Hi,
Yes, when you use GMAX to create objects, a child object inherits the visibility condition of the parent. So (for example) the prop blades (which use the lever_prop_pitch animations) should also have a visibility condition of prop_still, since they are linked to the main prop_still part which has a visibility condition of prop_still. For now I am assigning those conditions manually when it's clear from the hierarchy tree they are children of a given part.
Major progress with the new version - nice job. Using the DC-6 MDL, the flaps now animate correctly and I can get the props to animate correctly by assigning the correct visibility conditions to the Model Parts (once I figured out what they all were).
There are major changes in the way the Hierarchy Editor displays the parts, and I'm not sure if that is all OK? First, the order of the parts is completely different in the left panel, but that's not a problem for me. The other change is that for the DC-6 prop parts, instead of there being no Model Part for the main prop_still part (a small cube), now there is no Scenegraph node. And I'm not clear on the Hierarchy tree diagram.
I'll take it step by step. First, here is the hierarchy of the prop2_still part in GMAX:
The main prop2_still part is a small untextured cube, the hole parts are small squares where the prop enters the spinner to create the circular "holes" where the prop blade enters the spinner, and the lever_prop_pitch2 parts are the prop blades, which turn with any change in prop pitch.
I choose the main prop_still part in the Hierarchy Editor.
Note that the part no longer has a Scenegraph node - it's now attached to one of the two main Scenegraph nodes of the aircraft. This main Scenegraph node contains most of the parts of the plane, the other one contains only a few parts. Note that I have already assigned the prop2_still visibility condition to this part - it was originally None.
When I isolate this part, I get this:
This displays the three prop blades which are children of this part, but not the central cube that is actually the parent prop2_still part in GMAX. This is presumably the part I selected in the editor. It also includes the "holes" in the spinner for each prop ((see the little attachment to the lower left prop?), but those hole parts are not listed in the Hierarchy editor, only the prop blades are. There are actually one of these on each prop, but they are one sided and do not appear in this image. The cube is untextured while the prop holes are textured using the DC6B_RTAFT_T texture so the editor is somehow picking that up.
When I select the part displayed just below the three prop blades in the Hierarchy editor, I get this:
When I isolate this part, I get this:
As you can see this is the actual prop_still part, which I have assigned the prop2_still part (originally it was None).
When I select some parts listed some distance below these parts in the Hierarchy Editor listing, I find the hole parts that are not listed as children of the main prop2_still part. They aren't linked to anything in the editor.
So the actual parent of the prop blades in GMAX is not displayed as the parent of the prop blades in the Hierarchy Editor, a phantom part is. the actual prop2_still part is listed separately, as is the hole parts that should be listed as children along with the prop blades.
Confused? I was.
But with all of that said, when I assigned the proper visibility conditions to the various parts as they are displayed in the Editor, the props animated correctly, including the visibility conditions. So it appears that the actual linking of the parts is correct, or that the linking is no longer necessary since each part now has keyframes and the proper animation code assigned (in this case MCX assigned prop2_blurred for all parts). So while the Hierarchy display is confusing (compared to the original GMAX hierarchy), they do end up animating correctly.
BTW, none of the custom visibility conditions are working at this point, but we are making progress. The control surfaces do not move either.
Hope this helps,