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FSXA Odd animation problem

euroastar350

Resource contributor
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us-delaware
Hi all,

I am having an issue with the animated parts showing up in the wrong locations. If I export the interior with the animations, all those animated arts will show up in the rear seats with no animations....This include the rotors. Now if I export the interior without animations ticked during the export process, they are in their intended locations. Any ideas on what causes this and what I can do to fix it? All interior animated parts have different name/animation tags from the exterior versions.
 
Hi all,

I am having an issue with the animated parts showing up in the wrong locations. If I export the interior with the animations, all those animated arts will show up in the rear seats with no animations....This include the rotors. Now if I export the interior without animations ticked during the export process, they are in their intended locations. Any ideas on what causes this and what I can do to fix it? All interior animated parts have different name/animation tags from the exterior versions.

If you are using Gmax I can't help. If you are using FSDSv3.51 be sure every animated part is the child of a reference part. Also, if it is a sliding part like a push throttle be sure the origin of the animated part does not cross over the origin of the ref part. If it does, it will jump away. If it looks like all the animated parts have jumped to the 0,0,0 origin of the project, that is a give-away one of the parts (or more) has a invalid part name. (Another thought) If the animated parts are hooked to a reference part, be sure you hook them up BEFORE you animate. If you hook them up after animation they will jump the sum of the distances from the project origin.

Best, Paul
 
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gmax

Hi,

Sounds like he is not using gmax. I have never seen animation show up in the wrong location, working or not.

I could be wrong,,,,

DG:eek:
 
Hey George,

Untextured parts will gather at the center of the chopper in FSX when exported from Gmax in FSX format.

To prove this, are the parts that are in the center all pure black in color?

You might be missing textures as well from the texture folder. That 'might' be another cause as well. I would think though that missing DDS or BMP's would make the parts gray if they 'are' textured.


Bill
 
The model was done in 3DS Max, now being finished off in gmax. The offending parts are textured. When I export with animations, the parts are not in the right locations. I export without animations and they are fine. I did have a test VC model with all animations working couple days ago. I guess this happens at random:confused:
 

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Animation doesnot affect in fsx

Hi friends

I am trying to export animations in FSX starting from Gmax model.
Wel .. I made the animation simply cliking on animation button down on the viewport (the red one) marking the position at time 0 and rotating the gear leg (father of 5 cildren) at the fully retracted position (rotating the leg) I marked the 100 time.
I select c_gear and start 0 end 100 .

BUT opening the SUMMARY the time indicates from 0 to 0,00625 and in FSX nothing happend.
I obiously wrong something ... could someone help me please..
Additionally , opening FSX the aircraft appears very far from the point of view in spot view...

thanks a lot

Ennio
 
You need some extra intermediate keyframes for FSX animations: I'd suggest at frames 25, 50 and 75.
 
Thanks Tom
I add some intermediate keys
But I am sorry no effects ... anyway
I not able to understand wy the dimension of the model in the "object properties" remains as the original before scaling it.
Is it right ?
How may I to have the aircraft in the final right dimensions (as I reduced them scaling all the model in Gmax) ?
Sorry for my question , I am not skill enogh to go on with my model ..

Ennio
 
I am trying to export animations in FSX starting from Gmax model.
Wel .. I made the animation simply cliking on animation button down on the viewport (the red one) marking the position at time 0 and rotating the gear leg (father of 5 cildren) at the fully retracted position (rotating the leg) I marked the 100 time.
I select c_gear and start 0 end 100 .

I suspect you've animated incorrectly.

1. select all keys and delete them

2. with your part selected, slider full left, add a Rotation key at frame 0

3. Move the slider to frame 100

4. Turn on the Animate tool button, rotate your object as needed, turn off the Animate tool button. It will automatically insert the key for you.

By the way, gear UP at frame 0, gear DOWN at frame 100!
 
thanks Bill

your right , i did not use the button "motion" I simply used the animation bar ...
so I will follow your instructions... I will make again all the animations by this way.
I notice that the gear as 0 at the closed position and 100 in full extracted position.
Do you have other tips about ailerons , tail plane and rudder ?

One info more please. Have I to declare the kind of motion (rotation, position) in the "motion window" or I have only to move the gear symply step bay step along the retraction ? (every step one key)
I used initialy the aircraft.cfg of the default FA-18 to check the motion ... I planned to refine any parameter after the motion is defined modifying the aircraft.cfg following my needings.
Is it a good way ?
If not could you suggest a different way?

Thanks again
Ennio
 
You do not need to specify the type of motion. GMax is smart enough to figure that out for you! :D

For FSX gear animation, you need only have a key at 0, 100, and 200.
 
OK bill
I will study the question of gear ...
but I tried with the spoiler (airbrake) the answer is still the same ...

warningl.jpg


That no way o have the right lenght of the animation ... may be I made some other mistake ... but I dont know which one ....
Could you help me ?

Ennio
 
The procedure I follow for create the animation is :
Select the time range to "100"
Select the part (airbrake)
Push "animate button" bottom right side of viewport
Cursor in position "0".
Push the "key" button (close to the previous one)
Moved the cursor at 100
Rotate the airbrake in the final position (open)
Cick the key button and close the animation
Select the animation type (r_spoiler_key) in animation manager.
With the spoiler object selected.
Create
Select the lenght 0 to 100
open summary ............ arrrgggg

Ennio
 
You are still animating incorrectly!

I'll try again, so please follow these precise steps:

1. Select your object (spoiler?)

2. Open the "Motion" tab

3. Make certain the time slider is FULL LEFT (frame 0)

4. Click on ROTATION Create to add a key at frame 0

5. Move time slider to frame 100

6. Click on ANIMATE button on lower toolbar

7. Click on ROTATE tool button on top toolbar

8. Make sure the axis is set for LOCAL

9. Carefully ROTATE the spoiler UP the desired number of degrees

10. Click on ANIMATE button on lower toolbar to turn OFF

11. Open the FSX Animation tool

12. Enter Start: 0 End: 100

13. Pick l_spoiler_key from the list

14. Click on Create button

15. DONE!

animationspoiler01.jpg
 
thanks Bill
you made an happy man ....
now is correctely working .... Wooowwww

Could you spent a little time for a new question..
I did not found a specific animation for the airbrake ..
I have used the r_spoiler_key.
The animation speed is really fast ....
I tried a longer time of animation 0 - 200 but the speed remain the same and the animation stops in the middle of the complete rotation of the airbrake.
Is it possible to reduce the speed of any animation to take a more realistic mouvement ?
The speed of animation is it bended by the FSX to the kind of ... aileron, rudder, gear and so on, or it could be regulate by other way ?

Thanks a lot
all the best

Ennio
 
Sorry I dont like to trouble the people....
and may be this is not the right thread to place this post ... but ...
I realised that the speed of animation depends from the scale of the model ...I set the scale to 1.0 and the animation reduced the speed at the right value (I think) ...
SORRY TIS IS NOT TRUE, I DONT KNOW WHY BUT NOW IT MOVE CORRECTELY ...

But
when I select the plane in FSX

001fzz.jpg


that is stranger small and zooming on this window remains stiil small comparing with any other plane ...
However when I open the FSX session, to see a close view in spot mode I need to zoom at 11% , that's a way to correct it ?
003mi.jpg

004tag.jpg


Depends may be from the aircraft.cfg values of eye views ?

thanks for your answers
and dear friends .. be patient
Ennio
 
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