• 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.

Clock creating within Blender

Pyscen

Resource contributor
Messages
3,040
Country
us-texas
Hello,...

I need some assistance..

I first want to say I do understand that I need to have a unique ID for both the "hour hand" and "minute hand" as well as a "friendly name" for each as well,... BUT are the unique id and friendly name done within Blender? or within a editor of some type,... or is it done during animation tagging etc?

I'm guessing yes,... but I'm having a little trouble wrapping my head around it,... so if someone could tutorialize it for me. or at least send me in the right direction I would be very grateful!

I have look at other examples,.... but, its done within an editor of some kind and is this the only way to do it after animation items have been tagged?

Thanks
 
Hello,...

I need some assistance..

I first want to say I do understand that I need to have a unique ID for both the "hour hand" and "minute hand" as well as a "friendly name" for each as well,... BUT are the unique id and friendly name done within Blender? or within a editor of some type,... or is it done during animation tagging etc?

I'm guessing yes,... but I'm having a little trouble wrapping my head around it,... so if someone could tutorialize it for me. or at least send me in the right direction I would be very grateful!

I have look at other examples,.... but, its done within an editor of some kind and is this the only way to do it after animation items have been tagged?

Thanks

Hi Pyscen!

I would take it that you are trying to model a clock for FSX? If so you do not need an unique ID for the hour hand and minute hand. You just need a friendly name and a Guide number for the project.

See examples below:

Tag the hour hand with needle_clock_hours.
upload_2015-9-27_10-28-19.png


Tag the minute hand with needle_clock_minutes
upload_2015-9-27_10-29-14.png


I hope this helps. If you need more help let me know.

Kris :-)
 
Hello krispy...

So you are saying that all that needs to be done... To tag the hour hand and the minute hand and it should function within FSX? Or will I still need to edit the x file accordingly?
 
Hello krispy...

So you are saying that all that needs to be done... To tag the hour hand and the minute hand and it should function within FSX? Or will I still need to edit the x file accordingly?

Sorry Pyscen That I did not see your question sooner!

Yes, that is correct. All you need is to use those tags that I mentioned above. They are already in the modelDef file. Just export your .mdl file and it should work in FSX.

Thanks, Kris
 
You also need to animate the needles in Blender. Looking at the modeldef.xml file you will see the second and minutes hands need to rotate 360' over 60 key frames and the second hand over 12 key frames.
 
Hello,...

What your saying is that all parts have to be assigned (hours, minutes and second hands) and that's what was said previously,... but all hands (correct, if wrong), do not,.. only the parts which are to be visible within the model. What I mean,... if the model only has a hour and minutes hands,.. that's all that needs to be tagged. When a Blender file is initialized properly go through the modeldef.xml when compiling. Would you explain further please,...
 
Last edited:
Hello,...

What your saying is that all parts have to be assigned (hours, minutes and second hands) and that's what was said previously,... but all hands (correct, if wrong), do not,.. only the parts which are to be visible within the model. What I mean,... if the model only has a hour and minutes hands,.. that's all that needs to be tagged. When a Blender file is initialized properly go through the modeldef.xml when compiling. Would you explain further please,...


Hi Pyscen!

Yes, you are correct. You only add an animation tag to the objects that you are animating. So an example would be: In Blender you animate the hour hand using the number of frames as per the modeldef file. You then attach the FSX animation tag needle_clock_hours to the hour hand object. You would do the very same process to the minute hand.

I hope this better describes what you need to do for an animated clock.

Thanks, Kris :-)
 
Back
Top