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3DS Max animation export problem

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unitedstates
I have a simple box object that I created in 3ds max. I used the auto key feature and set key frames so the box would rotate. It rotates fine in 3ds max but when I export it and import it in MCX, it shows the animation slider with the play buttons but when I play the animation, the box does not move. My steps are:

1. Design the box
2. Use the auto key frame feature to set key frames for animation.
3. Verify object rotates as expected in 3dsmax.
4. Click on Aces Tools > Start the FSX animation manager.
5. Make sure the name of the object is in the text box at the top right.
6. Click on Ambient > Create, to move it in the Object Anims list box.
7. Close out of the Animation manager.
8. Go to Export and select type as .x file, name file and click save.
9. Check Export Animations under Animation Export.
10. Click OK.
11. Drag and drop .x file from folder that contains both .x and .xanim files to MCX.
12. Click on the animation play button (which does not do anything).

Am I missing a step somewhere? Thanks in advance for the help. I am going to post this over on the MCX side as well.
 
How many keys did you set? For 360º rotation, you need at least keys every 90º, such as 0, 25, 50, 75, 100.
 
Make sure you are using linear rotation. You can check this under the motion tab in Max.
 
What is it that you are trying to achieve? Do you intend on developing something for FSX/P3D? Do you get the same results if you test your box animation in the sim? I wouldn't think that making something and testing it in MCX is your goal.
 
11. Drag and drop .x file from folder that contains both .x and .xanim files to MCX.

Shouldn't it be the .MDL file (which contains the data from .x and .xanim?) which you drag in to MCX?
 
You are correct Paul. My ultimate goal is to replace the default P3D airport rotating beacon. The default one is terrible with its large cones extending out. I designed a new beacon in Sketchup and imported it in 3DSMax. I animated the rotation and exported it and tried it in MCX. I saw the model and I had the animation slider in MCX but it would not move. I thought maybe I should take it back to the basics and get that working so I designed a simple box object in 3dsMax and tried to animate a rotation for that. Same results. I haven't tested it in the sim. After I saw that it wouldn't show animation in MCX I stopped. I will go ahead and test it in the sim even though it doesn't show animation in MCX and let you know.
 
Anyway there are some things to take into account, one is that the animations must be linear, and the other you should collapse to frame the animation and of course check the keyframes
 
Did you set start and end frames in the Aces animation manager at step 6 in your list of steps above?
 
You are correct Paul. My ultimate goal is to replace the default P3D airport rotating beacon. The default one is terrible with its large cones extending out. I designed a new beacon in Sketchup and imported it in 3DSMax. I animated the rotation and exported it and tried it in MCX. I saw the model and I had the animation slider in MCX but it would not move. I thought maybe I should take it back to the basics and get that working so I designed a simple box object in 3dsMax and tried to animate a rotation for that. Same results. I haven't tested it in the sim. After I saw that it wouldn't show animation in MCX I stopped. I will go ahead and test it in the sim even though it doesn't show animation in MCX and let you know.
By going directly to the sim you eliminate any possible anomalies from a third party application thus simplifying your search for the cause of the error.
 
I tried the model in the sim and it does not show any animation. I thought I would post a complete list of my steps that I am taking. This particular test I created 10 keys in 10 degree increments but I have tried it in all different configurations, ie; 4 keys at 90 degrees each, 8 keys at 45 each, etc.


· Launch 3DS Max 2015

· Click on Create>Standard Primitives>Box

· Draw the box.

· Click on the Top perspective window.

· Click the Select and Rotate button.

· Click on Auto Key to turn it on.

· Move the auto key slider to 10

· In the Z axis text box to the left of the auto key button, enter 10.

· Move the auto key slider to 20

· In the Z axis text box to the left of the auto key button, enter 20.

· Continue this process to insert a total of 10 keys and 100 degrees of animation.

· Turn off the auto key feature

· Click the play button and verify the box rotates as expected.

· Click on Aces Tools > Export and LOD tool.

· Click on File Properties.

· Click the create button beside the GUID. This generates a GUID.

· Click the edit button beside the Friendly name text box. Enter a friendly name.

· Click The X button to close out of the LOD and Export tool.

· Click on Aces Tools > Start FSX animation manager.

· Ensure the box name is listed in the test box beside Update Sel button.

· In the animation list box scroll down and select Ambient.

· Click the Create button to populate the Object Anims list box with Ambient.

· Click the X button to close out of the FSX animation manager.

· Click the Max button in the upper left corner.

· Click Export menu item.

· Enter a name for the object in the File Name text box.

· In the Save as type box, select the ESP 1.0 direct x, .x file.

· Click the Save button.

· I get a message box that says “The scene contains a mix of FS9 and FSX materials. The FS9 materials are as follows: {YES}-Export as FSX {NO}-Export as FS9. I select Yes.

· In the ESP 1.0 Model Export Options dialog box that pops up, I check Export Animations under Animation Export group.

· Click OK.

· Go to my export path, in this case \ Documents\3dsMax\export.

· Verify there is an .x and a .xanim file located in that directory.

· Drag the .x file in to MCX.

· Attempt to play the animation by pressing the play button. The model does not move.
 
You are correct. The MCX program reads the .xanim file that is located in the same directory as the .x file. You then use MCX to create the .mdl file which contains the animation.
 
You didn't mention setting a start and end frame for your animation in the Animation Manager as Dave was asking above. And you really ought to compile your .X and .xanim files to a model with the compiler in the SDK, XToMDL.exe: it's what it's there for.
 
Instead of typing in a number, just click on the "Key" icon. Hovering over the button will show a tooltip "Set Key".

Also, check the Graph Editor/Dope Sheet to make certain that no scale is applied to your box object. It should be X:0.0 Y:0.0 Z:0.0
 
I am close to a resolution. The problem is within the .xanim file that 3DSmax is creating. I was able to manually edit this file and i now have rotation in MCX. It appears that the exported .xanim file is not complete. I have no idea why.
 
tgibson came up with the solution.


Hi,

You are leaving out a step in the FSX Animation Tool. After selecting the Ambient animation variable but BEFORE clicking the Create button, you MUST enter the beginning and ending keyframes into the boxes labeled Start and End. THEN click the Create tool. Confirm all is well by clicking the Summary button. If your starting and ending keyframes are not displayed correctly, you must delete the existing key in the Object Anims box and create it again, this time using the procedure I describe here.

Hope this helps,
 
I am now starting to understand how rotating works.
As always, I translate everything into Dutch.
So I want to run a radar antenna.

Do I separate this on the antenna (1), and then place the antenna on the structure?
Or should I make this if the antenna is already on the construction (2).

Grtz
Peter
ZZIP 1.jpg2.jpg
 
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