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Little problem with an simple animation

Yessss ! It work
Under Blender ... Because under MCX, it "could't find lonked animation" for the doors ... :banghead: lol
 

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You still have to bake the animation to the bones as the path constraints are not supported.
You best make a backup copy of your work prior to this step as all constraints area cleared.

Also wait with this until you perfetly like the quality of the movement (shape of the path, speed....)

How are you planning to run the animation later in FS by the way?
Using SODE triggered animations?
 
Bake the animations to the bones ... I don't see how make it. Usually, I click on "Bake Action", in the animations menu (at the left).
But is it This ?

Yes I think Use SODE to that
 
Hello, it's me ... again !

I finished my hangar. I try to bake animation. I looked for a tuto before coming back and I found Something ...
To bake, I select the armature, and in the animation menu, Bake action, I check start and end frame (1-147 in my case),
I tick "Visual Keying" and "pose". But it's not a good way, I think, because no animation are exported.

For the vehicule animation I made a few days ago, in the animation window, I selected the vehicule, tick "only selected" and "Object" and it worked.
But of course, there were no armature.
This time, I'm sure I forget Something ...

I need help again :(
 

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Did you tick "clear constraints"?

Also the length of the animation is kind of a weird number. What about 100 or 150 frames instead?
 
In fact, the max frames is 300. But the end of the animation is 147 (Door at the end of the rail). Is it a problem ?

There is another thing, in the fsx module, at what must i assign the animation (Ambient), the armature ? Maybe an error here ...

In these animations, one for the right door and one for the left door,
I've some elements :
- Curve
- Empties
- Bones
- Planes (doors sections)
All the links are good, all work perfectly under Blender

But I don't really understand what mean the bake, What must bake : I think the bones ?
 
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You have to assign an animation tag to every single bone in pose mode.
When you are planning to export to SODE read the SODE docs for what tag to assign.
For now you could assign anything for the testing as long as something is assigned.

btw did the baking to keyframes actually work?
 
I assigned an animation tag to every bone.
When I export to mcx, I've the messages, couldn't find a link to the door X ...

For that "btw did the baking to keyframes actually work?" I don't know ...
 
Yes Dave. It's good. But a little strange (picture joined)

I resume what I do (according to what I understood)

I consider that my animation is the bones :

1 - In pose mode, I assign to every bone a tag "Ambient" (for test).
2 - In object mode, I select my first armature (right door) and in the "Animation menu", "Bake Action", I check the frames (the animation start at frame 1 and finish at the frame 147 for a total of 300 frames) Start :1 End : 147 Frame Step : 1
I repeat this step for the second armature (the left door)
3 - In the "Animation" menu, I tick only "Visual Keing", "Clear constraints", and "Pose" for Bake Data.
4- I select all objects and export it in .x and.mdl with "animations"

I'm right ? I think not, in MCX I've always the same message
Couldn't find a linked animation for the door X ...
But every section of the doors are linked to a specific bone, I don't know why MCX search a link for the doors !
 

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First I found out that the action is best baked in pose mode (pose->animation etc) with all bones selected.

For exporting did you make sure all the bone related stuff is checked? Skinned mesh has to be checked in both the door's material AND the export option.
 
No, The skinned mesh option was not checked in the FSX material parameters. It's done
but same result animations links are not exported as MCX said

I can't bake in pose mode because the "Animation" menu don't appear in this mode.
 
I can't bake in pose mode because the "Animation" menu don't appear in this mode.
I see the menu (Pose->Animation) exactly as in object mode. Not sure what is going on in your setup.
It has to be done there simply because it's a pose action, not an object one.
 
I don't understand why the animation work in blender and why I can't export it
Why MCX say that it couldn't find animation link for the door.

In fact, every sliding door is made with 18 objects "door_x", each object linked to a bone. Each bone track an empty along the curve.
But maybe it's not a good way to make a sliding door ...
 
I made a simple cylinder animated with bones, like a windsock .... It work correctly !

I'm pretty sure that I've a link problem with bones, empties ...
On the screen joined, what MCX said for my hangar. If it can help. I can't find where I'm wrong
 

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But I don't see how can I bake otherwise :banghead:
Whatever I tick/untick, I've the same result Under MCX ....

I don't understand.... I'll find solution but it is hopeless :(
 
Hello :)

Always with my problem, I progress but ... .

The plane must go along the path (X)
After export, the animation is here, it follow the deformation of the curve, but not his direction (capture1). Instead of going on X, it move to Y !

I join my files, before Bake (H25_Anim_V4.05) and after bake (H25_Anim_V4.05b)

I know I have been asking for help for several days, but I don't know what to do .... if you have some minutes, can you look where I'm wrong ? :oops:

Luc
 

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I just tried to export, which worked but in my case the animation looked weird aswell in MCX. I had that before with skinned animations that they looked weird in MCX but then worked perfectly in the sim.
So I placed it but in the sim it was invisible :confused:
 
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