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Animation

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94
Country
netherlands
Hi,

I know how to animation works in 3DS max. But If I want to animate the ailerons, how should I do that? What should I do with the Animation Manager from to ACES tools? And how about keyframes etc.
 
For the ailerons animate the parts so left aileron point downward at KF 0.
Right aileron should be pointer upwards.

At keyframe 50 the ailerons should be on their neutral position and keyframe 100 is off course the opposite positions.

Select the left aileron and open the animation manger and select l_aileron_percent_key from the animation list.

At start enter 0 and end 100.
Then press create.

While the animation manager is still open select the right aileron and press update sel.
Then select r_aileron_percent_key from the animation list.
0 and 100 in the start/end boxes should still be there.

The parts have now been tagged with the correct animations.

When it comes to keyframes one thing is critical!
You NEED at least one keyframe per 90 degrees rotation!
89 degrees will work, but not 91 degrees.

So for a full 360 degree rotation you need 5 keyframes.
0
90
180
270
360

And the animations need to be linear!

The same goes for the rudder.

Keyframe 0 :Full left
Keyframe 50 : Neutral
Keyframe 100 : Full Right

Animation: rudder_percent_key

Elevator:

Keyframe 0 : Downwards
Keyframe 50 : Neutral
Keyframe 100 : Upwards.

Animation: elevator_percent_key
 
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Oke, I have done it, the animation is complete. Now I have exported it into FSX, but my animations don't work. Should I do something with the .xanim file?
 
Oke I have read that, but I don't understand. This are the steps that I made:
-Exported my model to x file.
-dropped the x foile at xtomdl.
-Place the mdl in FSX
 
Dropping the X file onto Xtomdl will not work on animations unless you have followed the steps given in the link.

Other then that your workflow is correct :)
 
xtomdl.exe is *stupid*...

...so, you need to "tell it" where to find the .xanim file and where to find the modeldef.xml file every time you wish to compilie an .x file!

Rather than have to type out all of that information every time you want to compile an .x file to .mdl, we have to take the steps I've outlined in that Wiki article.

The good thing is that you only have to do it correctly once. After that it's a simple process to compile any .x file you want.
 
xtoxml

None of this is stupid, truly all of this is brilliant....we just need the patience and persistence to understand it all.

Exporting the the .x file out of 3ds max is very simple:
file/export/esp 1.0 DirectXfile (*X)
be sure to check Export Animations/ OK

This will generate 3 files: test.log, .x and .xanim files
Grab the CreateMdl.bat file out of the SDK, copy and paste in into the same folder as your exported .x file

right click on the CreateMdl.bat and edit, in this editor you must make sure that you replace, the name of the .x file (this is the very last string of code, right before > test.log) with the name of your file: yourfile.x

Now you are ready to rock and role, save and exit

now simply double click on the CreateMdl.bat, this now generates your new .mdl with animations......copy and place that into your sim objects and go flly.

Hope this helps
 
Rich, I said that command line utilities are "stupid" not the process of using them, although with today's ease of creating point and click GUIs they are more than a bit archaic. ;)

Tell me though, which is easier:

Editing a batch (.bat) file every time before using it...

-or-

Right-clicking on the nnn.x file and then selecting "Compile Aircraft" from the SendTo popup?
 
ooooo....thank you SO much!!!
We must have fun in this community, for sure. I totally respect you and I am always grateful for your sharing!!!!

Thank you,

Rich
 
Rich, I said that command line utilities are "stupid" not the process of using them, although with today's ease of creating point and click GUIs they are more than a bit archaic. ;)

Tell me though, which is easier:

Editing a batch (.bat) file every time before using it...

-or-

Right-clicking on the nnn.x file and then selecting "Compile Aircraft" from the SendTo popup?

My Bad Bill, it also sounded as if I was insulting you with my words....definitely not. I am always truly honored to learn from you.
 
My Bad Bill, it also sounded as if I was insulting you with my words....definitely not. I am always truly honored to learn from you.
Oh don't worry about it! I didn't interpret what you wrote as anything more than a simple misunderstanding... ;)
 
Love this forum. Just browsing through this thread reminded me of a question I had and the answer was right here.

Thank you for the great animation explanation Zeiten.
 
I now have a number of these "command line" programs listed on my Send To menu, so their use is just a right click away...
 
It is very interesting, however. When I'm trying to add the locations in the "Target" I seem to run out of space and the "Target" path isn't complete :

HTML:
%windir%\system32\cmd.exe /K C:"\Program Files (x86)\Lockheed Martin\Prepar3D SDK 1.4.4747.0\Environment Kit\Modeling SDK\3DSM2009\Plugins\XtoMDL.exe" /XANIM /DICT: C:"\Program Files (x86)\Lockheed Martin\Prepar3D SDK 1.4.4747.0\Environment Kit\Modeling SDK\3DSM2009\Plugins\modeldef.xml" > buildlog.txt

Any help is appreciated.
 
We don't install things into the incredibly long default path, and instead use short paths like C:\FS\P3D2 SDK.
 
Thanks for the reply, I just retained the default directories so as to not cause any additional problems with the SDK.

So if I alter the directory names / locations doesn't cause any problems then I'm more than happy to do just that.

Regards
 
Yes, it can cause problems unless you read the instructions in the SDK, and use the mover tool (if provided).
 
Hi Tom,

Basically I just unistalled the SDK, alter the first '2' destination names to ... C:/FS/Environment Kit/

I then created the shortcut for XtoMDL and now all the animations visible within FSX

Thanks again,

Regards
UKJackal
 
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