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MSFS20 Custom Jetways

Turns out the problem was in my hierarchy, which lead to a problem in the nodes in my Babylon animation groups.
I should have had my LEG_EXT_400 object (the leg which the actuator and in turn the wheels are attached to) as a child of Bone9 instead of Bone8.
After fixing that, the animations displayed correctly in MSFS.

Over the next few days I will attempt to finalize the jetway and put together a written and/or video tutorial.
 
Turns out the problem was in my hierarchy, which lead to a problem in the nodes in my Babylon animation groups.
I should have had my LEG_EXT_400 object (the leg which the actuator and in turn the wheels are attached to) as a child of Bone9 instead of Bone8.
After fixing that, the animations displayed correctly in MSFS.

Over the next few days I will attempt to finalize the jetway and put together a written and/or video tutorial.
Any video or tutorial will be amazing for the community!
Is certainly missing!
 
Thanks for this mate,
do you know how the IK Constraints work?

Trying to find info on them
If you're referring to the figures in the XML they give the maximum and minimum extents that a node can move in X,Y,Z, heading, bank and pitch directions.

XML:
<IKConstraint>
        <Node>Rotation_Base</Node>
        <Bank min="-12.6" max="9.3"/>
        <Heading/>
    </IKConstraint>
    <IKConstraint>
        <Node>Bone01</Node>
        <X min="2.218" max="7.4"/>
    </IKConstraint>
    <IKConstraint>
        <Node>Bone02</Node>
        <X min="0" max="5.567"/>
    </IKConstraint>
    <IKConstraint>
        <Node>Bone03</Node>
        <X min="0" max="5.597"/>
    </IKConstraint>
    <IKConstraint>
        <Node>Bone04</Node>
        <X min="0" max="6.134"/>
    </IKConstraint>
    <IKConstraint>
        <Node>Bone05</Node>
        <Pitch/>
        <Bank/>
        <Heading/>
    </IKConstraint>
    <IKConstraint>
        <Node>Bone07</Node>
        <!-- <Bank min="-104.2" max="-48.2"/> -->
    </IKConstraint>
    <IKConstraint>
        <Node>Bone08</Node>
        <X min="0.6" max="6"/>
    </IKConstraint>
    <IKConstraint>
        <Node>Bone09</Node>
    </IKConstraint>

For the Rotation Base this determines the maximum angle it can rotate up and down to make the jetway meet the door.
For Bones 1-4 the X values determine how far in and out each bridge can move.
For Bone8 this determines how high the legs can extend to move the jetway up and down. Works in conjunction with Rotation Base bank.
Note: I have not tested any of these but this is how I understand it.
 
If you're referring to the figures in the XML they give the maximum and minimum extents that a node can move in X,Y,Z, heading, bank and pitch directions.

XML:
<IKConstraint>
        <Node>Rotation_Base</Node>
        <Bank min="-12.6" max="9.3"/>
        <Heading/>
    </IKConstraint>
    <IKConstraint>
        <Node>Bone01</Node>
        <X min="2.218" max="7.4"/>
    </IKConstraint>
    <IKConstraint>
        <Node>Bone02</Node>
        <X min="0" max="5.567"/>
    </IKConstraint>
    <IKConstraint>
        <Node>Bone03</Node>
        <X min="0" max="5.597"/>
    </IKConstraint>
    <IKConstraint>
        <Node>Bone04</Node>
        <X min="0" max="6.134"/>
    </IKConstraint>
    <IKConstraint>
        <Node>Bone05</Node>
        <Pitch/>
        <Bank/>
        <Heading/>
    </IKConstraint>
    <IKConstraint>
        <Node>Bone07</Node>
        <!-- <Bank min="-104.2" max="-48.2"/> -->
    </IKConstraint>
    <IKConstraint>
        <Node>Bone08</Node>
        <X min="0.6" max="6"/>
    </IKConstraint>
    <IKConstraint>
        <Node>Bone09</Node>
    </IKConstraint>

For the Rotation Base this determines the maximum angle it can rotate up and down to make the jetway meet the door.
For Bones 1-4 the X values determine how far in and out each bridge can move.
For Bone8 this determines how high the legs can extend to move the jetway up and down. Works in conjunction with Rotation Base bank.
Note: I have not tested any of these but this is how I understand it.
Appreciate it,
another question because I can't seem to find it anywhere in the SDK. is there a way that we can have a light trigger whilst jetway is moving? like a beacon etc?
 
Do not know how to do this in 3DS, but it must be possible in Blender. Maybe we only need Bones for the Hood Animation. All other parts could be moved without bones. I made a quick model without hood and no bones used.

Unbenannt.png
 
I made a tutorial for making Jetway with blender. Part 01 is online now.

The problem I had also after the update. If I add a jetway to a Gate, I forgot to create an GUID in the window properties of the jetway. After Build All and using the package, the Jetway was not shown. Creating the GUID later did not solve the problem. I deleted the Gate, add a new Gate and add the Jetway to the new Gate with GUID in properties set. Than the jetway was visible.
 
Last edited:
This isn't an issue of making and rigging them - the jetways work, and the one that does (the one that stays on the export is flawless) - its just that the others are getting killed. They are not coming up in the export, only in dev mode. Even after re-putting all brand new parking and jetways all over again from scratch the problem still persists in SU5.

Looks like Asobo dev forums also picked this up and has become an known issue now.
 
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