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Dummy/Placeholder animation tags?

One-click conversion of FS9 models with custom animations, visibilities and only minimal manual intervention would be a dream come true.

For me as well and at least this discussion has succeeded in side tracking me to look into this right now :D
 
I bet you would and I would be the first one to use (buy?) them and would spend more donation money to Arno ('s website) if I could just pay with my Credit Card and not through Paypal :).
 
Hi,

I have just improved a reading of the animations more, I think the Sim and Code ones are now parsed correctly. But I'm sure you'll find some models that still have issues.

I'll continue with the mouse rectangles and visibility conditions later. I got inspired by them now :)
 
I have even improved the animation detection a bit more. So if the modeldef.xml file contains a similar definition that name will be found now.

I'll push that to the development release soon.
 
I've just checked the latest development release. Visibility and animation tags are generated correctly, even those using "code" tags.

Some animations, however, incorrectly got visibility tags. In the case of the example model I've used, it's exclusively those using the "A:Exit Open:nn" variable. I think this is happening because there is both animated (door) and visibility-dependent (airstairs) objects using said variable.

The model in question is Tom's DC-6B, so if he won't mind, I'd attach it here so that you have an actual model file to check and experiment with.


How high are the chances for improving prop disk import or getting rid of the condition variable dialog in this effort?
I find that the latter is only good for switching between exterior and VC models. The condition variables themselves are pretty useless since they've got non-indicative names and it's never clear which values need to be entered to make the associated parts visible.
 
Hi,

OK, please let me know with which model I can test this. I used a number of default FS2004 animations and from that made an assumption about the visiblity conditions, but that might be wrong then,

I have the impression that the visibility conditions in FS2004 and FSX are slightly different anyway. In FSX they are basically boolean conditions, while in FS2004 it seems you check a variable for a certain range.

I think a reasonable number of the visibility conditions can be imported automatically soon. Although I'm not sure if it would always work. So hopefully it works for the prop disk as well.
 
All credit to the CalClassic team. The model is a good example, as it contains a bit of everything, but not too much to be overly complicated.


P.S: Also note the ailerons. This is not the only model exhibiting such behavior in MCX and I think that animation "breaks" upon import because there are no keyframes assigned.
 

Attachments

I have about 1.5 Gb of *.X source files from my Bell 429 with the customized MkMDL.parts.xml file as well. If it helps and you're interested to take a look, just let me know.

Sergio.
 
Hi Bjoern,

Yes, it's fine to post it. I'm glad it may be useful.

Arno, I could even export subsets of the model if you need to focus on specific parts, if you need that.
 
Thanks for the model, that should help.
 
Hi,

A new development release is being build now, it will be online in around 10 minutes. In there I have fixed the issues with some animations becoming visibility conditions. Also the searching for existing animations has improved.

I'll continue now with reading the mouse rectangles and visibility conditions.
 
Houston, we have a problem... I tried to export a FS9 model with the latest dev release and I get "XtoMDL Error error : ModelDef contains duplicate guid: cfcbf645-206f-456c-a86c-0c0faec544c9''. When I search my Modeldef.xml file, I cannot find that guid.
Edit: In the MCX Modeldef viewer, I see that all custom animations got the same guid = cfcbf645-206f-456c-a86c-0c0faec544c9.
 
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Humm, when adding new animations I use the guid from the mdl, but apparently they are not unique. I'll assign a new guid instead.
 
I have been having the same problem with the newest release. It seems to assign the same Guid to all custom animations.
 
Hi,

I have fixed it now. Actually the GUID is used to indentify if the animation is Code or Sim :), so instead of guessing that I now use the GUID for that.
 
But both "code" and "sim" based animations require a GUID, don't they?

Or am i misunderstanding something?
 
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