• 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.

FSXA Explain "hierarchies"

Messages
235
Country
ca-ontario
In a previous post, I was told I should get familiar with SDK literature. That it might provide me with useful information. In the past, I have referenced these to "tweak" some of my plane's pop up panels (shift x) to get what I wanted. This was simple enough. Before starting on my boat, I did look at the SDK, and I also looked at this site, to find out that even though the SDK was not written for beginners, that I could get help from this forum.
I have to admit that lately I have been "lazy" and coming straight to this site to ask questions.

But this question is brought on by looking and the "New Aircraft Procedure" and wandering if I need to go back and make changes to what I have up to know, which seems to work fine.
The first section in "Exterior Model" deals with LOD (level of details) and Hierarchies, but does not explain why or how to do it
Is there a tutorial out there that I could go read up on this, or at least get some general explanation of the importance to have these?
 
Hello MEPaquette,

Its all about Animation - Dem Bones Dem Bones - When You have Your Hierarchy setup - You can Move You're Top Node - ( Exterior ) - and all the other Nodes will follow - ei You move Your whole Aircraft - ( Object ) - Also - by using dummy Nodes - " If " it is necessary change a piece of Geometry - ( a Wing for instance ) - with hierarchy - You can remove the Wing change it and put it back in place without having to re animate the Ailerons and Flaps - Hierarchy is how Animation - in the flightsim - finds the Objects to Animate . Hierarchy is very well explained in the SDK - and - in Milton Shupes C162 Tutorial .

Good Luck

Johnman
 
Johnman
If you are talking about exercise 11 and 12 of Milton's C162, I had a look at it and I would not say it is well explained but I think I have get the drift.
But looking at that tutorial, it appears I would be using the "parent-child" commands in Gmax.
In my case, this might come in useful If I want to animate lowering the dinghy from the top of the rear deck using the mast and jib (which are not done yet).
As for it being explained in the SDK, could you point me to the title of where I can find that?

Michel
 
Hello MEPaquette,

Let Me get back to You - I need to dig up the Information - Meantime read up on Linking in Gmax !

Do Not Despair - We'll get You through it !!

Johnman
 
In addition to the possible implications for animations, I personally use dummy nodes as 'parents' for major collections of related objects. This probably would not be of much benefit for a boat model, but in an aircraft -particularly a virtual cockpit- it is very useful.

For example, all of the objects that make up an "avionics suite" might be Linked to a dummy node cleverly named "avionics" so that I can easily select that single node (with children auto-selected) and "hide" that entire collection of objects or conversly invert the selection and "hide" everything except the "avionics" objects.
 
Thank for that explanation Bill
I my other modeling program, I can break up my project into separate "Sequence" or "zone" that I can turn on or off.
So I understand what you are talking about.

Michel
 
Hello MEPaquette,

Sorry to Be so Long - I just had to dig in and Work it Out !

Here is a Quick Exercise for You

1. Open Gmax

2. Create a “ Box “

3. Create a “ Sphere “

4. And a “ TeaPot “

5. Click “ Select by Name “

6. Notice How the Objects are All Aligned to the Left

7. Check the “ Display Subtree “ Box

8. Notice How they are still Aligned to the Left

9. Click on “ Select and Link “

10. Click on the Edge of the Box – and Drag it over to the Sphere – and Drop it

11. Notice How the Sphere Flashes

12. Click on the “ Arrow “ – Cursor Select – this turns “ Select and Link “ Off

13. Now Click on “ Select by Name “ – Notice how the Sphere is Indented – The Box is Linked to the Sphere

14. Now Select the Box - and Click on “ Edit “ > “ Object Properties “

15. Note “ Parent “ is Sphere and Number of Children is “ 0 “

16. Now – Do the same with the Sphere

17. Parent is Scene Root - Number of Children is 1

18. The Box is Linked to the Sphere

19. Now – Go ahead and Link the Sphere and the TeaPot and check Them out - In - Select By Name and Object Properties

20. Now try Unlinking and See How it works – Checking it out in – Select by Name and Object Properties

21. Remember to turn the Linker and UnLinker Off – with the Cursor Arrow – When You Check it out !!

22. And this Process is called “ Hierarchy “

23. Good Luck – and Let us know how You make out !

Johnman
 
Thank you Johnman
No problem following instruction. I also found where the dummy node command is.
I wish Autodesk would have had a better user manual for Gmax.

Michel
 
Hello Hello MEPaquette,

Actually Autodesk has - Nor has it ever really - had any thing to do with Gmax - eventhough it is the base code for 3DSMax
I am really interested in Progress of Your Model - as I have Started several tall ships in 3DSMax - can't say that I have ever been close to finishing any thing - but I have a few Hulls - with Deck Furniture - Masts and Yards - Never got very into rigging - but I may turn back to that page someday. :laughing:

What is going to be FUN for You to figure out is - all Animations for the FlightSims - are Aviation Animations - what a Challenge !

Have You tried to Export Your Model into Your flightsim Yet - Which Sim are You using ?? I recomend Exporting - Early - and Often !! - Start with a Ball - or a Box till You learn the Procedure - then try textures and Animations - You will soon learn that creating the Geometry is the easy Part - You do have a lot of Willing Help Available - and We all encourage You - Good Luck in Your New Career - in the New Year !

Johnman
 
Johnman
I am working Gmax with the FSX gamepack and exporting for FSX.
I have exported many times up to now. Almost at every step of the way.
You can see were I am at in my other post "Progress on boat modeling".
Up to now every thing is on the same level, no hierarchy. Most of cabin was "dxf'ed in from another modeling software used for steel detailing, so those items did not take that long. But all the hull, the deck, the keel and hull appendages were all done starting from a box and translating vertices to there right location to form the shape. Points were taken from my AutoCAD 3D dwgs I did of theis boat about 5 years ago, when I build my 65" long model. Here is a picture of my model.
Klondike.jpg


I have drawn in 3D in AutoCAD and modeled in my other software.
It is only a few moths ago, that I found that I had the required program in SDK to create my own "plane"

As for animation, I have the rudder and steering wheel animated and working in FSX. What I am having problem with at the moment is the throttle. it only seems to work half way. I am also working on VC. Having a few difficulty in that too, but that is another post.

Michel E Paquette
 
Now that's a model! :)

I started building R/C models (airplanes) in about 1977 and built/flew them until I got interested in these stupid computers around 2000. They've all been sitting dormant since then but just the other day I went in and looked through all my junk. There's been an itch there recently, I think you just made it worse with that photo! Nice job there, did it ever make it into the water? What did/would you power it with? Got any more pics?
 
It made to the eater about 4 or 5 times
Its powered by a 12 electric motor for a tire pump.
I was also into RC boats many years ago, but the prop gears on the outboard gas engine I had at the time stripped and they were shelved.
My dream would have been to build the full size "Klondike" but since I don't have $100,000.00 dollar to spare, I settle by building the model. But it does not give me the "feel" of actually being in the captain seat. This is why I started this project. And what I have up to now is starting to feel good.
I good go way more into the history that brought me here but that would be getting off the topic of the forum and would be more of a PM discussion
And yes, I have pictures showing the progress right from the beginning (about 148 of them)

Michel
 
Back
Top