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Yoke animation (FSX)

mikrco

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us-oregon
Don't recall having this occur in FS9, but my yoke animations in FSX (l_r,fore_aft) do not seem to work properly i.e. both show all the time.

I have redone the process several times following the SDK, but can't seem to get it right. Individual anitmations work fine but when the yoke is turned left or right, the fore and aft part is still visiable and vice versa. All other animations rudder , elevator, flaps, etc. work fine

What am I missing?
 
Don't recall having this occur in FS9, but my yoke animations in FSX (l_r,fore_aft) do not seem to work properly i.e. both show all the time.

I have redone the process several times following the SDK, but can't seem to get it right. Individual anitmations work fine but when the yoke is turned left or right, the fore and aft part is still visiable and vice versa. All other animations rudder , elevator, flaps, etc. work fine

What am I missing?


At least ONE of those parts should be a tiny part, and that should be the parent of the larger "visible" part.

I am going to assume that you have rechecked the correct part names to be those in modeldef.xml and that the parent/child link is set correctly?
 
I appreciate your response but it is to vague. Thanks any way.
 
Although the image below is a "stick," the same principles apply to a yoke. The "shaft" could move fore/aft and the Linked Yoke could rotate left/right.

You must have a small part (such as a 0.10" cube) and key-frame animate it as lever_stick_fore_aft_01 using keys at 0 - 50 - 100. Use the Animation Tool to assign "lever_stick_fore_aft" to the part as described in the SDK.

Key-frame animate your actual stick named lever_stick_l_r_01 with keys at 0 - 50 - 100. Use the Animation Tool to assign "lever_stick_l_r" to the part.

Link the parts like this:

interior
....lever_stick_fore_aft
.......lever_stick_l_r

leverstickforeafttn7.jpg
 
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Thanks Bill-that's just what I needed to know.:)

You are most welcome. Never having been one to "leave well enough alone..."

...I'd be remiss if I didn't add that the actual partnames used aren't important for FSX at all, except for "human understanding."

You could just as easily name your "stick/yoke parts" Fred and Ginger, the XtoMDL.exe compiler won't care. :D

The only thing that's critical is that the "tag" associated to the object via the Animation Tool be accurate. :cool:
 
I like the way you do that Bill. In FSDSv3/3.5.1 I always make two identical parts, one parented to the other (which is set to Heirarchy Mode (no geometry). I shall now try to do it similar to how you did it in gmax. In FSDS it looks funny with asll these joysticks showing up (confusing too).

:)
 
EXCEPT that in FSDS, you do not have the "easy" luxury of using "custom" part names (hmmm, unless you add it to the PartDataDefs.txt file in an attachpoint style xml blurb...???).

Well, for animated parts, FSDS3.5.1 picks up the name from the modeldef.xml.

(Personally, I'd go for Abott and Costello...)
 
Fred and Ginger (Yokes) works just fine for me ;)


Panel shot up coming release of Stinson 108-3
normal_stin_panel.jpg
 
Fred and Ginger (Yokes) works just fine for me ;)

Works fine for me too. I guess stating that they are confusing was an overstatement.

It would just be interesting to do try to do a small part in place of a whole yoke which I always do. ;)
 
You are most welcome. Never having been one to "leave well enough alone..."

...I'd be remiss if I didn't add that the actual partnames used aren't important for FSX at all, except for "human understanding."

You could just as easily name your "stick/yoke parts" Fred and Ginger, the XtoMDL.exe compiler won't care. :D

The only thing that's critical is that the "tag" associated to the object via the Animation Tool be accurate. :cool:

Great piece of info!! THANKS! :D

Best regards,
Robin.
 
Although the image below is a "stick," the same principles apply to a yoke. The "shaft" could move fore/aft and the Linked Yoke could rotate left/right.

You must have a small part (such as a 0.10" cube) and key-frame animate it as lever_stick_fore_aft_01 using keys at 0 - 50 - 100. Use the Animation Tool to assign "lever_stick_fore_aft" to the part as described in the SDK.

Key-frame animate your actual stick named lever_stick_l_r_01 with keys at 0 - 50 - 100. Use the Animation Tool to assign "lever_stick_l_r" to the part.

Link the parts like this:

interior
....lever_stick_fore_aft
.......lever_stick_l_r

leverstickforeafttn7.jpg
Hey guys,

Sorry to revive this thread! I'm picking up fsds 3.5 again and this time I'm stuk with the stick animation. I would certainly like to see that jpg that was attached! But anyone who can shed some light on this problem: I'd be very grateful! Doing the described above corrupts the left-right animation. It's all torn to one side.

Atb

Cees

edit: I solved the problem! If anyone wants to know how I did it, let me know.
 
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No, it's very simple but effective: the lever front-aft, which is a small cube, is duplicated and renamed as a parent part. And that parent part must be offsetted. That does the job. I don't know if this makes sense to you?

Cees
 
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