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MSFS20 Keyframe SCALE animation - trying to scale in only one axis, getting scaling in all 3

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ca-ontario
I am using legacy keyframe scaling aimation to scale an object through a keyframe animation. Everything is working well if I need to enlarge/shrink the object (scale in all 3 dimensions). However, I need to scale in only one dimension.

So basically, I set up a test animation of 100 keyframes, where I have a simple cube of 1x1x1 meter on keyframe 0. Then, on Keyframe 100, I give it a scale factor of 1000% (10x) in Z axis, so that I have a tall “skyscraper” of 1x1x10 m. Animation compiles fine, however, in sim, I get a cube that goes from 1x1x1 m to 100x100x100 m, as if all the axis are scaled, where only z axis should be scaling.

I am using 3DS Max. Any idea on how to get scaling on only one axis?
 
Did you try to check what is stored in the glTF file of your object? Would be interesting to know if the keys are correct there per axis.
 
Did you try to check what is stored in the glTF file of your object? Would be interesting to know if the keys are correct there per axis.
Hi Arno!

Thanks, that never occurred to me, so I did, but it is hard to read it. Do you know what can open a gltf file so that it is formatted to be readable?

I also posted the same question in MSFS Devsupport, and someone replied that only uniform scaling (across all 3 axis) is supported.

[EDIT] Here is a link to the gltf format restrictions, that states that the non-uniform scaling is not supported:

 
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I would open the glTF in ModelConverterX to view it :) The keys are in the bin file, I'm not aware of easy viewers for that.

Good to know about these restrictions.
 
I am using 3DS Max. Any idea on how to get scaling on only one axis?
Object scaling is not supported by MSFS/MSFS24, as far as I know, but that's exactly what Bones are for ;-)
With Bones, you can deform the mesh. For example, if you want to deform an object in only one direction, you apply a skin modifier to the object and use Bones to define which vertices should be assigned to the bone. Then you animate the bone.

skin_mesh_bones_deforming.gif


Is that what you mean?
 
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