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Is it possible to make a floating object move with the waves

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Just wondering if it is possible to make a floating object such as a small boat move with wave action like the (flyable) floatplanes do when at a dock?
 

=rk=

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It does not move with the waves, it is an oscillating animation that looks like bobbing. You could animate any object this way.
 
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italy
This Is a nice suggestions!

Also, since waves are somewhat connected to Wind Speed, you can create different animations accordingly
Then blend them Just as like windsocks

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OK, thanks, and yes I was a bit ambitious considering motion from wave action, but that sounds like a lot of work. I assume you mean like using Blender to animate. That's something I have never tried and see there is a chapter in Blender for Dummies on animation and also a few Youtube video tutorials although this seems to be for outputting a video which surely isn't what I need. Aha I didn't read Mamu's (hi there) suggesting blendeing like a windsock (or flag). Although a flag and a winsock bends as it 'flaps' and a rigid object such as a boat does not bend or flap. Anyone care to suggest any particular ones?
 
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OK, thanks, and yes I was a bit ambitious considering motion from wave action, but that sounds like a lot of work. I assume you mean like using Blender to animate. That's something I have never tried and see there is a chapter in Blender for Dummies on animation and also a few Youtube video tutorials although this seems to be for outputting a video which surely isn't what I need. Aha I didn't read Mamu's (hi there) suggesting blendeing like a windsock (or flag). Although a flag and a winsock bends as it 'flaps' and a rigid object such as a boat does not bend or flap. Anyone care to suggest any particular ones?
The Flying Theston tutorial about simple animations Is still valid


Rotation and translation exports just fine from Blender to msfs


My suggestion about making It react to Wind strenght implies some more advance stuff (multiple animation for the same object)
The reference to the windsock Is the way those animation should be "packed" togheter to work in the sim inside a Simboject.
(Windsock and flags are animated with so called bones in Blender, and getting them working with the Blender export Is literally pain in you know where, but you don't Need them for your docks)



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=rk=

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Although a flag and a winsock bends as it 'flaps' and a rigid object such as a boat does not bend or flap. Anyone care to suggest any particular ones?
We should establish the fact that there is no wind in the simulator. There is a mathematical representation of wind and there are physical animations, people have composed to represent the presence of wind. A flag pole never bends or flaps, it shifts position, or it jiggles position, in accordance with the animation assigned it.

There would be little reason to model different frequencies of bobbing, to represent wind speeds. It is a flight simulator, not a reality simulator and a boat bobbing in the waves, would be beyond adequate, but that is what mamu had suggested, that one model several speeds of bobbing and then tie each of those animations to a different wind speed.

I just animated the mud of the harbor to give the impression of oscillations. They only roll 5° on each side and that's enough.
What sort of oscillations, tectonic? I mean, I know France is crazy odd, I lived in a place caller Veyrier-du-Lac for about 3 months. I saw the lake where they invented water skiing and a lot of other crazy things, but I never saw mud with waves.

So, you could apply the oscillation to your fantastic effects, maybe:

(Ignore the baby part, or watch it if you like, so cute! I just wanted to show the moving cloud waves.)

And a very slow animation, to model the sand dunes:

thumb2-sand-dunes-desert-africa-sand-waves-dunes.jpg
 

Lagaffe

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Sorry =RK=, all body can not speak english like you 🥸 Even if I am French, I still try to participate in English-speaking forums :wave:
The error is due to Deepl who mistranslated the term buoy. Without one accent on "bouée" (in French), Deepl translate "boue" as mud and not with "buoy".

Here are my green animated buoys in my scenery:

centre_archeologique.jpg
 
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Wow. I can always rely on great feedback to questions here. And thanks Lagaffe for clearing up about the 'mud'. I hadn't quite got to that earlier post of yours and so it wasn't an issue.
Something new for me to learn and apply with Blender.
 
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The Youtube video mamu advises is educational. The main difference is that I need to animate the entire object (boat) and then work out what 'parameters' to use (certainly not rotation). I note that some manual stuff is required (edit the .xml file and add stuff) although I did NOT see that in Lagaffe's buoy xml file (yes I 'disassembled' the .bgl to separate the buoy).
I will now see what I can work out and am sure I will succeed. Thanks
 
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Lagaffe

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As for the code for the buoy, it is very simple: as in the Youtube video of mamu (at 6:10) after the declaration of the <ModelInfo parameter, you add this:
<Animation name="Green_Buoy" guid="xxxx-yyy-zzz-wwwwww" type="Standard" typeParam="Autoplay" />
This code has the same effect that the Ambient code XML in FSX: the object is always animated.
If you want to add conditions, you should then create not an object but a SimObject and the code is a little more complicated. Some examples can be find in this forum
One of my tests on this subject:
<?xml version="1.0" ?>
<ModelInfo guid="xxxxxxx-yyyy-zzzz-wwww-tttttttttttttt}" version="1.1">
<LODS>
<LOD MinSize="0" ModelFile="CTH3_boat.gltf"/>
</LODS>
</ModelInfo>

<ModelBehaviors>
<Component ID="CTH3_boat" Node="Boat">
<Visibility>
<Parameter>
<Code>(E:ZULU MONTH OF YEAR, number) 2.0 &gt;= (E:ZULU MONTH OF YEAR, number) 11.0 &lt;= and if{ 1 } els{ 0 }</Code>
</Parameter>
</Visibility>
</Component>
</ModelBehaviors>
With this your animation is played only between Mars and October.; the parameter typeParam="Autoplay" should be removed ;)

As for a boat animation, I have made one for the Fremm Aquitaine on FSX:
FREMM_Aquitaine_v1.6.jpg

=> http://frenchvfr.free.fr/download.php?lng=en&pg=326&tconfig=0
This stuff has be made under Gmax but the principle is the same: to alternatives rotations (-5° to +5°) tagged with Ambient code

You must first find the center of gravity of the boat (CoG) and add two alternative movements in roll and pitch with plausible rotations values: between 3° and 5°.
You can use up to 10° but for very heavy seas.
 

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Thanks Didier
Firstly I have signed up at your web site and had a bit of a look around, impressive.
Secondly thanks again for the Buoy which I downloaded opened in Blender and noted how it is set up to work as well as additions to the xml file which looks easy enough. I also note about finding and using the COG.
I will now have a go at animating my boat and floatplane.
Merci beaucoup
 
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I tried to follow the steps in The Flying Theston's tutorial but had 'problems' so found another similar video tutorial where the author uses the (shortcut) "I" key to create a keyframe. I had no trouble then and the whole process although quite involved is quite easy.

I also downloaded Notepad++ which is used often in video tutorials thinking that it would not display the contents of an .xml file with a TWO blank lines between -

<?xml version="1.0" ?> and


<ModelInfo guid="{xxxxxxx-yyyy-zzzz-wwww-tttttttttttttt}" version="1.1"/>

as Notepad does.

When the author opens his .xml files using Notepad++ it doesn't display the blank lines in the tutorial those two blank lines HOWEVER Notepad++ does show the 2 blanks lines. I find that a bit off putting and wonder if I should remove those blanks lines (and the 'tab' before the start of the last line (I am using the .xml file created when exporting from Blender).
 
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I tried to follow the steps in The Flying Theston's tutorial but had 'problems' so found another similar video tutorial where the author uses the (shortcut) "I" key to create a keyframe. I had no trouble then and the whole process although quite involved is quite easy.

I also downloaded Notepad++ which is used often in video tutorials thinking that it would not display the contents of an .xml file with a TWO blank lines between -

<?xml version="1.0" ?> and


<ModelInfo guid="{xxxxxxx-yyyy-zzzz-wwww-tttttttttttttt}" version="1.1"/>

as Notepad does.

When the author opens his .xml files using Notepad++ it doesn't display the blank lines in the tutorial those two blank lines HOWEVER Notepad++ does show the 2 blanks lines. I find that a bit off putting and wonder if I should remove those blanks lines (and the 'tab' before the start of the last line (I am using the .xml file created when exporting from Blender).
You can remove the blank lines although I think it doesn't matter, they will probably just be ignored, I only remove them for aesthetic reasons.
 
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Thanks. I assumed that but wanted to make sure especially as when I open an .xml file using Wordpad the blank lines to not display.
 
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Notepad++ has the benefit of creating visual cues where a line of code starts and ends, like different colors for a new line, which is really helpful once your xml files get more complex.
 
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Xml files doesn't care too much about what Is *outside* the tags,
(Like blanks, carriage return, Tabs )
Lines and Tabs are more for Easy code Reading

but

are really annoying about what Is inside!
Code:
<someTag>i'm inside and i'm important and even a space can crash me</someTag>

As an advice for general animations in Blender, this guy Is really a pro!


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Thanks mamu. That is the tutorial I found which I thought was easier to follow (using 'hot key' I). I am wondering though about his use of the (Blender) CAMERA and assume from other Blender tutorials for creation of 3D objects for FS2020 that it isn't required?
 
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