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MSFS20 Animated People (Character Animation)

I don’t need Mixamo animations: they don’t have in stock the animations I need ... so I created them myself
All good and I'm sure they're excellent but I just wanted to put the idea out there for you or anyone else reading along that once rigged, we're not constrained to use any of the Mixamo animations we don't need or want. The rig itself is great and I just select all the bones except the neck and head and delete those keyframes. Now I have a head that looks around, peruses the instruments and I don't know if I am patient enough to make so natural looking and did I mention seamlessly looping 200 odd frame "ambient" animation.
 
RK, Yes I understand that you ask: "only use the mixamo animations that you want" but this solution need more works (I think) thatbuilding his own animations without the nedd to make a bake.

Christian, many thanks finally you answer to my question of this post: "https://www.fsdeveloper.com/forum/threads/creation-of-an-animated-pilot-for-msfs.458001/#post-920811".
If I resume, with 3DS it is possible to compile animation and 3D models separately and we obtain 3 things: the folder animation, the file animations.xml and the folder model.

Since yesterday, I have decided to migrate to Blender 3.3.5 and Asobo exporter 1.3.1 and indeed it looks simple or even more effective.
Plus the pluggin seems to have more functions and maybe this separation function you’re talking about
Still, I lost some plugins that I had installed so I will have to complete this Blender installation
 


You will really want to use 1.3.2 (current) rather that 1.3.1

Also double check the exporter options, in 1.3.x all the animation checkboxes must be checked (including always sample animations)

(And also suggest to keep 1.1.6 version with blender 3.1.2, some specific bone anim-like jetway hoods- doesn't export correctly in 1.3.2)
 
Thanks Mamu, it is was I have in mind but I wanted to do in several steps to validate it.

I didn’t know about version 1.1.6, it’s noted. Anyway I archive all the versions (Vitus, PBW, Asobo, etc) as soon as they are published: it makes it possible to go back and get out of certain traps.
 
After many tests and unsuccessful tests, I arrived at a result that seems to me correct.

However, compared to what is said in the many posts before I have seen different things.
- I grouped in a single object all the elements constituting my character (body, head, helmet, glasses) it works then I tried by associating them one by one with the armature but leaving them dissociated, it also works.
PS: I find that it is even easier in this case via correcting the errors of the "Automatic weights" since it is enough to click in Edit mode on the element and associate it with the bone adequat without making more manipulations.

- for a character who will be positioned on both feet, fixing the armature's and character's origin on the ground between both feet is the best choice. On the other hand, for a pilot who will be sitting on a seat, I made some tests by positioning the origin of each element at the level of the "buttocks of the character" and it seems to be much more practical then to position it with more precision.

Finally for the Empty "Location" that you advise to create and which will be the parent of the armature and the character, I tested but I can not accurately position this character in the plane.
In fact in the plane, I created 2 empy PILOT_0 and PILOT_1, my character is created as a Simobject that can then be chosen via the GUI - Options - Misc and that in the end will position itself exactly on the location PILOT_0 or PILOT_1.

Except that I would like to be able to move very slightly in Blender the character forward or backward compared to the Empty "Location" (via the option Affect only Locations and Parents) to correct very slightly the position relative to PILOT_0 and Pilot_1 and there I can not. All my tests in Blender do not give anything in the simulator: the character is always positioned just on PILOT_0 and PILOT_1.
Everything happens as if the animation was programmed with respect to an absolute reference point and not with respect to the relative reference point constituted by the Empty "Location". Yet I have experienced this on instruments and when moving the Empty and the instrument the animation persists normally. Does the fact of having created keyframes "Location & Rotation" is the reason and that it should only create animations via the keys rotations ?

If you have some tips, I’d be curious to know it
 
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Hi all, digging up an old topic, but didn't want to create a whole different thread.

Is there a way to code a delay into the animation loop? For example I have a character that is working on a platform, is there a way to delay the animation playing again before it starts the loop again?
 
How does one add procedural characters with FS24 scenery ediitor? I believed asobo-proceduralgeneration-character-common is one asset, but I'm unable to find an example.
 
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