Hi all,
Busy to get my first MSFS plane done. Steep learning curve, after my last one in FSX ;-) However, I'm progressing.
Working on Milton Shupes de Havilland DH.80A Puss Moth, to port it to MSFS (with his permisson, ofcourse).
But I run into a strange problem:
I make the model in Blender. I model the animations as per SDK. (only rudder, elevator and ailerons for now)
In Blender all animations are OK. Proper neutral position and the extended positions.
Export with the 2024 blender pluging goes without problems, as does building the project in Devmode. No errors.
In game, after building the model, all animations are a few degrees off in neutral position.
The behaviour tool shows the animation input in the sim is indeed 50%, so neutral. But still I see the wrong position in the 3D model.
When I move the joystick to 100% the 3D animation goes to full right (as it should).
When I go to 0%, the 3D animation goes to neutral, where it should go to full left. When I go to say 10%, it does go to full left position in the 3D model.
Talking about the rudder here, but similar stuff happens wit aileron and elevator.
So full deflection to 0% sends the 3D model to the neutral position.
I use the DA62 sample exterior model XML, and editted it accordingly.
As you can see in below screenshot, all controll surfaces are a bit off in neutral position.
It's not joystick related, co-developer sees the same issue.
And below the behaviours in neutral position
And below a snip of the XML. I'm calling stock behaviours, so nothing I can change there...
Does anyone have an idea what can cause this, and how to fix it?
Thanks, Best, Rob
Busy to get my first MSFS plane done. Steep learning curve, after my last one in FSX ;-) However, I'm progressing.
Working on Milton Shupes de Havilland DH.80A Puss Moth, to port it to MSFS (with his permisson, ofcourse).
But I run into a strange problem:
I make the model in Blender. I model the animations as per SDK. (only rudder, elevator and ailerons for now)
In Blender all animations are OK. Proper neutral position and the extended positions.
Export with the 2024 blender pluging goes without problems, as does building the project in Devmode. No errors.
In game, after building the model, all animations are a few degrees off in neutral position.
The behaviour tool shows the animation input in the sim is indeed 50%, so neutral. But still I see the wrong position in the 3D model.
When I move the joystick to 100% the 3D animation goes to full right (as it should).
When I go to 0%, the 3D animation goes to neutral, where it should go to full left. When I go to say 10%, it does go to full left position in the 3D model.
Talking about the rudder here, but similar stuff happens wit aileron and elevator.
So full deflection to 0% sends the 3D model to the neutral position.
I use the DA62 sample exterior model XML, and editted it accordingly.
As you can see in below screenshot, all controll surfaces are a bit off in neutral position.
It's not joystick related, co-developer sees the same issue.
And below the behaviours in neutral position
And below a snip of the XML. I'm calling stock behaviours, so nothing I can change there...
Does anyone have an idea what can cause this, and how to fix it?
Thanks, Best, Rob


