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FSX moving parts?

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unitedstates
i'm new to making aircraft, but i know how to use gmax. what i need to know is how to make moving parts. i tried naming the parts "l_aileron" "l_flap" etc. what do i need to do to get this to work??? :confused:
 
Make sure you start GMax with the FSX Gamepack shortcut which is provided by the SDK. Doing so your menu will be expanded by "FS Tools". Within this group you find the "Animation Tag" tool. Select the part you want to animate, look in the list for the correct animation name and tag it.

Some information is provided with the SDK about the animation system.

Regards
Vitus
 
do you mean animation manager? i have that but not Animation Tag. and if it is animation manager, how do i use it?
 
Err...
you should really have a look at the SDK documentation! ;)
 
so i found out i need to animate the control surfaces. i need to make the flaps go down, but what about the others? what do i do with the ailerons and rudders?

oh, and another thing why does this happen?↓
 

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i am getting errors when i export the plane:

WARNING: Degenerate poly detected in file (GMaxExport) mesh (Line02)
WARNING: Face vertex 0 x=-13.98358 y=-10.30137 z=0
WARNING: Face vertex 1 x=-13.98358 y=-10.30137 z=0
WARNING: Face vertex 2 x=-13.88942 y=-10.30962 z=0
(there's alot more too)

maybe this has something to do with it?
 
i am getting errors when i export the plane:

WARNING: Degenerate poly detected in file (GMaxExport) mesh (Line02)
WARNING: Face vertex 0 x=-13.98358 y=-10.30137 z=0
WARNING: Face vertex 1 x=-13.98358 y=-10.30137 z=0
WARNING: Face vertex 2 x=-13.88942 y=-10.30962 z=0
(there's alot more too)

maybe this has something to do with it?

No. That is a "warning" not an error. It's simply telling you that you have a collapsed polygon in your project. Those come from being careless, mostly... ;)
 
so i found out i need to animate the control surfaces. i need to make the flaps go down, but what about the others? what do i do with the ailerons and rudders?

oh, and another thing why does this happen?↓

DO NOT USE THE "Mirror" BUTTON ON THE TOP TOOLBAR!!!!!


Add a "mirror modifier" to the stack instead.
 
Well, you can use the mirror from the toolbar, but then you would have to attach the mirrored part to the original part and detach it. A lot of work for a simple thing...
I have no experience with the FSX exporter (yeah, that's right, I still use FS2004 gmax gamepack), but doesn't it work with fs2004 name tags for the parts?
 
I have no experience with the FSX exporter (yeah, that's right, I still use FS2004 gmax gamepack), but doesn't it work with fs2004 name tags for the parts?

No. For FS-X, there are no "stock" animation tags anymore.

For FS2004, you could name a part "rudder" and it would move according to the part's y-axis and the deflection indicated in the aircraft.cfg. Now, you can name the part "rudder" and it will just sit there, unanimated.

ALL animation must be keyframed, and, in gmax/max, the part associated with the particular animation tag. Of course, that means you can name your rudder part "wiggly_thingie", set the animation to do somersaults, associate it with "rudder_percent_key" and FS-X will blithely still think it's a rudder, deflected n degrees left and right from a vertical y axis.
 
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