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FSX Gmax Tutorials

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unitedkingdom
I have been looking for what seems ages now for a few simple tutorials.
I understand how to animate within FSX Gmax on models such as rotating radars and windmills and how to get these as working models within FSX.

What I need help with is on a model Hovercraft I have built I need to lower the front ramp with a command such as "shift+E+number" just like opening a door on an aircraft.

So how would you start.
I can animate the ramp but after that I haven't a clue how to link it to the command.
What do I need to add to it within FSX Gmax.

Help or advice always appreciated.
 
Hello NotNed,

First, you would animate the ramp, from KeyFrame (KF) zero to KF 100. Then turn on the FSXTools (if they are not on) and turn on Animation Manager. Fill in the KF points, 0 to 100. Then find in the listing door exit 1 (how ever it is named) and click on that. Then click on the 'add animation'. The attachment is made in the Scene settings for you by clicking on this.

It is important to have the KF points in the boxes before you push that, or it will not animate, as it will go from KF zero to KF zero.

All your animation tags will be in the Animation manager.

You can also create some cool 'custom' animations, like perhaps one that will 'raise' up the craft when the engine is started, so that it hovers in the air. But that is down the road.



Bill
 
Animation added set at 0-100 as suggested.

Loaded into FSX and the ramp dont move with the command SHIFT+E.

Do i need to add a command to connect the animation with SHIFT+E.

Just to make sure ive added from the animation list door_1.

From the list i have are door_0,door_1,door_2,door_3.

Thanks for help Lionheart.
 
Cracked it,,added into CFG the following.

[Exits]
number_of_exits = 4
exit_rate.0 = 0.40
exit_rate.1 = 0.40
exit_rate.2 = 0.40
exit_rate.3 = 0.40

Now to apply the engine start-up and see if i can make it lift on start-up.
 
Cool!


Note that not all animations in FSX are 0-100. Landing gear is usually 0-200, with 0-100 being retract from up to down, and 101 thru 200 is full extension to full compression shock motion. Most stock switch animations will be 0-50 KF's.
 
Very useful information thank you.

I was playing with a similar scenario with a missiles hatch opening from 0-100 then the missile firing vertically from 100-200.

Got the hatch to open perfectly but yet to find tag to fire the missile.

Also is it possible to add a smoke effect to the missile when it launches.

Big thanks Lionheart,the most satisfying thing I've done for a long time is seeing things come together in Flight Sim.

PS is there a list of what animation does what or is it hours of trail and error.
 
If you can read XML code, all the code animation is on a single XML sheet, which you can open via Windows Notepad. The address where it is located at is here.

C:\Microsoft Flight Simulator X SDK\SDK\Environment Kit\Modeling SDK\bin

The file is called modeldef.xml

Mind you, this is where 'my' installation of the SDK is, and its actually on an H drive. Where ever you have your SDK at, it will be in the environment kit/modelling SDK/bin folder.

What ever you do, keep a backup copy of that. If the code gets messed up by a simple, single symbol, the code sheet becomes fully corrupt and you will not be able to export things from Gmax/Max until you fix the issue.

Just keep backups. Rename the copies with a date in the name. That will give you better backup options. We create 'new' animations and add them into the list, usually making a new section for a new plane/scenery project, like this, (comment).

<!-- Begin Hovercraft Parts -->

and...

<!-- End Hovercraft Parts -->


You can then create your own, exotic animations, such as a rocket that will launch from a key entry, and disappear at a certain point.



Yes, you can add a special effect to a part like a missle. I have no idea how that is done though, so you'll need to ask the guys about that. It could be as easy as having a small invisible cube attached inside the missle and use FSXtools, Attachment, and attach a FX to it, just like other things. But, you might have to rig it to become visible (the small cube) right at the point the animation begins, of the smoke will always be coming from the missle.

Have fun. :D
 
Also.. You can stagger your animations and still keep things all in the 100 KF zone.

For instance, animate your doors to open from zero to 30. Then on the missle, have it stationary at zero thru 40, and at 40 KF, have it begin the animation of launching, and by 100 KF, have the missle out on the horizon.

We do this with gear doors, staggering the animation so the wheels do not go through the doors, etc.
 
One final question Lionheart.

Do all tagged animations work from a pivot point like hinges or is it possible to slide a door with any stock animation tags.

Once again your patients and advice very much appreciated.
 
In FSX there are no stock animations - everything you want to animate you have to do yourself. Some of us miss the stock animations from earlier FS versions, but the beauty of FSX is you can animate anything, you just have to code the xml to drive it.

Animations are always tied to the object's pivot, that's just the way it is.
 
Hi,

Yes you can slide a door. Just use a Position keyframe at KF 0 (instead of a Rotation keyframe) and then use Move mode rather than Rotate mode to animate the object. You can also have both motions at the same time (Position and Rotation), to get a movement like Fowler flaps, for example.

Hope this helps,
 
Yep, Tom's on it. You can slide, spin, rotate, hinge up, down, etc. The only thing you cannot do is 'scale'. A bad thing as it will crash an export.

They will always pivot (when rotating) via the gizmo center. With things like ailerons, you will want to adjust the gizmo's angles to be even with the lines of the ailerons (or flaps, or rudders, door edge, etc).
 
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