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FSXA All Animated Parts Disappeared

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us-california
When exporting my model (virtual cockpit), all parts do not show up. I've added many custom modeldef entries. Is there a particular case with custom part infos that would cause this, or is there another problem. Need any more details? Just ask.
 
Are you exporting as a grouped scene? Meaning it is grouped as interior as you would do for FS9 models. I normally export the Bell 222 VC ungrouped and as a separate scene from the exterior to avoid any issues.
 
It's not grouped, just a typical export. I'm fairly certain the only thing I changed between it not working was the modeldef, but perhaps I changed something else along the way.
 
Tried opening the modeldef in any browser just to see if any errors pop up?

Can be some unclosed sections etc.

Last time I experienced this I had typed Leftsingle in a mouserec without the capital S.
 
All parts? Not just animated parts? So there is nothing at all in the VC?

What does it look like in MCX? MCX does some error checking when it loads the mdl so it would be interesting to see what MCX does with it.
 
Tried opening the modeldef in any browser just to see if any errors pop up?

Can be some unclosed sections etc.

Last time I experienced this I had typed Leftsingle in a mouserec without the capital S.

I'll take a look more closely at the modeldef and see if I can see any formatting issues. Good idea about opening it in a browser.

All parts? Not just animated parts? So there is nothing at all in the VC?

What does it look like in MCX? MCX does some error checking when it loads the mdl so it would be interesting to see what MCX does with it.

Oops, sorry. I meant to type "all animated parts" just as my topic title said.

MCX actually says "unsupported RIFF section when loading the MDL. Hmmm...
 
If you have an older version of MCX the unsupported RIFF comes up if there is any bones animations. The latest versions of MCX don't give this error.

I think unsupported RIFF indicates an animation problem.

Honestly, I've never had a problem with all animated parts disappearing. Usually if I stuff something up xtomdl would just fail to compile the model or if it did the parts just wouldn't animate. The most common error I get is duplicate GUIDs in the modeldef (from copying and pasting partinfo sections and forgetting to change the guid) but usually xtomdl spots this straight away and does not compile.

Have your animated parts all fallen to the model centre (ie 0,0,0) by any chance?

I'd be tempted to try the model in P3D and turn ContentErrorLogging on just to see what it comes up with.
 
If you have an older version of MCX the unsupported RIFF comes up if there is any bones animations. The latest versions of MCX don't give this error.

I think unsupported RIFF indicates an animation problem.

Honestly, I've never had a problem with all animated parts disappearing. Usually if I stuff something up xtomdl would just fail to compile the model or if it did the parts just wouldn't animate. The most common error I get is duplicate GUIDs in the modeldef (from copying and pasting partinfo sections and forgetting to change the guid) but usually xtomdl spots this straight away and does not compile.

Have your animated parts all fallen to the model centre (ie 0,0,0) by any chance?

I'd be tempted to try the model in P3D and turn ContentErrorLogging on just to see what it comes up with.

I'm using the latest development build of ModelConverterX and get that error.

I just checked. All parts are indeed at 0,0,0.

I don't currently have Prepar3D activated, but I might end up taking care of that soon.
 
After some investigating, I discovered that there were multiple parts with the same name (easy to miss when you are being contracted to work on a model that isn't yours). Oddly enough, the exporter in 3DS never told me. It was only after scrolling through the XtoMDL command prompt that I discovered this. After cleaning up the conflicting names, everything is fine again.
 
That's bit me more than once, especially when copying models for multiple LOD's.
 
Did you forget to enable the "Report duplicate partnames" in the export module's options?

Oh how I truly dislike having to work with someone else's .max file, given the tendency of many to simply use the default object names such as "Box1327" or "Sphere143"...

Yeah, that's real helpful. Not!
 
Did you forget to enable the "Report duplicate partnames" in the export module's options?

Oddly enough, I did have it checked. I wonder if LM has broken this feature (I'm using the P3D tools)?

Oh how I truly dislike having to work with someone else's .max file, given the tendency of many to simply use the default object names such as "Box1327" or "Sphere143"...

Yeah, that's real helpful. Not!

Yep, I know that pain! I end up naming parts as I work with them when that's the case (if they're parts I'll need to find again easily).

And what must it be like for those poor boxes -- to have their names autogenerated. They're not unique, they're all just...numbers. :rotfl:
 
Yep, I know that pain! I end up naming parts as I work with them when that's the case (if they're parts I'll need to find again easily).
I name parts as I create them as a matter of habit. I'm also a strong believer in using the Link option to build proper hierarchies as well. I also create a short "prefix" for Linked objects to help keep things related. For example:
Code:
RTU1_Subpanel
...RTU1_LSK1
...RTU1_LSK2
...RTU1_LSK3
...RTU1_LSK4
...RTU1_VolumeKnob
...etc.
This way, even if I have the Show Linked Objects turned off for some reason, all of the related parts are still sorted alphabetically and remain as a discernible 'collection' of objects.

Maybe I am a bit "excessively anal-retentive," but I can guarantee you I never have any problems finding anything in my scene! :teacher:
 
It's ok to have duplicate names as long as there not animated or have effects. So no need to select duplicate names box.
For animation duplicate names you check the export details. I only make custom names for animated parts nothing else.
 
It's ok to have duplicate names as long as there not animated or have effects. So no need to select duplicate names box.
For animation duplicate names you check the export details. I only make custom names for animated parts nothing else.

It was animated/tagged parts that had duplicate names. The exporter wasn't throwing warnings, regardless of settings, strangely enough. I was using the P3D plugins, so perhaps they somehow broke this?
 
My compiler never gives me warnings about duplicate animated parts, they just don't work properly.
 
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