• 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.

Blender: Armature Animation [Support Thread]

Alright fellow aircraft developers, the time has come to officially tackle the armature problem in Blender Exporter.

Although, I don't know a flawless solution, I am very close. As an aircraft developer who solely uses Blender, I know getting armatures working will boost my works quality 10x. Everything uses it, complex gear animations, character animations, soft body meshes, wingflex, yawstrings, yoke cushions, wires, ropes, etc. As a whole, the independent developer community needs to really focus on this issue if we want to eventually branch out into bigger projects and higher quality builds.

So far my method is as follows:
- Create a Mesh.
- Add Bones.
- Assign Vertex Groups.
- Assign Contraints.
- Split Mesh by Vertex Groups.
- Assign Each Mesh to an empty.
- Assign each empty to the upper level empty following the same path as bones.
- Create an Empty as an Animation Controller with constraints.
- Animate the Armature using the Animation Controller.
- Select All Bones you wish to Export Animation.
- Bake Pose Animation with "Only Selected Bones", "Visual Keying", and "Clear Constraints".
- Drop Baked Animation to NLA track.
- Assign Anim_Name to NLA.
- Add coding to model.xml
- Export Model using Blender2MSFS Toolkit
- Ensure Apply Modifiers is Checked

So far I've been able to animate various things.
Please let me know if this works for you and if you need official support. We are all here to figure this out together and no questions are dumb questions.

Very Simple Single Arm Gear Example:
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