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Cloth PLUS Bone animation?

Good (but very weird) news.

The animation now works in FSX.
Funny thing is, out of all the changes I've tried to get it fixed, I don't recall moving any new models into FSX itself, so I have no idea what fixed it! :confused:

I had totally moved on from the flag and was investigating another problem when I noticed that my flag was moving. Proves that saying that "you always find what you want when you're not looking for it anymore." LOL.

As I'm typing this I'm removing that new problem so I can get back to the flag, hopefully I can discover what my error (and fix) was. Will get back to you all soon. :D
 
Glad you got it working! :) It also let me check .FBX export between different versions of Max. For FS developing, this solves the 3ds Max file version problem: newer versions will read older version .max files but the reverse is not possible. With .fbx export we can move more recent work back to 3ds Max 7 if we want - or even version 5 :eek: - making collaboration easier between developers with different versions of Max.
 
Jtanabodee, you were right.
I think the Skinned Mesh property in the Material was the culprit. I think the animation started to appear when I had properly applied that setting.
While my model was textured, it turns out I had not properly applied the FSX material to the flag.
So when I thought I had the skinned mesh settings applied, I actually didn't.
I knew it was something simple.
Thank you for all of you all's advice and patience. Hopefully others can take heed.
 
Hi Mousy,
Would you mind telling me what you use to export the model from 3dmax 2012?

I still wonder which is the best way to export from 3dmax 2012.
I downloaded Prepare3d SDK but I'm not sure if I have only FSX I still can use that SDK. Do I need to purchase Prepare3d as well?

Regards,
Tic
 
No, you don't need Prepar3d in order to use the SDK since it is compatible with FSX.
I do not believe you need any separate exporters like the previous versions of Max. In this case I just export X files from the export menu after applying a GUID and friendly name using the ACES tools.
 
Really!
I did try that but it didn't work.
Could you explain how to do that? How to get FSX tool show up in 3dmax2012?
I only do the model in Gmax then I export and do texture baking in 3dmax by using MCX to export to 3ds and import back to 3dmax2012.
If I can export directly from 3dmax2012, I'll stop making model in Gmax and use 3dmax2012 instead.
The only thing that draw me back is "exporting issue".
 
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If I remember correctly, I only had to follow steps 4 and 5 of this manual to get it working in Max 2012.
4. Download the updated tools from the PP3D community center and copy folders over to game-pack
overwriting original files
(Link: http://www.prepar3d.com/downloads/)
5. Start 3ds and add the directory for the tools via Customize, Configure System Paths, 3rd party plugins.
Add the directory for your plug-ins which should be something like (C:\Lockheed
Martin\Prepar3D SDK 1.1.2771.0\Environment Kit\Modeling SDK\3DSM9\Plug-ins)

Max then seems to do the remaining steps for you.

Now back to my flag. It seems the max limit of 22 bones is set into XtoMDL. I get a "vertex buffer exceeds maximum" error when I try to process 30 bones. However, the SDK states a limit of 22 'connected' bones and a limit of 128 bones per model for FSX, so there's some conflicting information there.

As for my original 20 bone model which seemed to have magically worked a few times before; it freezes FSX during load up (most often at Loading Terrain Data @ 6%) even with Advanced Animations disabled. I have no idea what the problem is this time. Hopefully, if I ignore it again, it will fix itself. Till then, anyone with ideas can chime in again.
 
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