- Messages
- 112
- Country

Is there a trick to have a seamless loop of the flag animation? Would love a tutorial on that.
Any other question that is not specific to an aspect of development or tool can be posted in the General chat forum.
By following these guidelines we make sure that the forums remain easy to read for everybody and also that the right people can find your post to answer it.


Is there a trick to have a seamless loop of the flag animation? Would love a tutorial on that.

I thought you would run into problems when you tried putting it in the SIM. When considering tutorials it is the end product that appears in the SIM that is of most interest.it should be possible, ofcourse you'd have to atleast cut away the begining the animation and find a point where you can make it seamless... It is something I must still figure out. I made the object just to show the cloth rendering to be honest en exporting it now is a bit more tricky then I thought (hopefuly not impossible though) as I bake the rendering to animation, assign the animation to a ambient (With the Blender2FSX toolset) and export it, but it then isn't moving in MCX.. ofcourse I haven't added keyframes, since the animation goes automatically... perhaps someone can help me out here?

I thought you would run into problems when you tried putting it in the SIM. When considering tutorials it is the end product that appears in the SIM that is of most interest.

Well I was gonna do a tutorial on how to use the cloth simulation for a stationary object... for the animation I need some techniques I haven't learned yet I think... perhaps someone else knows how to make it work...




So here's the problem, as I follow Krispy's tutorial (doing all the steps necessary) I also put an empty cube at the top pivot-point, which need to stay in the same location. I then put the origin of the object to the other side of the object (the other physical pivot-point) and apply the "track to" constraint to the object, with the empty as a tracking object. However the object then simply turns... (see second image) and also changing the axis doesn't help (since it doesn't work with the intended animation) What am I doing wrong here?

Hi F747fly!
You are very welcome for the tutorial!
I can not really tell what is going on with just an image. If you will send me a Blender file with just your landing gear. I will look at your animation and fix it for you. I can then tell you want went wrong.
Thanks, Kris![]()

Thanks Kris, I'll send it to you right away!
Thank you,
F747fly

Hi F747fly!
I have found what the problem is with your animation. All of the objects in your model that you are setting a path constraint to has their rotations set to default. That is the problem! When you use a constraint you do not want to set the rotation to default after you have the object into it's final position. If you noticed in the video tutorial that I made, I did not reset the rotation of the object. But I see now that I should of said something about not setting the objects to a default rotation. I will write an update on my Blender To FSX post.
I will try to have your Blender file back to you by the end of today.
Thanks, Kris![]()



Hi F747fly!
I have looked at you landing gear. It has a complex animation that needs to be setup for it. In one place it looks like you will need it to pivot in 4 places. I do not think that path constraints will work for that. I believe that you are going to have to setup bones for your animation. But do not go on just my opinion! I would ask Daan aka @Dutcheeseblend or one of the other developers that have much more experience than I do.
Thanks, Kris![]()
Of course, this might be just wrong, I'm looking at it first time now. Roel and I were walking under a 747 today, studying the retraction mechanism. These mechanisms are very difficult in general, so really try to understand what's happening.
Then build a rig for this. Of course you could do it with separate objects, that's just a choice, but rigging would be OK (make sure the user switches on Advanced Animations in FSX). Now dive into IK solvers and the like, to find the correct solution. This can be difficult, I haven't mastered it yet.
Please keep in mind that everything that's possible in Blender, isn't necessarily possible in FSX. Reading through the FSX SDK might help.
Hope this gets you on the right track. If you need any help, just tell. Maarre, nooit teveel hooi op je vork nemen hè![]()
My D.21 (basic, simple, nothing fancy) proved to be difficult enough, even after I had already used Blender for four years.


Ok, looks good as far as I can observe.
Landing gear units are to be very strong of course. They aren't redundant... Anyway, after seeing the A350 gear test, I think my interpretation of the mechanism was close.
I hope you keep it upWhat I yet advice, is to get used to bones/rigging. Leave the landing gear for a while, focus on other animations, while figuring out how rigging works.
Cheers!

Kris Also how did you get those objects to their original rotation?