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Blender 2.70, Blender2FSX Tools (Video Tutorials)

Many Thanks, Krispy! I really appreciate ...;)

We can also specify that for a FREE tail wheel, the animated object must be tagged by assigning the TAG "c_wheel" (not "c_gear" - reserved for the animation of the extended and retracted landing gear and suspension). The c_wheel must be animated from 0 to -360 ° (the minus is important!) on a frame from 0 to 200. Thus, according to the number of maximum rotation degree of the tail wheel set in the aircraft.cfg file ([contact_points]), the animation will be perfect ...!

I allowed myself the clarification, because in most forums all feel very confused ...!

You are very welcome!

And thank you Mr. Chrismot! for the information on the c_wheel animation tag. I have not used that tag before, so it will help knowing that the animation runs from 0 to -360.

Thank you! Krispy1001:)
 
Hi Krispy,

is there any chance you do a little video for
use the LOD?

A simple model, such a house.

I made the lod with MCX for now but I will like
ie do with Blender.

I do not understand the whole wiki on the subject,


Thank you to you ;)
 
Hi Krispy,

is there any chance you do a little video for
use the LOD?

A simple model, such a house.

I made the lod with MCX for now but I will like
ie do with Blender.

I do not understand the whole wiki on the subject,


Thank you to you ;)

Hi Rico83!

I can do that!
Thanks, for the video request. Very good request Rico83!

I was lazy and did not make any LOD's for my Jodel aircraft. I did not intend for the air craft to be used as a AI or in a multi-player environment. That is why I did not use them for the aircraft. I will have to do some research on make LOD's for scenery items, because I know that they do not work as per the SDK for FSX. You have to trick FSX to re-draw them.

I will try to have a tutorial by the end of this week.

Thanks, Krispy1001:)
 
Already in Tower View LODs are being used (as you can observe on the radial engine of my D.21), so especially for bigger models it yet would make sense.
We have the option at least :D

Curious to next vids Kris! By the way, did you try whether the tailwheel animation from the latest video worked in FSX or not?
I've watched the video (thanks, clear and not too fast as always), few 'remarks':
- By entering a value, you can switch the number either before entering the absolute value, or after. So a -20 deg rotation can be entered as follows: - 2 0, 2 0 -, 2 - 0 and if you want to revert that, 2 0 - -.
- I'd rather use Stretch To constraints instead of Track To, since the cylinders otherwise won't be stretched. Stretch To has a drawback though, but it might be solved by a Limit Scale constraint on two-out-of-three axes. Just try out a bit ;)

Now pet your little dog from me, Kris ;)
 
Already in Tower View LODs are being used (as you can observe on the radial engine of my D.21), so especially for bigger models it yet would make sense.
We have the option at least :D

Curious to next vids Kris! By the way, did you try whether the tailwheel animation from the latest video worked in FSX or not?
I've watched the video (thanks, clear and not too fast as always), few 'remarks':
- By entering a value, you can switch the number either before entering the absolute value, or after. So a -20 deg rotation can be entered as follows: - 2 0, 2 0 -, 2 - 0 and if you want to revert that, 2 0 - -.
- I'd rather use Stretch To constraints instead of Track To, since the cylinders otherwise won't be stretched. Stretch To has a drawback though, but it might be solved by a Limit Scale constraint on two-out-of-three axes. Just try out a bit ;)

Now pet your little dog from me, Kris ;)


Hi Mr. Daan!

Yes, I have tested the animations of the tailwheel in FSX and they work nicely. Sorry I did not show everyone in the video tutorial, but my system does not work well with my screen capture software running and FSX at the same time. If you want to see the animations in FSX please download my Jodel beta aircraft at the following link http://simviation.com/1/download-file?file=Jodel_D112_beta1.zip&fileId=48174 .
If the link does not work just go to simviation.com and type in the search box for the site "Jodel D112" or type in "krispy1001" and you should see the download for my aircraft.

Thank you Mr. Daan for letting me know that I can just switch the deg rotation number with out having to re-do it each time. It is a pain for me to do that each time.

Now for the LOD's, I have done some research on the subject and found that LOD's do not work in "FSX as is". This is a quote from Avsim.net from Mr. Bill aka(n4gix) "Using the procedures outlined in the FSX SDK, LODs do not work for scenery items." and he go's on to say that you have to forcing the sim to redraw the scene to get it to work correctly. Basically what is needed to get FSX to use LOD's correctly for scenery items is to create a small hidden animation within the scenery object. And that animation forces FSX to redraw the scenery object and the LOD's work. Now this forcing the sim to redraw the scene is not needed for aircraft.

I am sure that there are other way of doing the same thing but this is the only information that I could find on the subject. Maybe one of the FSDeveloper scenery models could give us more information on the correct way to use LOD's for scenery items.

Thanks, Kris:)
 
Hi Kris,

My wheel turns, but with a slight slowdown, probably at the beginning of each animation (frame 0), or the end of the 100 frames ... Can this be corrected?

Thank you for the help...:D
Hi Chrismot!

I did not have that problem with my project for the tutorial. I would check to see if the question that Mr. Daan asked is correct. "You have set the interpolation to Linear?" If you do not know how to check, please go back and watch video 24. I show you how to change the interpolation of the animation. (But I did not change the interpolation mode in the tutorial or in my Jodel aircraft and the animation worked good)

Set Interpolation mode to linear:
•Select your animated object
•Open a Graph Editor or Dope Sheet window
•Press T and choose Linear

If you can't get it to work correctly let me know.

Thanks, Kris:)
 
Hello Kris,

Yes, I read that in a post Captain_x, but it was out of my head ...! Thank you for the reminder ...! Case solved!:rolleyes:
 
Hi everyone,
I have not been able to return before sorry.
I will read the messages and I come back :) thank you


edit:

@ krispy1001
@Dutcheeseblend

Ok thank you, I'll repeat trials pending.
I am French so it's not easy with the translation.

Thank you 1001 times krispy;)
 
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Hi Everyone!

Here is Video 27 (Level Of Detail LOD) Requested By Rico83 At FSDeveloper.com


Thanks, Kris:)
 
Hello everyone,

It is said that the animations must be linear ... But looking at the ASI's cockpit below, it's absolutely not linear! How to solve this dilemma with Blender2FSX?

Tableau%20de%20bord%201.jpg


Thank's for the help :D
 
Last edited:
Hi Chrismot!

Sorry, I do not understand what you mean! Are you talking about the gauges animations? All of the 3D gauge animations that I make in the Jodel project work good. Except for my attitude gauge. But I do not think it is an animation issue with it, I think that I used the wrong variable.

I would think that all gauges would need to have a linear movement.

Maybe Mr. Felix, or my Daan understands more about what you are asking.

Thanks, Kris:)
 
The interpolation between the keyframes that Blender generates itself, SHOULD be linear. But, by making smart use of keyframes, you can approximate the non-linear interpolation of a gauge. So, if you have 0 kts at position 0 deg, 20 kts at 15 deg, 40 kts at 36 deg and 80 kts at 105 deg on the gauge: just set the keyframe at the value it should be. So, put the 20 kts position at keyframe 20, the 40 kts position at frame 40, the 80 kts pos at frame 80.

Hope this is clear ;) If and only if I might find some time, I consider doing a tut kind of thing on this. ;)
Questions welcome :D
 
The interpolation between the keyframes that Blender generates itself, SHOULD be linear. But, by making smart use of keyframes, you can approximate the non-linear interpolation of a gauge. So, if you have 0 kts at position 0 deg, 20 kts at 15 deg, 40 kts at 36 deg and 80 kts at 105 deg on the gauge: just set the keyframe at the value it should be. So, put the 20 kts position at keyframe 20, the 40 kts position at frame 40, the 80 kts pos at frame 80.

Hope this is clear ;) If and only if I might find some time, I consider doing a tut kind of thing on this. ;)
Questions welcome :D

Thank you Mr. Daan!!!!!!!

A tutorial on the subject would be very appreciated! When you have time.

Kris:)
 
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