Thanks B21! I studied the Cabin Comfort example and understand it, more or less. I've been communicating with
animation XML variables using a gauge, that is no problem, and as you described, it is possible to comm between C++ and XML gauges (for which I haven't had a need yet, but I think I could handle it if need arises)
The intent, however, is to completely forego C++ gauges... I don't want to have anything to do with any gauge, or for that matter, any panel.cfg at all. Basically, I'd like to enable user to define a custom variable/animation in their model (using modeldef.xml) and then trigger these through a small, user-configurable SimConnect app.
I want to be able to let people control SimObjects with as few components as possible (Let Arno open and close hangar doors, for example

) and for that, I don't want to have a gauge and a panel associated with it. The objects in the "SimObjects/Misc" folder are example of that - FoodPallet and CargoPod. They are not "dumb" bgl static props, but are capable of a bit of "life" in them, by a virtue of having the ability to be controlled. I truly believe this is a bit of a "holy grail" for the living world everyone has been asking for (I keep seeing posts on whether such and such object can be triggered, controlled, turned into wind, conditionally displayed etc.). Well, they can, if they are SimObjects.
I've actually made good headway in this: I've created a simple hangar model with animated doors. It is residing in a brand new directory "Hangars" in the SimObjects folder. I copied all the rest of the SimObject container from the default Aircreation Trike. Then, I hooked its door anim to an
existing FSX variable - in this case, master_battery_switch. Now, I can use SimConnect to place this hangar anywhere, AND trigger its door animation through any condition I like (while sitting in my airplane), all through SimConnect. (I defined a custom key to open/close, but the trigger can be practically anything) This is obviously kludgy solution (if I can call it "solution"): The object has to be "aircraft" category, and I have to use an existing FSX variable which will, obviously, in the case of the hangar building, be unused. However, this works, and if someone
really wants to have user-triggered hangar doors, this is one way of doing it.
The next step is to figure out how to use custom vars (defined in the model animation itself, "L:HangarDoorOpen" for example) instead of FSX ones. Once I figure that out, the system may let me set the category to "SimpleObject" instead of "aircraft" (or even let me define my own) and that would basically be what I am looking for. You can see why I want to completely forego the gauges altogether - they just wouldn't be an elegant solution for controlling a simple object. Any insight on this would be appreciated and welcome
Misho