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FSXA FS9 -> FSX aircraft model conversion (an experiment)

I was able to get it to export with no animations using the P3D SDK's modeldef.xml but when I added the lines Hrectic posted at the end of that modeldef.xml that seems to be what is causing the problem... It keeps saying there are two root lines
 
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Did you put the extra xml code within the existing root node of the xml document?
 
When I simply copied and pasted the code at the end of the document it didn't work but when I pasted is before </ModelInfo> it worked but when I open the new file in MCX there are no animations (there is no animation slider) and the flaps just seem to stick out of the centre of the aircraft.?
 
*Bump*

I've managed to scratch together some time and finally converted most(?) of my FS9 AI models (again).

The "adjust radius and bounding box" method works perfectly. All my converted AI aircraft behave like they're supposed to.


Note: Make sure to assign as many "unknown" animations to proper animations as possible when converting a model, otherwise you'll see the stuff using said "unknowns" being horribly misplaced after conversion.
If you have no idea what an "unknown" animation does, use the "Fix selected animation" button in the Animation Manager.
 
Hi,

Unknown animation are not found in the modeldef.xml, but actually I'm not sure what xtomdl does in that case. I would expect nothing would happen and that you get just the first frame, but maybe that assumption is wrong :)
 
I hope to make it more automatic, but most likely some human interaction will remain necessary, since every aircraft is different.

But for now I'm too much distracted by the scenproc tool, so the aircraft features of modelconverterx are on pause for a while.
 
I would like to fix just one ai airplane, the Casa 290 (not remember the exact versión) this have the propeller modeled along with tha airplane, so very difficult to get around the issue but I notice this issue when I have this repainted already , and I am very bad at the repaint :(. someday I will try the above commented.
 
Unknown animation are not found in the modeldef.xml, but actually I'm not sure what xtomdl does in that case. I would expect nothing would happen and that you get just the first frame, but maybe that assumption is wrong :)

That wouldn't explain why, say, slats with "unknown" animations, tend to be placed in the sides of the fuselage when you export them without an assigned animation.

But as I've said, no biggie. Either duct tape the parts via "Fix animation" or assign an equivalent default one.
 
I am following this thread with great interest. In line with the results of others here, I have also got a number of FS9 AI models updated and working but with the same issues with landing lights and prop discs as others. It would really be great if these two issues were to be resolved.

Is there anyone still looking at these two problems or is there a general acceptance that what we have now is as good as it will get.

BTW, I'm using these updated models in P3D V2 and they do look and work quite well.

Graham
 
The concesus is that anything can happen in the future, depending on how much time Arno is willing to invest into MCX' aircraft conversion part.
 
Anyone manage to convert the TFS A380 yet? I had a go at this one today but encountered a number of issues. I would like to get this into FSX format and then into P3D V2 but am a little frustrated at the moment.

Any ideas on this?

Graham
 
Sorry for being so slow coming back here, I've been a little busy on P3D V2 projects lately.

I suppose the main issue for me with the TFS A380 is the flaps. When at zero animation, they are fully down and the animation cycle takes them through from full down to normal no flaps and then ends the cycle with the flaps full extended but above the wing not below it. Reversing the cycle then returns the flaps through to fully extended in normal configuration. The aircraft then flies all the time with flaps fully extended. I haven't been able to monitor what happens through the landing process yet but I'm sure it would be interesting to watch.

Graham
 
I'm now working in the JBAI Canadair Challenger and cannot get the front wheel to retract. It remains down all the time. I've set the front wheel animation and it works in part but something is keeping the wheel fully down for the first 30% of the animation cycle.

Graham
 
*Bump*


Note: Make sure to assign as many "unknown" animations to proper animations as possible when converting a model, otherwise you'll see the stuff using said "unknowns" being horribly misplaced after conversion.
If you have no idea what an "unknown" animation does, use the "Fix selected animation" button in the Animation Manager.

Heretic

Could you please clarify the following?

  • What are you referring to when you say "Animation Manager"? Are you referring to the "Animation Editor" within CMX?
  • How do you assign animations with CMX?

I have the same problems as Hi1pie above when copying and paste the Modeldef bits you placed in page one of this forum, what are we doing wrong?

Thank you very much for your post, really hooked me up... now instead of spending endless hours adding liveries I'll try this new bit, far more interesting and really worth for my sim

Cheers

a
 

The only thing I can suggest is checking for unknown animations and trying to find out if some are flaps or gear related. As for the TFS A380, you'll probably need to rewrite the flap code. Or use Rainer Mehlin's model (it should have quite a few paints available).


What are you referring to when you say "Animation Manager"? Are you referring to the "Animation Editor" within CMX?

Yup.

  • How do you assign animations with CMX?

Tick, pick and assign.

Play around with it, it's really simple.

I have the same problems as Hi1pie above when copying and paste the Modeldef bits you placed in page one of this forum, what are we doing wrong?

Make sure to paste the animation code above the closing "</ModelInfo>" tag into the modeldef.xml. Otherwise it will not be read by the Animation Editor.
 
Tick, pick and assign.

Play around with it, it's really simple.

Make sure to paste the animation code above the closing "</ModelInfo>" tag into the modeldef.xml. Otherwise it will not be read by the Animation Editor.

Thank you for replying so quick... I'm getting desperate here..:

Tick... that's easy, but after ticking in animation editor one animation, my options finish... there is nothing that allow me to edit there... just play it! I can't figure out what you mean by "pick" yet alone "assign". I have no such option. No matter where I click, or with what button of the mouse!

And I had tried copying above "</ModelInfo>" before my first post, in fact in several other parts of the modeldef file but still no export of animations at all...

I start to wonder that something in my set up may be wrong... is MCX 64 bit compatible... I'm getting mad...

Cheers

a
 
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