Hi,
Has anyone come up with a foolproof way of preventing working animations from suddenly breaking when converting models from FS9 to FSX / P3D.
I don't mean during the initial import of the model when MCX is trying to sort out the FS9 stuff, I mean later on when you have a perfectly good conversion and you do something seemingly simple that breaks all the animations.
Specifically I am doing conversions of AI aircraft from FS9 to FSX and P3D format. Some models have no problems, others are very fussy and require things being done in a strict order.
I have noticed that it is mostly assigning visibility conditions and or lights to a model that seems to be where the problem most commonly manifests itself. Although adding animations like nose wheel steering can also break the model.
The strangest part is that if the model is brought back into MCX all the animations look fine.
This is just an example. I know other models where you have to assign all the visibility tags to parts before any lights can added, otherwise the same thing happens.
Thanks
Gavin
Has anyone come up with a foolproof way of preventing working animations from suddenly breaking when converting models from FS9 to FSX / P3D.
I don't mean during the initial import of the model when MCX is trying to sort out the FS9 stuff, I mean later on when you have a perfectly good conversion and you do something seemingly simple that breaks all the animations.
Specifically I am doing conversions of AI aircraft from FS9 to FSX and P3D format. Some models have no problems, others are very fussy and require things being done in a strict order.
I have noticed that it is mostly assigning visibility conditions and or lights to a model that seems to be where the problem most commonly manifests itself. Although adding animations like nose wheel steering can also break the model.
The strangest part is that if the model is brought back into MCX all the animations look fine.
This is just an example. I know other models where you have to assign all the visibility tags to parts before any lights can added, otherwise the same thing happens.
Thanks
Gavin