Thanks in advance...even if you tell me not possible. Then at least I will know definitely.
Randy
It is very much possible, here is a FS9 plane converted to the P3Dv4 standard, notice the three propeller states; still, slow and blurred:
I do not recommend the linked procedure, although it is materially accurate, one does not need to edit the .x file nor does the procedure cover special circumstances where all animations are tied into a master parent.
Anyway in a nutshell, you want to capture the prop disk and to do it, you manage the visibility conditions window by replacing "0" with "10000" in every field below the parts_visible section:
That gives you the FS9 equivalent of "in motion" and we see our prop disks displayed:
We use the Hierarchy Editor to find and isolate the prop disk:
And there it is. Before exporting, we must confirm the animation is one our compiler will support, if not the animation will fail and the model will export in a fixed state. The FS9 style animation tag "engine0" is not recognized by the FSX compiler, so we assign the "prop0_blurred" tag.
Finally before exporting, save a version of the prop disk texture:
Ok, here it is in Photoshop and we see that this artist has chosen to use an all black alpha channel, with the various propeller related translucencies rendered through the color channels of the image. This probably works ok in FS9, but is not adequate for other versions of the sim. The easiest fix is to invert that alpha channel, but different sims have different requirements and it is best to experiment for good results. Alpha is intended to control transparency, all black or all white is fully transparent, depending on the sim version. Obviously FS9 is all black for transparent, so...
For a final hint, here is what I made for P3Dv4, the slow and blurred:
Ok so putting it all back together. I hope it is already obvious that you can use the same rotating disk model for the slow and blurred animations. Simply import one, tag it as such and then use the Merge Objects tool to recombine the model parts. In the Hierarchy Editor, you will have to assign the visibility conditions, each condition matching the prop state.
That should cover it, if the flight sim gods are feeling generous this procedure should lead to a working prop disk. I had mentioned special cases, there will be situations where you feel you've done everything right and you compile and the new model has all its animated parts squished together in the fuselage. Don't despair. You can try adding your airplane model to your new animations, instead of what would seem natural, as the other way around. You may have to export the entire animation tree, break each part and re-tag it, or you could make an .x file export, open that in text editor, and see if you can hack in that master parent animation. Everything is pretty basic with obvious names and related tables of positions, it certainly doesn't hurt to change a few things around, save that file and then compile it in MCX to see if you've had a beneficial effect.