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Blender launch bar lug / pivot attachpt? (SOLVED)

Deano1973

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unitedkingdom
Hi folks, super quick question for the experts; where are the attachpt_launch_bar_lug / pivot entries in Blender? Can't find them under effects, visibility, nuffink. I've checked out one or two tutorials that use 3DS Max and they cheerfully direct us to add empty objects and then attach the attachpts described - they must be in there somewhere for Blender too but, alas, where?
 

Deano1973

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unitedkingdom
No takers for this one? The list of available attachpts must be somewhere but can't see them in the modeldef.xml or similar.
 

Deano1973

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unitedkingdom
Ok, after much scouting around and for anybody who finds this thread while struggling with the same issue, from the FSDeveloper wiki;

Note
The attach points for carrier operations are not included in the list of options in the attach point tool.
These need to be manually entered as an empty attach point.

I've performed this already but they don't show up in MCX and the launch bar doesn't work, so will continue to investigate until it's solved fully.
 

Deano1973

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unitedkingdom
OK, I have solved the issues and everything is animated and performing correctly. There were several, but one glaring error was that MCX corrupts the launch-bar animation when doing any further conversions from the Blender model after compiling. Not sure why that was but removing that step helped sort things out. It's an involved process to make the launch bar work correctly so I will create an illustrated tutorial and post it in the resources section within a few days so that other Blender modelers can see how to organise the heirachy of parts and avoid some of the pitfalls I discovered along the way :)

Launch3.png

Landing2.png
 

Pyscen

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us-texas
You might want to tell @arno either by PM or other method about the tags that are missing within MCX.

This could also help in what needs to be added in the Blender2fsxp3d toolset as well.
 

Deano1973

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unitedkingdom
You might want to tell @arno either by PM or other method about the tags that are missing within MCX.

This could also help in what needs to be added in the Blender2fsxp3d toolset as well.

The tags are there Doug, it's the animation that seems to be upset after conversion. I'll have to make sure it's not something I'm doing wrong beforehand, but if I can confirm it's a bug I'll definitely let Arno know
 
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