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Hello guys,
I released a new version (0.7.02) today.
After solving the issue described above, I decided that we should have support for constrained animations. That required digging through quite some amount of internal Blender data to find the correct data source for the animation data. But I found it and I'm happy to say that you don't need to bake your animations before export anymore (if you never thought about doing that before... never mind
), that is done automatically now.
I have used the Track To and Locked Track constraints while testing. The Track To constraint is perhaps the most difficult to use, because it involves many different coordinate systems. Use World Coordinate system as Target space and as Owner space whenever possible. It is sometimes necessary to check the "Target Z" box and adjust the target object's orientation so that the constrained bone can track it without "jumps". In this case, a jump means a sudden shift in position and/or rotation from one frame to another. The behavior of this constraint in combination with Blender2FSX remains somewhat unpredictable, because there are many settings that are not yet tested. So be careful and don't pull your hair out when using the Track To constraint...
If you encounter any problems with the new skinned animations feature, be sure to let me know here in the Blender subforum.
Happy blending to you all...
PS. Now it is time to download and fly the FIRST ALL BLENDER AIRCRAFT released in FSX history! Daan's Fokker D.XXI! Woohoo!
I released a new version (0.7.02) today.
After solving the issue described above, I decided that we should have support for constrained animations. That required digging through quite some amount of internal Blender data to find the correct data source for the animation data. But I found it and I'm happy to say that you don't need to bake your animations before export anymore (if you never thought about doing that before... never mind
), that is done automatically now.I have used the Track To and Locked Track constraints while testing. The Track To constraint is perhaps the most difficult to use, because it involves many different coordinate systems. Use World Coordinate system as Target space and as Owner space whenever possible. It is sometimes necessary to check the "Target Z" box and adjust the target object's orientation so that the constrained bone can track it without "jumps". In this case, a jump means a sudden shift in position and/or rotation from one frame to another. The behavior of this constraint in combination with Blender2FSX remains somewhat unpredictable, because there are many settings that are not yet tested. So be careful and don't pull your hair out when using the Track To constraint...
If you encounter any problems with the new skinned animations feature, be sure to let me know here in the Blender subforum.
Happy blending to you all...
PS. Now it is time to download and fly the FIRST ALL BLENDER AIRCRAFT released in FSX history! Daan's Fokker D.XXI! Woohoo!
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But then I'd have to take care of naming the bones automatically, etc...
!