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Blender Quest for Animated People - distorted animation in MSFS

I'm having a hell of a time trying to create animated person in MSFS. I would really appreciate any advice. Here's what I did:

1. I created a human figure in Make Human and exported to Mixamo website, where I rigged motion capture to it. So far - so good:

1619145646940.png

I then downloaded FBX and imported to Blender. Beside some normals and materials problems - it worked, animation is showing in Blender. Exactly as in Mixamo. I then named and pushed down the animation, made necessary XML code and exported to MSFS. Epic Fail! A distorted tiny shape - but animated:
1619145795696.png

I tried applying scale in Blender, but that screwed the animation which I could not redo, it came as is with the mesh from Mixamo. So I realized the figure is rotated wrong somehow. So I experimented with "Manual Orientation" on FBX import, and then exporting to MSFS.
1619145991085.png

After some narrowing up the axes and further scaling and rotating in MSFS I came to this setup:
1619145893839.png


It got me to correct orientation, and a working animation. But it's still subtly wrong, and I'm stuck! Wasted the whole day on this.
1619146069428.png

Don't mind the missing materials, I can get those back. But he is limping and his arms are far too wide and slightly weird. He's walking, but very unnatural. I tried narrowing "hand space" in Mixamo and imported this to Blender:
1619146173927.png

And this produced no change whatsoever to the MSFS animation - hands are still wide apart, one foot bending weirdly and overall very close, but no cigar. This reminds me the original pose from Make Human that I exported to Mixamo - hands were like that too, but Pose Edit in blender doesn't show that pose, nor is it anywhere I can see. The animation is perfect in Blender, but a fail in MSFS, although it's very close to normal, it feels like it needs just a small nudge.

Does anyone know how to do this properly? I mean some scenery producers have figured out animated people, so it is possible. I just can't figure it out! Any advice, tutorials etc.? I'm really desperate at this point...
 
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Sorry I can't help you, but wow 😲 these failed characters look so cool.
It reminds me of some movies, but which? I am not helpful, sorry 😐
...
....
But I just can't stop looking at these images. The first failed one, it feels like a 2D person coming to life in a 3D world... But his suitcase is 3D 😂 How cool is that! You could create some cool posters of it. Boy I like these images!
 
Sorry I can't help you, but wow 😲 these failed characters look so cool.
It reminds me of some movies, but which? I am not helpful, sorry 😐
...
....
But I just can't stop looking at these images. The first failed one, it feels like a 2D person coming to life in a 3D world... But his suitcase is 3D 😂 How cool is that! You could create some cool posters of it. Boy I like these images!
It is cool, but it wears of when you bang your head on the wall for 2 days and can't solve it :)
 
here we all wasted time trying animations with blender
without success
I believe the best solution (maybe the only one...?) is to make animations with 3dsmax
as Christian B. did
 
I have partial success. It'd hit and miss though. There needs to be a "Default" action on a "0 pose" with applied transform and scale. I got the basic animation working, now need to make this animated person move, sort out materials and transforms etc.
I've based the structure on these:

https://www.fsdeveloper.com/forum/a...keaat-assetpack_windsock_mikeaat-w-jpg.70078/

https://www.fsdeveloper.com/forum/attachments/2021-03-03-20_43_18-window-jpg.70079/

Add an animation named "Default_State" which is the armature without any scale, rotation and location.
Check "Do channels contribute to the result" checkboxes checked for the Default_State animation.

https://blender.stackexchange.com/q...med-armature-to-its-rest-position/30913#30913

I haven't had the time to finish it yet, but I'm reasonably optimistic that one person will be moving. I'm not sure I can repeat it though, seems like a bunch of black magic with same steps leading to different results.
 
I have partial success. It'd hit and miss though. There needs to be a "Default" action on a "0 pose" with applied transform and scale. I got the basic animation working, now need to make this animated person move, sort out materials and transforms etc.
I've based the structure on these:

https://www.fsdeveloper.com/forum/a...keaat-assetpack_windsock_mikeaat-w-jpg.70078/

https://www.fsdeveloper.com/forum/attachments/2021-03-03-20_43_18-window-jpg.70079/

Add an animation named "Default_State" which is the armature without any scale, rotation and location.
Check "Do channels contribute to the result" checkboxes checked for the Default_State animation.

https://blender.stackexchange.com/q...med-armature-to-its-rest-position/30913#30913

I haven't had the time to finish it yet, but I'm reasonably optimistic that one person will be moving. I'm not sure I can repeat it though, seems like a bunch of black magic with same steps leading to different results.
And, both with handmade animations and mixamo the result is consistent? I'm thinking it might be some issues on how mixamo generates the rig, with some contribution of the importer settings with blender...not sure but, I'd have to try :D
 
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