P3D v4 What is the pink blocked areas in animation manager mean?

#21
Tom's right - there are several different flap xmls that I use depending on the AI model.

However if Arno at least converted them from l_Flap to L_Flap_percent then the animation would be kept during the initial export and could be adjusted later. Useful for those times when I forget to remap the flaps during the initial phase of conversion.

While we are at it, Arno - is there any way you could remap "unknown" animations (which is nearly always a tick18 animation) to Ambient during the initial import?

Thanks
Gavin
 

arno

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#22
In the past their was no unknown and they all became ambient, but on purpose that was removed. Tick18 should import as tick18 btw, and not as unknown.
 

arno

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#23
If you are looking at these again, some others that get lost are;

c_tire to c_tire_blurred
l_tire to l_tire_blurred
r_tire to r_tire_blurred

Hope this helps,
I have added these to the translation list as well now. Will be in the next development release.
 

arno

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#24
One more conversion to add:

rudder_water_deploy to lever_water_rudder

The problem with this one is that the animation ends up reversed, but that's the best that can be done? (At least it's not lost.) I have developed my own modeldef entry to fix this after conversion.
This one added as well (almost forgot it).

About the reversed animation, I plan to add a function in the hierarchy editor to reverse the animation. But until then I guess your modeldef.xml tweak works best.
 

tgibson

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#25
Thanks Arno, that’s great. That will be a big help for those that don’t realize those will be lost upon conversion without some kind of intervention.

The animation reversal will be handy, thanks.
 
#26
"If you use the l_flap_percent_key versions for AI aircraft, they will use flaps only while on approach for landing, not while taxiing or while taking off. I have some modeldef additions that add takeoff flaps that deploy at the hold short node before taking the runway that I've been using for my AI aircraft." quote from Tom Gibson.
Tom-could you explain this or in other words....I have ai's that have flaps that do nothing....Some stay down and don't retract or deploy in taxiing.....will this be fixed automatically or do I (we-the total novice) need to do anything special?
Thank for all you do and Arno and everyone else.
Bob M.
 
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tgibson

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#27
If the animation doesn't work properly in MCX then there is nothing a modeldef entry can do. They must animate properly in MCX before you have a chance of them working as an AI aircraft. This must be part of the conversion process - checking at each step that all animations are still working properly.
 

tgibson

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#29
Hi Arno,

I do apologize, but I forgot that the FSX equivalent to c_tire, etc. is not c_tire_blurred but instead is c_tire_blurred_key. So you will need to change the translation the current version makes (which yields pink lines in the Animation Editor) to:

c_tire to c_tire_blurred_key
l_tire to l_tire_blurred_key
r_tire to r_tire_blurred_key

Again, my apologies.
 

tgibson

Resource contributor
#30
And don't forget that the current translation of rudder_water_deploy to lever_water_rudder yields a backwards animation. I'm not sure what can be done about that, other than offer an option in MCX to reverse the animation, which you already have on your to do list. Perhaps you have a capability of adding a modeldef entry into the model's file? If so, a lever_water_rudder_reversed entry could do that. I have the code for it.

Thanks,
 
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tgibson

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#32
Or perhaps you can automatically reverse the rudder_water_deploy animation when you convert it to lever_water_rudder?
 

arno

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#33
I need to check if I can do that at that moment. But later, because a cold is keeping me away from my pc now.
 

arno

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#35
Hi Tom,

Sorry, it took a little longer than I hoped. I have fixed the automatic conversion for the tire animations now.

Also in the hierarchy editor I have added an option to reverse an animation. You can now right click on the animation and select reverse.

1549743498953.png


Both changes will be in the next development release.
 
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