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MSFS20 [SOLVED] Blender 2 Axis Yoke Animation

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france
Hi,

I am facing a strange issue when animating and exporting my yoke to the sim.

Its particularity is it uses two different pivots (so two different bones) for pitch and roll as follow :

1.PNG


2.PNG



I use two different NLA tracks as well, since both pitch and roll are using a specific variable.

It seems to work fine in blender but once it is exported, the yoke moves simultaneously on pitch AND roll even if I input force on one axis only.

  • Thought it could come from my template, so I went for a custom one but exact same problem.
  • In behaviours debugger, variable and animation percentage are working well and separately.
  • So I tried disabling one of the two NLA tracks. It behaves correctly but only on one axis at the same time.
  • I also separated the two bones. They are moving separately in the sim but the result is not good at all.


I am afraid blender's exporter does not support the use of two bones with two NLA tracks linked to the same object.


Does someone have any idea on how to solve this out?
 
I've had trouble with this in the past and couldn't resolve it.


Which exporter are you using? Have you tried the latest one from Asobo themselves?
 
I tried every exporter available including several versions of the official one.

Todays also tried a ton of different combination with no solution.


In fact there are two main problems:

One mesh can not be child of two objects, therefore can not be part of two armatures.
One armature can not use two different variables.
 
To fix this issue :

- For each variable animation you need to Insert key animation for ALL the bones and not some.
 
To fix this issue :

- For each variable animation you need to Insert key animation for ALL the bones and not some.
Could you expand on that explanation a bit please?

I think you are saying that for each bone you need both the fore-aft and left-right animation assigned. So in the nonlinear animation timeline you would have two NLA animation tracks for each bone?
 
You still have to separate both NLA tracks, one for fore-aft, one fort left-right.

So you will have one NLA track with only the base bone moving, and another one with the top bone moving. The only thing I did wrong is assigning key frame to my moving bone and not the others.
Now we know that every single bone has to have a key frame even though they are not moving.

1.PNG


Here, my base bone is "bone_av_bas_z" which controls pitch. You can see key frame -50;0;50 are set for every bone.

I think only two key frames (one at start, one at the end) would be enough for my static bones.
 
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