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3DS Max Help with animation

=rk=

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I have a larger model with several animations that I am unable to activate in the sim. I've had the model side by side with the default examples and my own models which do animate and I can't find the difference. I've attached a paired down version with just one control surface animation and a simple fuselage in 3ds Max 2020 format and also a complete Package that has been run through FSPackagetool.exe. If anyone would be able to take the time to tell me what is probably an obvious oversight, I'd be extremely grateful.
 

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Hi Rick
I can't open the max file, but in the glTf the node name for your elevator is "ELEVATOR", not elevator_percent_key (that's the name of the anim), used as Name in the PartInfo

When using PartInfo you need to provide in the Name tags the name of your node

You can also use a template that should work with that setup,e.g. this template requires the anim name only and doesn't care about the part name


Code:
  <Component ID="theElevator">
<UseTemplate Name="ASOBO_HANDLING_Elevator_Template"> 				<ANIM_NAME>elevator_percent_key</ANIM_NAME> 			</UseTemplate>
</Component>

Inviato dal mio Mi 9 Lite utilizzando Tapatalk
 
Thank you so very much for scanning through my upload. I am trying to follow the SDK as closely as possible, without creating another GaugeAircraft, or Cabri G2. I think it is probably ok that a node is named "ELEVATOR," because the term "node" corresponds to the invisible helper, which is the part we animate, so the model part becomes animated by linking it to the invisible helper. In the image below, you can see the node name "Elevator," is used to create the "elevator_percent_key" animation.

I've composed a screen capture of my test project loaded alongside the GaugeAircraft sample and I've noticed two discrepancies.
notice.png


The first is that the default layer is not set "visible" in the GaugeAircraft Layer Hierarchy, as opposed to the test model, which probably doesn't matter, however, in the Babylon Animation Groups flyout (the white and blue pane), the Babylon animation hierarchy for GaugeAircraft, starts and ends at "skel_Elevator," while my test model Babylon animation hierarchy includes the base helper "HIPS," as well as the model part. I'm pretty sure "skel_Elevator," is the invisible node helper, I think it's probably ok my invisible helper is named "Elevator," so long as the animation that is derived from it, is "elevator_percent_key," as you suggest.

I'll make some changes and report back, I'm highly suspecting the botched hierarchy in the animation groups window, because my propeller animations are also frozen, there is no "propeller_percent" variable, but the hierarchy discrepancies are likely shared by the propeller animations. I likely would not have noticed this, if not for your reply, so thank you again, Federico.
 
Ok, after much testing, I decided to try using the entire SimpleAircraft sample project, just replacing the original .gltf with the test.gltf uploaded above and it worked as expected, first try. I had to rewrite the SimpleAircraft.xml to have only the base LOD and beyond that, I've not located the specific problem with the test package I uploaded, the XML entries seem to correspond as they should.
 
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