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How to convert 3ds max aircraft to FSX

Hello guys, good night, I'm new here and I want to start in the world of aircraft creation for FSX and P3D and MSFS2020 but the focus is FS X first, I'm a beginner and I bought a 737-8 max model 3d pro 3ds max, as a newbie I want to clear up doubts.

1 - How will the process of adding cockpit to the aircraft be? At FSX you will have to enter VC and I am inspired by PMDG.

2 - How will be the process of assembling aircraft systems and buttons? How will it be to program FMC, GPWS, TCAS, HUD everything?

3- Model is already excited, but how will it be animated in FSX?

My aircraft is a 737-8 MAX

Thanks in advance for your help!
 

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tgibson

Resource contributor
0. Download and install an FSX SDK. If you do not own the Deluxe version of FSX (or Acceleration) or you are using a later version of 3DS Max not supported by the FSX SDK you will need to use the P3D v1.4 SDK instead.
1. Create and texture the cockpit model in 3DS Max (the VC). Create 3D gauge objects, animated using tags from the modeldef.xml file (see #3). Export to FSX MDL file. Place in the same folder as the exterior MDL file and specify both in the model.cfg file.
2. I assume you will use XML gauges to populate your VC (if not already part of the 3D VC, and then these XML gauges could instead be used to control the 3D parts, if the code is not already included in the modeldef file). I believe that tutorials on creating many of those gauge types already exist.
3. Animation of FSX models using 3DS Max is well documented in forums and YouTube tutorials. In short you use the standard 3DS Max animation techniques, and then use the SDK tools to tag these animated parts with specific animation tags (flaps, gear, etc.).
 
0. Download and install an FSX SDK. If you do not own the Deluxe version of FSX (or Acceleration) or you are using a later version of 3DS Max not supported by the FSX SDK you will need to use the P3D v1.4 SDK instead.
1. Create and texture the cockpit model in 3DS Max (the VC). Create 3D gauge objects, animated using tags from the modeldef.xml file (see #3). Export to FSX MDL file. Place in the same folder as the exterior MDL file and specify both in the model.cfg file.
2. I assume you will use XML gauges to populate your VC (if not already part of the 3D VC, and then these XML gauges could instead be used to control the 3D parts, if the code is not already included in the modeldef file). I believe that tutorials on creating many of those gauge types already exist.
3. Animation of FSX models using 3DS Max is well documented in forums and YouTube tutorials. In short you use the standard 3DS Max animation techniques, and then use the SDK tools to tag these animated parts with specific animation tags (flaps, gear, etc.).
Does 3ds max 2014 run smoothly? I have FSX DELUXE installed
 

tgibson

Resource contributor
Sorry, I do not know which versions of Max are usable with the FSX SDK. Note that the FSX SDK should be updated online to SP2 or to Acceleration (if you have it).
 
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