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Hello All,
So I decided to try and animate a stick "bellow" with bones, so that the bottom stays put while the rest deforms in X-Y direction. The setup:
- 2 bones: one holds the bottom in place, the other acts on the rest (with a gradient weight so that the top moves with the stick, and the bottom gradually stays put.
- Each of these matches in name with a proper vertex group in the bellow mesh.
- these two meet at their root, located at the root of the "bellow". the animation bone points upwards as representing the shaft.
- Animation bone is a child of the fixed one.
- The animation contains 3x NLA track, lever stick_fore_aft and lever_stick_l_r (these are custom ModelBehviours, but they do exactly what the old FS-X parts did). Third one is "Default_State" (empty track). not sure if needed for aircraft.
- Both the mesh and its armature are located under an "empty". this is the distortion avoidance trick.
- Model is exported with Blender2MSFS2 (https://github.com/flybywiresim/msfs2blender2msfs).
This works, but with a "hack":
- In Blender, animations start where they should, but end 2x farther than where they end up in FS.
- When exporting, make sure to select "Apply modifiers " under mesh settings for the exporter. Failure to do so yields to distortion ...
- In FS, if the above is not done, the animation will only deflect 50% of the way
- NOTE: disabling either the L/R or fore/aft channel causes the other animation to match with what is in Blender...
- NOTE 2: playing with the ModelBehavior does not help to avoid this hack (2x anim length and/or 2x the variable... the same)
- NOTE 3: if in Blender you simply squish the keyframes from 0-100 to 0-50, the animation will only reach 25...
I can live with the "2x deflection" hack, but wonder if I am doing something wrong!
So I decided to try and animate a stick "bellow" with bones, so that the bottom stays put while the rest deforms in X-Y direction. The setup:
- 2 bones: one holds the bottom in place, the other acts on the rest (with a gradient weight so that the top moves with the stick, and the bottom gradually stays put.
- Each of these matches in name with a proper vertex group in the bellow mesh.
- these two meet at their root, located at the root of the "bellow". the animation bone points upwards as representing the shaft.
- Animation bone is a child of the fixed one.
- The animation contains 3x NLA track, lever stick_fore_aft and lever_stick_l_r (these are custom ModelBehviours, but they do exactly what the old FS-X parts did). Third one is "Default_State" (empty track). not sure if needed for aircraft.
- Both the mesh and its armature are located under an "empty". this is the distortion avoidance trick.
- Model is exported with Blender2MSFS2 (https://github.com/flybywiresim/msfs2blender2msfs).
This works, but with a "hack":
- In Blender, animations start where they should, but end 2x farther than where they end up in FS.
- When exporting, make sure to select "Apply modifiers " under mesh settings for the exporter. Failure to do so yields to distortion ...
- In FS, if the above is not done, the animation will only deflect 50% of the way
- NOTE: disabling either the L/R or fore/aft channel causes the other animation to match with what is in Blender...
- NOTE 2: playing with the ModelBehavior does not help to avoid this hack (2x anim length and/or 2x the variable... the same)
- NOTE 3: if in Blender you simply squish the keyframes from 0-100 to 0-50, the animation will only reach 25...
I can live with the "2x deflection" hack, but wonder if I am doing something wrong!
