• 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.

MSFS Exporting Lookat Constraint

Christian Bahr

Resource contributor
Messages
951
Country
germany
Hi Paul!

In 3dsm there is a function Animation -> Rotation Controllers -> LooAt Constraint. For example, you can use this to create an object that is used to make a person's eyes follow an object. This object is usually animated. So that in the later game - in our case the MSFS - the eyes follow the object, the animation of the LookAt function must be broken down (collapse). So that the keys are transferred to the eyes :)


The decisive work step is reached via the Motion Panel -> Motion Path:
3dsm_look_at_motion_path.jpg


 

Paul Domingue

Resource contributor
Messages
1,530
Country
us-california
Hi Paul!

In 3dsm there is a function Animation -> Rotation Controllers -> LooAt Constraint. For example, you can use this to create an object that is used to make a person's eyes follow an object. This object is usually animated. So that in the later game - in our case the MSFS - the eyes follow the object, the animation of the LookAt function must be broken down (collapse). So that the keys are transferred to the eyes :)


The decisive work step is reached via the Motion Panel -> Motion Path:
View attachment 86534


Thanks for the reply. I was used to collapsing the constraints for FSX and P3D, I just didn't know if it was required when exporting to gltf or if the rotation was converted on export. Thought I could save time if it did. Don't ask, don't learn. :idea:
 
Top