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Well I have quite a lot of experience making liveries, I started in 2010 but yeah this is the first time on my own modelCongratulation on your (first?) livery creation Osian..
KLM (Sky) Blue i'm loving it!
Question to the (already Blender wing-flexing-animation) experts:
Is this Blender (armature and bones) animation method exportable into FSX? P3D?
Also, for wings, each flap element (if double or triple slotted), slat, spoiler panel and aileron requires its own bone. This may drive bone count up quite quickly.
Even in Max, I can never get bones weighted properly, especially with swept wings.
Both methods can be combined for a better animation. Slice up the wing, create a bone chain with one bone per wing segment (starting from the wing root), then create an IK chain and voilà, a wing that can be lifted and twisted with a single input. Could be useful for gliders.
As an outsider I must ask, Max has trouble assigning bones to deform mesh? In blender simply assigning with vertext groups gives an an absolutely fine result.
But keep in mind that FSX' limit is 128 bones per model, that each bone needs explicit keyframes (in *Max, these can be generated from the bone's trajectory in the context of a hierarchy-based animation) and that the material of the sourrounding mesh must have the "skinned mesh" property set.
Thanks Bjoern.A simpler way to implement wing flex is cutting up the wing spanwise into three or four segments, ideally along boundaries between control surfaces, create an appropriate hierarchy and then just rotate each part slightly along the boundary. Look at the Project Airbus models in ModelConverter and you'll see what I mean.