- Messages
- 70
- Country

Hey Guys! So I've figured out wingflex and have it working pretty well. Unfortunately, in able to get the results I wanted, I had to separate the the wings into 3 sections and do simple animation of each section (I.E. Rotation/Location Keyframes).
The best solution for Wingflex to get that nice "bending metal" look is to use Shape Keys. I love shape keys and since mesh modifier animation isn't supported (I.E. Bend Modifier) we move on to our only option, Shape Keys.
Now I unfortunately haven't been able to successfully export a Shape Key animation. However, I believe the developers of the Blender2MSFS Toolkit intended it to do so. If you look at the export setting and highlight the
"□ Apply Modifiers" setting, it specifically states that if you export with these settings that you will not be able to use Shape Keys.
So... I know it's a thing, but I still haven't managed to get it working. So for now there is only 2 ways to get Wingflex working in your native MSFS project. The first way by bone animation and the 2nd way (which I find better) is by custom animation sequences attached to the Wingflex PCT SimVar. Since I haven't figured out a viable solution for the "bending" yet, unfortunately both these options only look basic due to basic animation keying (location, scale, rotation). Now before I show you the custom animation sequence, I wanted to explain the reason I used option 2 for Wingflex instead of bones. First, it's easier to animate multiple sections of the aircraft with parent groups. For example you have an aileron, airbrake, or engine (with its own animations) parented to the wings. That way your Wingflex animation doesn't interfere with your other controlling animations while still moving with the wingflex. Second, you have greater control over each wing section. On my Discus-2b Glider for example, the tips of the glider bend more easily than the inner and middle wing. So by animating each section I can parent the outer tips to the next section and parent that section to the next section and so on and so on until you parent it all under the point connecting to your Fuselage. So without further more, here is the custom animation sequence.
Make sure in blender when you drop your animation tracks to NLA tracks, you name all the NLA tracks for every section the same (r_wing_flex or l_wing_flex) that way they all animate together. Neat tip, you can also use this naming technique to animate multiple parts under one animation. For example your landing gear. You can animate all the parts, doors, hydraulics and multiple tires and name all the NLA tracks to "Gear_Center" or whatever you're using. Same with canopy opening animations, etc, etc. Don't think there can only be one animation sequence per object, you can have as many objects and animations tied to the single animation sequence (as long as the animation frame length matches).
Hopefully this helps others and someone more knowledgeable can answer my questions about Shape Keys so our Wingflex can look more liquid in the future. I'm sure for most individuals, this method will work great. For us glider folk who have massive wingflex visual for miles
... well, Shape Keys will work best, and if that's not possible, you may need to use 3DS Max or separate your wings into a bunch of sections so it bends smoother.
If you want to see my Wingflex in action, check out my Discus-2b, it's free: https://flightsim.to/file/6768/discus-2b-glider
The best solution for Wingflex to get that nice "bending metal" look is to use Shape Keys. I love shape keys and since mesh modifier animation isn't supported (I.E. Bend Modifier) we move on to our only option, Shape Keys.
Now I unfortunately haven't been able to successfully export a Shape Key animation. However, I believe the developers of the Blender2MSFS Toolkit intended it to do so. If you look at the export setting and highlight the
"□ Apply Modifiers" setting, it specifically states that if you export with these settings that you will not be able to use Shape Keys.
So... I know it's a thing, but I still haven't managed to get it working. So for now there is only 2 ways to get Wingflex working in your native MSFS project. The first way by bone animation and the 2nd way (which I find better) is by custom animation sequences attached to the Wingflex PCT SimVar. Since I haven't figured out a viable solution for the "bending" yet, unfortunately both these options only look basic due to basic animation keying (location, scale, rotation). Now before I show you the custom animation sequence, I wanted to explain the reason I used option 2 for Wingflex instead of bones. First, it's easier to animate multiple sections of the aircraft with parent groups. For example you have an aileron, airbrake, or engine (with its own animations) parented to the wings. That way your Wingflex animation doesn't interfere with your other controlling animations while still moving with the wingflex. Second, you have greater control over each wing section. On my Discus-2b Glider for example, the tips of the glider bend more easily than the inner and middle wing. So by animating each section I can parent the outer tips to the next section and parent that section to the next section and so on and so on until you parent it all under the point connecting to your Fuselage. So without further more, here is the custom animation sequence.
Make sure in blender when you drop your animation tracks to NLA tracks, you name all the NLA tracks for every section the same (r_wing_flex or l_wing_flex) that way they all animate together. Neat tip, you can also use this naming technique to animate multiple parts under one animation. For example your landing gear. You can animate all the parts, doors, hydraulics and multiple tires and name all the NLA tracks to "Gear_Center" or whatever you're using. Same with canopy opening animations, etc, etc. Don't think there can only be one animation sequence per object, you can have as many objects and animations tied to the single animation sequence (as long as the animation frame length matches).
Hopefully this helps others and someone more knowledgeable can answer my questions about Shape Keys so our Wingflex can look more liquid in the future. I'm sure for most individuals, this method will work great. For us glider folk who have massive wingflex visual for miles
If you want to see my Wingflex in action, check out my Discus-2b, it's free: https://flightsim.to/file/6768/discus-2b-glider
Last edited: