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Dummy/Placeholder animation tags?

Hi Arno,

Just bumping this thread, checking if there has been any progress?

Thanks,
 
Whoa... I didnt know you could import/export from FS9 to FSX and keep animations....

How do you separate interior and exterior models?
 
What if you could bring in your XML parts sheet with all those animation codes? If MCX is reading that, then it should find all the custom L:vars on that sheet.
 
Whoa... I didnt know you could import/export from FS9 to FSX and keep animations....

How do you separate interior and exterior models?

To import the exterior, use "Set condition variables" > "Gen_model" = 2, to import the interior, use "Gen_model" = 1

Btw, make sure you have Options > Importer settings > SCASM reader > Use conditions = UserSpecified
 
What if you could bring in your XML parts sheet with all those animation codes? If MCX is reading that, then it should find all the custom L:vars on that sheet.
You can, simply add whatever custom animations/visibility/mouserec tags you have to the FSX/P3D ModelDef.xml file and you will be able to select those tags in the MCX Hierarchy Editor.
The caviat is that not every FS9 coded tag is compatible with FSX/P3D.
 
And that is what Arno is doing right now, converting those FS9 tags into FSX ones.

You can select visibility conditions within the Hierarchy Editor now, and Arno hopes to add animation tags too. For now you have to go to the Animation Manager to do that.
 
Just bumping this thread, checking if there has been any progress?

Been distracted with some scenproc work, so not much progress on my side.
 
You can select visibility conditions within the Hierarchy Editor now, and Arno hopes to add animation tags too. For now you have to go to the Animation Manager to do that.

Animations can be changed from the hierarchy editor as well in the latest build already.
 
I hadn't noticed that, thanks! Looking forward to further progress.
 
When I was trying the 'P3D to FSX export' route in MCX, my MouseRects became corrupt. Has that been repaired or is that still an issue?

I have since found that I can export from Max in V4 and then compile in P3D V1.4 and the models are fine in FSX and V1.4. So that takes away the need to use MCX for creating FSX models from V4 models.
 
I have fixed a number of bugs in the recent months with the mouse rectangles as well. You it might be that has been fixed, but I never knew you had trouble there :). Of course I can't guarantee that there are no bugs left.
 
Maybe I've missed something but is there a solution to the starting question?
Summarize: You import a mdl the first time, do some time consuming work and export it. If an animation is not in the modeldef.xml at all, it is lost forever after export.
Which means, if you forgot to add any unknown animation to modeldef, you can do all your work again.
A more simple solution than adding an empty animation as suggested by Bjorn would be to highlight all animations missing in the current modeldef somehow in the animation editor.
Or press a button to display a list of missing animations.
Or give a warning after pressing the export button with the option to cancel the export...
In any case, if you are aware that an animation is missing, you can assign any (even senseless) animation you want, then export and nothing is lost.
 
In the current development release all animations should be added to the modeldef.xml on import. You might have to manually check the definitions though.
 
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