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FSX animations in FSDS3.51

My problem: I've got no succes trying to animate part as the rudder or the ailerons in FSDS 3.51, building for FSX. I followed the instructions to the letter, but alas: no cigar! Parts that are animated don't show up, or are rotated and won't move. I'm running FSDS on a Windows 8.1 machine. I'm pretty sure there must be a solution for this. Is there a good tutorial? I used the Abacus guide in pdf format: no luck.



Resource contributor
Have you made each animated part a child of a non-animated part?
I can only speak for fs9. I do not know if the default animations work in FSX .
For the standard animations you need a specific part name.

Write the name in FSDS3.5 by hand, ...

..., then the animation in FS9 does not work.

For its own name must for the animation be created an xml configuration.
(FS9 = makeMDL.parts.xml ; FSX = modeldef.xml)

I work a lot with own configurations. The part name is Seitenruder (keyframes is: 0 = left / 500 = center / 100 = right)
That is the configuration in the makeMDL.parts.mdl

  (A:AIRSPEED TRUE, mph) 100 &gt;
  if{ (A:RUDDER POSITION, percent) 5 * (A:AIRSPEED TRUE, knots) / 100 * 500 + }
  els{ (A:RUDDER POSITION, percent) 5 * 500 + }

Above 100 mph the rudder deflection reduces with increasing speed.
Hi Cess
Load one of the abacus example projects which have animations(like the dc3_fsx one), compile and check in fsx. If they still dont animate, have a look at your modeldef.xml file for typos if you have edited it, and or the log files.You need to have all the needed additional files installed in the correct folders,the log files should show you whats not right...if it does animate then compare your project with the abacus ones to get an idea of whats going wrong
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That's some good advice Wozza! I've done it and it works, the DC3 is animated. What puzzles me is that most animated parts have a 0,0,0 axis location value, though these part are in their normal places, far away from the 0,0,0 value? How is that done?

What puzzles me is that most animated parts have a 0,0,0 axis location value, though these part are in their normal places, far away from the 0,0,0 value? How is that done?

By hierarchies.

This method is required for complex animations.