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MSFS20 Animated Simobjects bouncing and sliding / lagging animation

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257
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australia
Hi all,

I've got my characters into MSFS and animated them, however they bounce and slide across the terrain?

Any clue what can cause this? I've tried all sorts of things like check the "snap to ground" off etc.

Also, my animation is smooth while my character runs for the first lets say 100 frames and then it looks like the FPS on the animation drops and looks laggy. FPS in the sim are normal while this happens.

Best regards,
Rick
 
Hi!

Do you have the entry in your sim.cfg that the objects are static?
In the [General] section you can specify whether the objects are static or moving:

[General]
category=StaticObject
DistanceToNotAnimate=800

On the other hand, if the objects are movable, then a different entry would be considered:

[General]
category=GroundVehicle
DistanceToNotAnimate=2500
 
I assume you're not following the character while it runs?

MSFS is very aggressive in reducing animation frame rate with distance. A running animation is pretty busy so the further away you get the worse it's going to look.

I only created a few animated people doing things like running, yoga, jumping etc as they look so terrible anything other than up close.
 
Hi!

Do you have the entry in your sim.cfg that the objects are static?
In the [General] section you can specify whether the objects are static or moving:

[General]
category=StaticObject
DistanceToNotAnimate=800

On the other hand, if the objects are movable, then a different entry would be considered:

[General]
category=GroundVehicle
DistanceToNotAnimate=2500
Hi Christian,

Yes my sim.cfg is set up correctly, the only issue I have now is that the character while following the path, seems to gain altitude and no snap to the ground...or it sinks into the ground LOL. I've tried everything from collision materials to adding bounding boxes. No luck.

My other sim object character seems to slide away and then it settles and then it stays... really random and odd 😅
I assume you're not following the character while it runs?

MSFS is very aggressive in reducing animation frame rate with distance. A running animation is pretty busy so the further away you get the worse it's going to look.

I only created a few animated people doing things like running, yoga, jumping etc as they look so terrible anything other than up close.
Ok so I sorted this end, as per the SDK, i made a huge cylinder around the object, one that covers the whole scene in regards to the path my girl follows. Then you add a MSFS material and choose "invisible material" from the drop down, select collision material in the parameters and this makes the animation show proper from a distance.
 
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Yes my sim.cfg is set up correctly, the only issue I have now is that the character while following the path, seems to gain altitude and no snap to the ground...or it sinks into the ground LOL. I've tried everything from collision materials to adding bounding boxes. No luck.
There is another entry in Sim.cfg related to surface collision: IgnoreObjectsCollision.

In the Sim.cfg it looks like this:

[Surface]
IgnoreObjectsCollision=1

Is your object a SimObject that runs waypoints (e.g. via a mission script), or is it an animated PathFollowObject?
 
There is another entry in Sim.cfg related to surface collision: IgnoreObjectsCollision.

In the Sim.cfg it looks like this:

[Surface]
IgnoreObjectsCollision=1

Is your object a SimObject that runs waypoints (e.g. via a mission script), or is it an animated PathFollowObject?
I've tried this still no luck, seems to bounce up and down the terrain. Disappears into the terrain then starts climbing, its all over the place. Might look into the reason being its close to the coastline..

*EDIT* - the fake terrain underneath the path was causing a bouncing and discrepancy in the elevation. Now I'll have to experiment further. At least I know what it is.

*EDIT two* - I change the SIM cfg of my character to "staticobject" that fixed the elevation and bouncing issues.

But I'm still having a problem with this below:

Also, at a certain angle the simobject disappears :/ and completely disappears from behind. Its as if the camera is cutting it out at a certain angle/distance/zoom.
 
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*EDIT* - the fake terrain underneath the path was causing a bouncing and discrepancy in the elevation. Now I'll have to experiment further. At least I know what it is.

*EDIT two* - I change the SIM cfg of my character to "staticobject" that fixed the elevation and bouncing issues.
Glad you found the error 👍

But I'm still having a problem with this below:

Also, at a certain angle the simobject disappears :/ and completely disappears from behind. Its as if the camera is cutting it out at a certain angle/distance/zoom.
This is a well-known problem - depending on the viewing angle, the object disappears.
The reason lies in the reference point of the object; if it is outside the camera's field of view, the object will no longer be rendered. You could try placing the reference point in the middle of your scene.
 
Glad you found the error 👍


This is a well-known problem - depending on the viewing angle, the object disappears.
The reason lies in the reference point of the object; if it is outside the camera's field of view, the object will no longer be rendered. You could try placing the reference point in the middle of your scene.
Well I think I've found the issue with the animation.

So in 3dsmax this is my process:

  1. Link the grouped girl model and bones to a dummy box that follows a path constraint.
  2. I have found that you cant bake the animation if you have LINK in 3dsmax.
  3. From what I have gathered, the reference point might be affected by the PATH line that the model follows, which might cause issues.
  4. The model has no disappearing issues if its exported without the path constraint
When I add the bone root the path constraint with out dummy box, the animation gets distorted for the fact that the Bone Root is then locked onto the path... I wonder if there's a specific way to get around this.
 
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