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FSX Animation help!

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unitedkingdom
I've followed several tutorials to the word... But I can't get my animations to export.

A car is following a line fine, but if I collapse its trajectories, it just rotates at the origin.

I tag it with "ambient" in the GMAX FSXtools animation editor yeah?
 
Ah it's happened again. Can you not have two moving objects following different paths in the same model?

Collapsing a second breaks GMAX.
 
make sure the pivot point of the object is in the center, you have to assign as controller Position: Bézier, y en "Transform" assign "path constraint,
and check "follow" and constant velocity, dont check loop or the vehicle will jump once arrive to the end of the path.
don't know where can be the problem, have you checked the animations with Modelconvertex to see if it work there
Gmax export an anim XML file ? I can't remember
 
Yeah, I did all of that. If I don't loop it, it'll only play once though?

I've finally gotten one working. The bounding box, at the origin, was too far off, and the it wasn't visible, I've put a plane down below the surface covering the area to enlarge it. Also, rotating the car so that it would go forwards actually ended up making it do a mirror image of the motion, it would go in the opposite direction!
 
Yeah I did.

You can have several cars in one scene right? Tag each one with Ambient1, Ambient2. etc? It works in MCX. But one car has reversed it's direction again without me even rotating it. Ugh.
 
May I ask questions to understand the problem more.
1. Do you see the animation correctly in the scene of Gmax?
2. The problem is just when you collapse the path constrain animation right? The car not move anywhere but rotate around. You need to put Sample Range correctly. Start time at 0 and End time need to fit on Time Configuration that you set on animation. The default is 100. The number is the number of key frames, not the time. Normally animation in FSX is 18 frames/second. If you need animation for 2 mins, you need set time frame to 2160 frames. And you need to put 2160 to the End Time box before you collapse and put samples to 50-100.

You need to capture the screen shot just before you collapse it. So we can see something wrong.
 
Hey Tic. That problem was actually GMAX being ruined by something, I had to reinstall the gamepack.

Yeah, the animation shows in GMAX properly. I have gotten several cars working in a single scene now, it took nearly 2 days! When I rotate an object so it follows the path forwards it looks fine in GMAX but in MCX it follows a mirrored path, the other way, and unless there is another object in the scene, there's no bounding box, therefore the car's didn't show in FSX.
In your tutorial you had the railway lofts there, I had only the cars.
 
You cannot see the animation correctly in MCX. It always shows faulty animation. Do not worry about that. Compile it to bgl and see it in FSX. Bounding box with transparent texture will help you as well in case that animation is too far from the center.
Glad that everything was already solved.
 
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Hi guys.
Having just the same problem as Shaun had back in 2014. The problem is with collapsing the trajectory of a car. When Position and Rotation is selected under Collapse button the car simply moves to 0,0 coordinates - the rotation is collapsed correctly, there is no position movement though. When only Rotation is selected, the car after collapse moves along the path however the rotation seems to have nothing in common with the path - f/e the car rotates multiple times on a straight line. Everything looks just fine before the collapsing. Would you have any idea of what might be wrong? There is definitely something wrong with the settings and this happens in all projects, even in new files.

There is also an interesting thing - if I remove the path object after collapsing, the car moves to 0,0 coordinates. It seems like the Position parameter of the car is not collapsing at all. Any help would be highly appreciated! :rolleyes:
 
I think I broke something in the fsx gamepack and had to reinstall it. Nothing else worked.
 
Have you done anything with the model before animation? If you scale it, attach something to it... you need to ResetX form before animate the object.

I have gotten several cars working in a single scene now, it took nearly 2 days! When I rotate an object so it follows the path forwards it looks fine in GMAX

I have just seen this.
You cannot rotate the object after animation. You need to export it as it is or the animation will be ruin.
 
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I do not quite understand the problem. Why do you need the rotation? Since the car has to follow the path already. As long as the path turn, the car turns follow the path. Do you have a photo that might explain more than just plain text?
 
Right, I was to ask if you are adding rotation besides path constrain trajectory.
Anyway it would be interesting if one can add rotation to the object in a path constrain trajectory.
 
Yes, I am following exactly that tutorial. Everything looks fine before the collapsing. I am currently using Max 2012 but doing the same in GMAX results in a proper animation sequence being created (did it numerous times in the past). I simply want to make it in Max, not in GMAX.

I've got only the path constrain trajectory (animated car). I don't apply any other edits to the object. But it does not work with a simple box in a new scenery either. I click "collapse" and the box goes to 0,0 coordinates without the position data collapsed but with with rotation data properly stored (the box turns according to the path but does not follow it).
 
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