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FSXA Animation limits MCX and FSX

Horst18519

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Arno, I played around with animations today and found that I can make an object move along a path (path constraint) with 15.000 (!) frames and the animation works perfectly well in FSX. Did you know this? There must be a frame-limit in FSX and I always thought it was something around 1.000, but that's obviously wrong.

In MCX the path animation does not show correctly though. The movement is more like a spiral while the actual path is a circle, which is followed and looped perfectly in FSX.

Any ideas why MCX fails to render the animation correctly? Are there limitations to the animation in MCX?
 
This sub forum is for ModelConverterX. Go ahead and kick.
 
Nice. :D

While we're at it: Arno, is there a way of conditional-tweaking animations while using the animation manager (convert to FS9 mdl)? Would be nice if we could use unlimited animations with cat or manual tweaks to add conditions in FS9 mdls.
 
Hi Thorsten,

Yes, I already knew FSX can have longer animations. That's why I added the function recently to convert long FSX animation to long FS2004 animations :).

About your display issue, should like a bug. Maybe I don't handle the keyframes correctly. Can you send me a sample file that shows the problem?
 
Here are the files. It's a smal ship following a small circle path with 15.000 frames and 150 keys.
 

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Hi Thorsten,

While we're at it: Arno, is there a way of conditional-tweaking animations while using the animation manager (convert to FS9 mdl)? Would be nice if we could use unlimited animations with cat or manual tweaks to add conditions in FS9 mdls.

It's on my wishlist. In the end I want the Animation Tweaker function to also include the conditional animations that CAT can do. Just not sure when I will have time for it :).
 
I think I will try to manually tweak the asm file then, if you say it's possible, it is possible. :)
 
Hi Thorsten,

Thanks for the file. I assume in FS (and in the editor) it is a nice circle touching the origin? I'll see if I can find the bug. I think I have a similar bug on my list somewhere already.
 
Hi Thorsten,

I think I have fixed the bug. If you try the development release in about 30 minutes the fix should be there.
 
Perfect, works nicely now. :)

Just the tweaked mdl shows a flipped rotation now, but that's probably not a MCX issue but a problem of the animation tweaker (=the conversion)?
The ship follows the circle path, but it rotates in the wrong direction.
 
Humm, let me check that. So the FSX MDL shows fine, but after running it through the animation tweaker it does not?
 
Hi Thorsten,

I see what you mean. But I think the problem is partly in the fix I made yesterday. If I just export your FSX MDL again, the animation is also wrong. So I need to look at it.
 
Hi Thorsten,

I think I have found the issue. It seemed that there was a bug for FS2004 animation all the time that caused them to rotate in the wrong direction. If you try the development release in about 1 hour it should work (I hope :)).
 
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