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Bizarre FSDS issue...

Messages
160
FSDS 3.5.1 on Win 7 x64

I compile a model it turns out fine.

I remove a couple of parts to make a new version and compile it-
The front gear door moves position slightly!
The parts I remove have nothing to do with the gear door so I am at a loss as to what is going on.
Each time I use the same options to compile both versions.

Anyone got any idea what is going on?
 
I have had similar problems. Usually it happens when an animation fails for some reason. One reason is that fsds has a number assigned to every part and if, say the c-gear parts are not in part order because you did some, then made new parts that had nothing to do with c-gear and then finished off c-gear, one of the c-gear parts may animate perfectly until you remove one of the new parts that were inside the c-gear number block.
What I did to fix this was save and then delete all of the c-gear parts, then load them back in strict sequence, like c-gear, c-gear.1, c-gear.2 etc.

Worked for me
Roy
 
Cheers, will take a look tonight.

Not got my hopes up though as I don't think thats the issue.

The parts I delete are parts that were added to make a specific version of the model, so should be at the end of the parts tree.

So adding them (plus a few others) results in a model that compiles perfectly.
Its only when I delete them that the front gear door moves slightly.

I wonder if its part of another issue I found -
If I select a part then select polys from that part and then split them off to form a new part, everything is OK.
If I rename the split off part, the whole part moves ever so slightly.

Will definately give your suggestion a try though, thanks.
 
The position of any animated part in FSDS depends on the position of its parent part and the associated animation. Usually a gear door animation involves rotation about a parent part. You need to be sure that there is zero position difference between the part and its parent for all animated frames and when not animated. This means the animation is purely rotation and has no translation. When that happens there is only one animation block for it in the exterior.xanim file in FSDS. Similarly, an animation that relies on translation ideally will have no rotation and only a translation block in exterior.xanim.
What I'm saying is that it is best if you only have rotation or translation ib any FSDS animation and not a mixture of the two.

I'm assuming that the gear door movement you saw was in FS and if so its position was animated. If it has moved from where it was in FSDS when not in animation mode, the reason is an animation issue

Roy
 
The door has no parent, thats what is so baffling about the whole issue.

Also doesn't explain why if I leave the rear fuselage mounted pod on the model it compiles perfectly.
It's only when I remove it and compile the door has moved.
There is no parent listed on its properties so it would take its reference point from the models ref point (0,0,0)

As i said i will try your suggestion later on and see what happens.

I will also compare its animation settings (x,y,z) to another model before I added parts to make the different version to see if something has changed.

Thinking about it - I did remove a poly from the rear door, join it to the front fuse, re-texture, then split and rejoin / snap to scale to the rear door.
But its the front door that changes position.
 
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Well I selected the front gear door and compared it to another one in a different model - everything was identical!!!

So I cut and pasted it right back in then recompiled....
Everything OK again, totally nuts!
 
The difference is that FSDS had to assign new numbers to the parts list and your door would now have the highest number.

Glad it worked

Roy
 
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