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Model animations parts dependencies in the hierarchy

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77
Hi,
maybe a question to Arno: I have isolated some animated moving parts like gear struts, or pylons of a wing sweep fighter, and I want to remerge them into the model, however, the animations do not work properly any more cause it seems they are tied to anoter Node or Scenerygraph in the Object Hieararchy, and are now placed somehwhere else in the Hierarchy tree, than they have been before. So in this example, the pylons do not move with the wing sweep, or gear compression animation does not show any more.

Is there a way, to manupulate the exact entry point of a merged model in the hierarchy, or how can I fix animations in such cases? How can I find out, on which previous nodes in the hiearchy a single animation depends on, to work properly?
 
In the hierarchy editor, you can drag the part to its new location.
 
Hi,
it seems it does not work. I have several FS9 models, that have distorted or misplaced parts, mostly animated parts, once I convert them to a P3DV4.4 mdl file. In my example it's the left gear with compressing gear struts. Surely I can correct their placement in the model afterwards, but the animation is completely out of order then...And it seems not to be a solutions to simply correct the animation or transformation values of that model part. Do you have an idea how to fix those animations of such parts?

Also for moving parts, that are isolated and afterwards reinserted in an aircraft model, their animation is often messed up, for example external tanks of wingsweep models...
 
If the origins of the new parent parts are different than that of the old parts, then the animations will indeed be incorrect. They would have to be redone, either using the source file in the original CAD program or by modifying the animation values in MCX. I have never figured out how to do this in MCX.
 
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