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I'm testing a model I'm converting with MCX, and I'm having issues with several of the animations assigned to the standard "<animation>_percent_key" animations.
As an example, we'll use the elevators. When I move the stick halfway in one direction (toward frame 100), the elevator is already at full deflection. Further movement of the stick has no further effect on the animation. When I move the stick halfway in the other direction (toward frame 0), I also am at full deflection for that direction, but this time further input resets the animation to neutral.
This shouldn't be a controller issue, because I see the same behavior when using the keyboard.
I suspect it's an issue with the export to X, because when I look at the xanim file to troubleshoot, I see that all the "Anim" tags have a length of 200 - regardless of what the "AnimStream" tag length has, and regardless of what's in the modeldef.xml file.
To continue the same example, according the both the modeldef and MCX, elevator_percent_key should be a 100-frame animation, but the "Anim" tag for that entry in the xanim shows 'length="200.000"'.
If it's a bug and it's being compiled as a 200-frame animation with only 100 frames, it would fit the behavior I'm seeing. At 50% positive deflection (which would be frame 150 in a 200-frame animation), it reaches frame 100 and runs out of frames to animate the remaining 50%. At 50% negative deflection, it hits frame 0, and resets as the 200-frame core animation tries to push the 100-frame animstream into negative frames.
So is this a bug, or is another issue causing my problems and I'm not experienced enough with this to tell?
As an example, we'll use the elevators. When I move the stick halfway in one direction (toward frame 100), the elevator is already at full deflection. Further movement of the stick has no further effect on the animation. When I move the stick halfway in the other direction (toward frame 0), I also am at full deflection for that direction, but this time further input resets the animation to neutral.
This shouldn't be a controller issue, because I see the same behavior when using the keyboard.
I suspect it's an issue with the export to X, because when I look at the xanim file to troubleshoot, I see that all the "Anim" tags have a length of 200 - regardless of what the "AnimStream" tag length has, and regardless of what's in the modeldef.xml file.
To continue the same example, according the both the modeldef and MCX, elevator_percent_key should be a 100-frame animation, but the "Anim" tag for that entry in the xanim shows 'length="200.000"'.
If it's a bug and it's being compiled as a 200-frame animation with only 100 frames, it would fit the behavior I'm seeing. At 50% positive deflection (which would be frame 150 in a 200-frame animation), it reaches frame 100 and runs out of frames to animate the remaining 50%. At 50% negative deflection, it hits frame 0, and resets as the 200-frame core animation tries to push the 100-frame animstream into negative frames.
So is this a bug, or is another issue causing my problems and I'm not experienced enough with this to tell?
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