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FS2004 Having animation problems!

  • Thread starter Thread starter Aviasim
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Aviasim

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Problem after problem after problem with scenery design!!

Ok, I have started work on animating vehicles etc, but first, I decided to do a test animation.

Basically this test was just a box that moves around a circle.

Heres a step of what I done, please note that I am using 3DS Max 9:

* Created test box, 5M x 5M x 5M, named "tick18_test", converted to editable mesh.

* with box selected, I clicked on the "wheel" image in 3ds max, added a "Position XYZ", Path Constraint, Add Path, then I clicked on my circle that I created.

I then went over to trajectories, end time 1023, samples 30, collapse.

I exported this as a .X file (only possible way from 3DS Max 9 to FS9)

Ran the .X file through the FS2002 MakeMDL, then placed the created .BGL in my scenery folder.

The object is surely moving, but, very very very very little and does not complete the full path it was supposed to, I say it moves about an inch, then jumps back, starts all over again, moves an inch etc

I have no idea what is going on here or why this is happening, it should be completing a very large circular rotation, in 3DS it is fine, done everythign by Smithte's tutorial, but in FS, like I said earlier, it moves about an inch and jumps back to starting location, also that 1 inch movement is very slow, barely noticable.

Please someone help me out here, what have I done wrong? what have I missed? the animation has no conditions neither does it need any, I can not seem to figure out why this is happening.

Used:
3DS Max 9
FS2002 MakeMDL
Pandasoft .X Exporter for 3DSMax9

Thanks
 
I suspect you'll need to manually create the keyframes in Max, as the exporter will not be likely to support animation along a path constraint.
 
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But I followed Smithtes tutorial, which seems to be helping everyone, would I need to do it in GMax then? because Smithte followed a path constraint...

Doing manual key animations will be hard!
 
You can probably still use the path constarint, but may need to use it to define some interpolated keyframes, rather than exporting the path as is.

How many frames have you defined?
 
1023 frames as per tutorial, but the animation in the sim doesnt even follow the full path, barely moves, but it does move only a tiny bit then jumps back... it's like the MakeMDL slows it rite down.
 
Might not have been clear ...

I meant how many keyframes have you defined.

I suspect you need to define ALL the key animation points.
 
What is said by Hcornea could be right, I tried to animate a box along a path, as is, and no way, the animation not exist.all work but only get a lazy box.damned keyframes.
 
So the tutorial Smithte done is wrong then? because he says to use the path constraint, I have tried doing it manually but get the same effect
 
The path constraint must be used , for sure, but sure there are more things to take into account :confused:
not exist any tutorial to make an animated vehicle to move in the airports. it's a fact not a question.too bad:confused:
what tutorial are you referring, where I can get that tutorial.
No problem I got the tutorial. going to make trains ¡¡ and crossfinger and some praying is good for Fsx.:D
 
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If you get the animations working as they should, please let me know since my animations move way slower than they should and does not even complete the path
 
I follow the tutorial, though the model was for fsx, and I can say the tutorial work, I get an animated box, but I can really say his behaviour was a little weird, I previewed the model in model convertex and don't think the danmed box follow the path even, and was like triping up or stumble but his speed was acceptable... but I got an animation :p:D
I saw according the frame rates be 1024 or 100, the box goes fast or slow,
 
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Are you folks collapsing your constrained animation to discrete keyframes before exporting?
 
yes, "collapse" end time=1025, samples=50, as tutorial say, I see in the path option/ %Along path 1.953, I don't think those were the values that have my model, I don't know what mean all those values. sorry just experimenting if the animation could be exported.
 
Yes, I too am following the tutorial exactley, however I only get a box that moves extremely slow and not the full loop, I'ld be lucky if it moves an inch.
 
Odd. I've never tried myself, but I followed along with a series of posts a few years ago where the modeler managed to chain four such animations in sequence, with a very nice "people mover" circulating around the terminals on quite a very long path.
 
I think part of this problem might be coming from the Pandasoft exporter...I've had way too much trouble trying to get animations exported. (I could be doing it wrong :D)

I've been using gmax for all animated objects in my sceneries, and 3ds 7 for everything static.

I'll see if I can get a basic animated object to export.
 
Hi, well, the animation work pretty well, I placed the box in Fsx, and he move charmingly well, though in Model convertex seem triping up, but MCX is an invaluable tool for animation checking :), all as per tutorial, his strange behaviour is because when you collapse the trajectory, create a new path betwen lines ending points and if your path is not continous the box will run to the initial point.which look weird. and a thing I think I discover, the only thing I did for the animation worked in Fsx was to name all files with "anime_filename", as I saw in a comment in the Farfy's tutorials :D , amazing or not ? anime_filename not tick18_filename, this is for FSX.
Aviasim the tutorial work, "must" be a way to control the speed of the objects in the simulation,and maybe you are skipping the collapse stuff.said this, good luck to all, and regards :D
 
I have followed the tutorial word for word and collapsed the trajectoris and the line is closed. This is for FS2004 and all of this stuff is mentioned on the first post in this thread... because it's for FS9 i name my animation "tick18_whatever" but it doesnt animate as it should...liek i said, all of this is mentioned in my first post.
 
The comment about anime and tick18 was for who could interest in the matter, because it is something I learn by chance it's not mentioned in any tutorial, it's because I made the comment, only if could help to anyone.
you must see what you get in Gmax, what you see there is what you get in FS. I mean the movement and speed of the moving object.
Try with Gmax I have the impresion you are skipping something you set in "Time configuration" the frame rates (end time) to 1024. and set the time slider in that mark
 
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