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MSFS20 Fix for windsock blowing the wrong way

The problem appears to be the way that MSFS handles glTF Models placing them with 180 deg offset to the given heading. I think there is now an SDK sample to create a windsock from a Sim Object which may be a better alternative.
 
I was actually not referring to the initial issue of the direction but to the problem of customizing the SDK sample windsock (either in Blender or by editing the gITF file). We probably should have created a separate thread for this discusses ;)
 
@WildLynxPilot Did you proceed on this topic? Otherwise I'll try to find some free time to further investigate it.
No good solution. I managed to hide the pole from the sample windsock by editing the gLTF, but the SimObjects can not be resized so it is not a final solution. Your sample from 31st Oct does not work - the animation in that file is completely different compared to the one in the sample. Haven't had time to look further into this, I just used the windsock from the sample and added it to a custom pole. Wrong size, but better than the default windsock. So if you find something useful, please tell!
 
The problem appears to be the way that MSFS handles glTF Models placing them with 180 deg offset to the given heading. I think there is now an SDK sample to create a windsock from a Sim Object which may be a better alternative.
I think that sample has the same problem... It seems to affect all SimObjects? But it is easy to overcome - you just have to change the -179.someting degrees heading to zero in the Gizmo when placing the windsock in you scenery for the first time!

The bigger problem is that the default sock can not be detached from that ugly pole and it can not be resized either...
 
No good solution. I managed to hide the pole from the sample windsock by editing the gLTF, but the SimObjects can not be resized so it is not a final solution. Your sample from 31st Oct does not work - the animation in that file is completely different compared to the one in the sample. Haven't had time to look further into this, I just used the windsock from the sample and added it to a custom pole. Wrong size, but better than the default windsock. So if you find something useful, please tell!
Yeah, I know that my sample is broken. Importing the gLTF to Blender and exporting it again messed up some transformations. When working with weighted relations, the export to from Blender to gLTF seems to be quite sensitive anyway. I had some problems with respect to transformations already with models completely created in Blender.

All right, then I will try to find some free time to redo the bones animation of the sample windsock in Blender. After that, it should be possible to export it to the sim correctly. Once this works, one can simply scale the object in Blender to the desired size, apply the scaling, and finally use it in the sim.

I think that sample has the same problem... It seems to affect all SimObjects? But it is easy to overcome - you just have to change the -179.someting degrees heading to zero in the Gizmo when placing the windsock in you scenery for the first time!
According to my observation, the default heading of _all_ objects is -179 degree when adding them to the scene. So it's not only a problem of the windsock.
 
ADE Alpha is rotating all stock and compiled models by 180 at the moment
 
I've now redone the bones and the rigging in Blender. After that, I recreated one of the animations as a proof of concept. For some reason, it still doesn't look as expected, but it is at least not as distorted as when importing and exporting the sample directly. Furthermore, the model can now be scaled in Blender.

@WildLynxPilot can you check whether this works for you? Then I would recreate the animations for the other wind speeds as well and would try to make them look correctly in MSFS.

Note that I needed to remove the textures from the attached zip file in order to meet the size limitations. Simply copy them from the SDK sample to the TEXTURE folder.
 

Attachments

  • Windsock.zip
    2.3 MB · Views: 270
Yes, I can get it into my scenery and the animation works. There is some difference in how it turns into the wind (slightly inconsistently varying with wind directions) compared to the default windsock. But it looks good so far!
 
Thank you for your feedback! I found the the issue with the direction: I forgot to set the interpolation of the corresponding animation to linear. As a result, there is some interpolation done, which results in wrong direction indication.

All right, then I'll start recreating the animations for the other wind speeds as well and I'll work on making them look correctly in the sim. I have however a lot of stuff to do in the moment, so you unfortunatly need to be a little bit more patient.
 
No problem. I have released one scenery and will release another this week with the gltf-modified, too big sock. Will update with a better sock when it is available. No hurry.
 
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