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Two Parts Animating tegether from Diff Code

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10,163
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us-arizona
Hey guys,



Can you see the problem here? I have two seperate parts, two codes, one for each, and when I click on one, the other moves. They have seperate GUID's, seperate Mouse Rect's, and still they animate together, and only the LH will be clickable..


Any idea's?



Code:
 <PartInfo> 
    <Name>sunvisor_rh_down</Name>
	  <AnimLength>50</AnimLength>
	  <Animation>
		  <Parameter>
			 <Code>(L:Sunvisor Flip Down RH,bool) 100 *</Code>
			<lag>400</lag>
		  </Parameter>
	   </Animation> 
    <MouseRect>
	  <Cursor>Hand</Cursor>
	<TooltipText>Flip Down Sun Visor RH</TooltipText>
	  <CallbackCode>
			(L:Sunvisor Flip Down RH,bool) ! (&gt;L:Sunvisor Flip Down RH,bool)
	  </CallbackCode>
    </MouseRect>
</PartInfo>
  
     <PartInfo> 
    <Name>sunvisor_lh_down</Name>
	  <AnimLength>50</AnimLength>
	  <Animation>
		  <Parameter>
			 <Code>(L:Sunvisor Flip Down LH,bool) 100 *</Code>
			<lag>400</lag>
		  </Parameter>
	   </Animation> 
    <MouseRect>
	  <Cursor>Hand</Cursor>
	<TooltipText>Flip Down Sun Visor LH</TooltipText>
	  <CallbackCode>
			(L:Sunvisor Flip Down LH,bool) ! (&gt;L:Sunvisor Flip Down LH,bool)
	  </CallbackCode>
    </MouseRect>
</PartInfo>


This is for FSX. In FS9 it runs fine.


Thanks for any input.


Bill
 
Found it... lol.... arrghh.. :eek:


<Animation name="sunvisor_lh_down" guid="2AD6982F-12BD-417a-ADD5-DC023F658919" type="Sim" typeParam="AutoPlay"

typeParam2="sunvisor_lh_down" length="100"/>
<Animation name="sunvisor_rh_down" guid="2E50413E-C997-403f-8058-A59834D32539" type="Sim" typeParam="AutoPlay"

typeParam2="sunvisor_lh_down" length="100"/>


<-- grabs pick and forehead mounted light and clammers back down into the salt mine.. .
 
Found it... lol.... arrghh.. :eek:


<Animation name="sunvisor_lh_down" guid="2AD6982F-12BD-417a-ADD5-DC023F658919" type="Sim" typeParam="AutoPlay"

typeParam2="sunvisor_lh_down" length="100"/>
<Animation name="sunvisor_rh_down" guid="2E50413E-C997-403f-8058-A59834D32539" type="Sim" typeParam="AutoPlay"

typeParam2="sunvisor_lh_down" length="100"/>


<-- grabs pick and forehead mounted light and clammers back down into the salt mine.. .
 
More information... I finally figured out the difference between type="Standard" and type="Sim" animation definitions...

type="Standard" are those "animations" that do not require keyframes at all, such as simple visibility show/hide type of things.

type="Sim" are those "animations" that actually are animated! IOW, they need keyframes to be encoded in the model file.

In the final analysis though, for simplicity all entries may be defined as type="Sim" though, as it makes no real difference in the way things behave... ;)

In every case though, if you have declared an animation as type"Sim" then a typeparam2="xxx" entry is required, the contents of which must be the same as the name"xxx" entry... ;)
 
Good to know Bill. Thanks for the update on that.
Bill

No problem. I discovered during an email exchange with Lonewulph (Bobby) that I was mistaken about the requirement for the typeParam2 entry, so had to correct my error lest I lead anyone astray... :wave:
 
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