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FSXA Odd prop animation

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unitedkingdom
Ok... So, having managed to defeat the strange texture issues, now the props are giving me trouble. I've created, animated and done the visibility tags on the various prop versions. I haven't textured them yet.

However... when I start the engines on the plane, the following happens: the 'Still' prop starts going round, then disappears. BUT the slow prop does not appear, leaving a blank space. Then the fast prop appears and stays there.

When I shut the engines down, though, it all works fine, and the slow prop does appear! So there would not appear to be anything wrong with the visibility tags.

Any ideas?:confused:
 
Sometimes on my planes, the slow prop never appears.

On my last one, the Skylark, the RPM was so slow on one version of the airfiles that the blurred prop texture didnt appear, but only ran on the second 'slow' prop disc.

I wonder if your RPM is just too fast on startup, and only on shutdown do you see it. The FSX platform may be jumping past it.
 
I'm having a very similar problem - is your aircraft powered by a small engine with a low MOI prop?
 
Hey Paul,

Off topic, thanks for the heads up on Scaling inside of X-files. Massively appreciated.

Been meaning to thank you for that.



Bill
 
Could be an RPM problem, but when it starts up it looks like the slow disc should be there, as for a few seconds during startup there is no prop there at all - none of them show during the time I would expect the slow disc to be there. This doesn't look right at all, of course, as it leaves a big gap at the back of the aeroplane during startup!
 
I eventually fixed my prop problem.

I had everything defined correctly but no slow prop visible and the blurred prop was not animating.
All visibility tags were correct and all animations were correct.

I had noticed in the intermediate X file that the slow and blurred were defined before the still prop.
Basically I exported the prop meshes ("groups" as I'm using 3D canvas) removed them from the model then re-imported them in the order: still, slow, blurred.
This changed the order of export in the .X file and the model now works perfectly.

My other discovery yesterday was that the animation interpolation between keyframes in FSX isn't quite linear. e.g. I had wires attached as children of the rudder.
The rudder just had two key frames at either end of the movement range and the wires "bounced" as they turned in FSX (but not in the modelling too)
Adding more key frames fixed that one.
 
When rigging animations in Max/GMax/FSDS for FSX we must provide more than simply start/stop keys, otherwise as you've seen "funky things" will result... ;)

Rudder and aileron animations must always have at a minimum, keys at 0 - 50 - 100.
 
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