (not "c_gear" - reserved for the animation of the extended and retracted landing gear and suspension). The c_wheel must be animated from 0 to -360 ° (the minus is important!) on a frame from 0 to 200. Thus, according to the number of maximum rotation degree of the tail wheel set in the aircraft.cfg file ([contact_points]), the animation will be perfect ...!

I allowed myself the clarification, because in most forums all feel very confused ...!

Thank you again for your help
 
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