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It's been a while since I've posted here asking for advice...Hopefully all of you have been doing great.
For the last couple of days I've been trying to wrap my mind around the new "model behaviors" system in MSFS and, as usual, reading the SDK documentation has left me with more questions than answers. Yeah, yeah, I guess you can say I'm a little behind in this regard...Apparently using the deprecated or "legacy" XML format only gets you so far in MSFS before the new format needs to be invoked.
It seems that each entry in the XML is separated into <Component> sections with an "ID" property, and sometimes a "Node" property as well. From what little I understand so far, it seems as if animation entries are the only type that don't require a node to be specified, since that is assigned through the Babylon animation editor (I am using the Max plugins by the way, not Blender.) Visibility and material tags appear to require a node entry within the XML itself in order to "attach" themselves to an object.
The "ID" property on the other hand doesn't seem to be referenced at all in the 3D model or elsewhere in the XML...Is it just an arbitrary name with no purpose other than separating the XML into categories/groups? I've pasted a snippet from the DA62 yokes below as an example:
For the last couple of days I've been trying to wrap my mind around the new "model behaviors" system in MSFS and, as usual, reading the SDK documentation has left me with more questions than answers. Yeah, yeah, I guess you can say I'm a little behind in this regard...Apparently using the deprecated or "legacy" XML format only gets you so far in MSFS before the new format needs to be invoked.
It seems that each entry in the XML is separated into <Component> sections with an "ID" property, and sometimes a "Node" property as well. From what little I understand so far, it seems as if animation entries are the only type that don't require a node to be specified, since that is assigned through the Babylon animation editor (I am using the Max plugins by the way, not Blender.) Visibility and material tags appear to require a node entry within the XML itself in order to "attach" themselves to an object.
The "ID" property on the other hand doesn't seem to be referenced at all in the 3D model or elsewhere in the XML...Is it just an arbitrary name with no purpose other than separating the XML into categories/groups? I've pasted a snippet from the DA62 yokes below as an example:
XML:
<Component ID="HANDLING_Yokes">
<UseTemplate Name="ASOBO_HANDLING_Yoke_Template">
<NODE_ID>HANDLING_Yoke</NODE_ID>
<NODE_ID2>HANDLING_Yoke_2</NODE_ID2>
<CREATE_TWO_NODES/>
</UseTemplate>
<Component ID="Yoke_1_Visibility" Node="HANDLING_Yoke">
<UseTemplate Name="ASOBO_GT_Visibility_Code">
<VISIBILITY_CODE>(L:XMLVAR_YokeHidden1) !</VISIBILITY_CODE>
</UseTemplate>
</Component>
<Component ID="Yoke_2_Visibility" Node="HANDLING_Yoke_2">
<UseTemplate Name="ASOBO_GT_Visibility_Code">
<VISIBILITY_CODE>(L:XMLVAR_YokeHidden2) !</VISIBILITY_CODE>
</UseTemplate>
</Component>
<UseTemplate Name="ASOBO_HANDLING_Push_AP_Trim_Disc_Template">
<TYPE>Elevator</TYPE>
<NODE_ID>yoke_left_push</NODE_ID>
<ANIM_NAME>yoke_left_push</ANIM_NAME>
</UseTemplate>
<UseTemplate Name="ASOBO_HANDLING_Switch_ElevatorTrim_Template">
<NODE_ID>yoke_left_switch_trim</NODE_ID>
<ANIM_NAME>yoke_left_switch_trim</ANIM_NAME>
<MOMENTARY_MIN_DURATION>0.1</MOMENTARY_MIN_DURATION>
</UseTemplate>
<CameraTitle>Pedestal_Fwd</CameraTitle>
</Component>