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That would be the build before yesterday when I improved the reading of the visibility conditions.I'm not sure which build you would like me to try this AI model with, since I don't know when you started making these changes?


OK, thanks for checking. I will have a look why this model has issues.I tried converting it to FSX using the 12/29 build (the earliest one I have kept) and it is the same, except now the flaps don't animate.

I just found a quite serious bug in the material editor, as you can't update the properties now. So I will wait with pushing this development release until I have fixed that.Hi Martin,
I'll push a new development release at the end of the afternoon. It will include the following changes:
I could not find anything weird in the models that had a dark pilot or wheel. So that is something I need to check in the sim later.
- Fixed issue with empty LOD in He-177 model that caused the model to be invisible in the highest LOD.
- Fixed issue with parsing IfInF command that caused invalid visibility conditions, this made the wheels of the Me-262 not appear.
- Fixed issue when alpha test threshold for materials with only diffuse color, this could influence the issue with the pilot not visible in the Mig-17 (I have not had the time to test this in the sim).
The displaced wheels in the He-112 is caused by the userdefined8 animation that is used. This one is not supported by FSX. So you will have to replace it with another animation or remove it to get a correctly working model in FSX.
For the folding wings and the flaps I think the posts above by Tom already indicate that this will not be a simple conversion. It looks like some AI specific animation will have to be used to make them work.
This new build also has changes to the material editor, hierarchy editor, animation editor and attached object editor. All these editors will only show the details of the active representation and update their information when a different representation is selected. If you find anything not working correctly after this change let me know, I found a few bugs in it already![]()

Fixed that bug and the new release is online now. See the post before for an overview of the changes.I just found a quite serious bug in the material editor, as you can't update the properties now. So I will wait with pushing this development release until I have fixed that.




The simple answer is probably the animation definition that is used. MCX only renders the key frames, but has no logic to drive them. Or it could also be there is a visibility condition involved that prevents the animations from showing.Arno,
Something Tom pointed out as well before: many animations work fine in MCX but not in the sim. How comes?


Yes, but I think that is still better than having a huge list of materials that are used in a different representation only. But let me know if you have another view on this.I'll have to remember to switch to the internal model before trying to edit the VC materials.Seems to work fine, BTW.
OK, I will check the remaining issues.I converted the AI DC-6B to FSX with this latest release, and there is improvement. The things that worked before (takeoff flaps, prop visibilities, animated airstairs panel visibility) still work OK.

Unfortunately the error messages don't really help. I suspect there is something specific in the model that causes the error, like a weird character in a texture or attachpoint name. But without having the mdl file to test with that is hard to say for sure. If you can send me the file I can have a look.the first thing I noticed was that not all models are exporting successfully for me. The first two I tested were the NBAI F-14A Tomcat clean model (exported greatly!); the second one I have been experimenting with is the LHAI Nh-90 model which is giving me errors and not exporting just creates a 0mb .mdl file:
View attachment 91020View attachment 91021
I thought I had added them to the todo list already, but I forgot last time, so I have done it now. In between fixing the other issues reported I'll try to implement these feature requests as well.Also never saw a response to my post in the other thread but I wanted to ask... Would two things be possible?

Hi,
Unfortunately the error messages don't really help. I suspect there is something specific in the model that causes the error, like a weird character in a texture or attachpoint name. But without having the mdl file to test with that is hard to say for sure. If you can send me the file I can have a look.
I thought I had added them to the todo list already, but I forgot last time, so I have done it now. In between fixing the other issues reported I'll try to implement these feature requests as well.

Did you see my post about the userdefined8 animation in the model? You will have to manually change the animation to a different type that FSX supports or remove it. MCX can not do that automatically.non-AI Heinkel He 112B (A.F. Scrub)
- Gear and wheels still misplaced

OK, I will check those two issues.Special tools/smooth shade object doesn't appear to be working properly with animated parts, worked as expected in previous mcx version.
Options/Object Model settings for shading appears to have no effect.

On the RPF 747 I notice that the landing gear struts are missing on the external model and the control surfaces vibrate back and forth rapidly when moved and do not stay in the commanded position... In the VC I noticed that many of the gauges and switches from the instrument panels are missing.... Also the resolution of some of the cockpit markings / textures looks rather blurry when compared to FSX / Fs9 sceenshots...
I will try to have a look at these issues, but I am not sure how easy I can reproduce them. They are quite generic comments and I am not an expert of course in how these models are supposed to work.On the interior model again may gauges are missing and a few or them are only partially showing / obscured by black...
The animations that are shown in the editor are read from the modeldef.xml file. So if that animation is not listed in your modeldef.xml file it is not shown in the editor. But if the model uses such an animation MCX will add it as a custom animation.Also one question I did have is while I see that in P3dv5 the Concorde nose / visor variables are still used but I do not see an option to assign that as an animation type in MCX under the animation editor...
The userdefined8 is an animation that FS2004 has, but FSX does not support. Therefore it is shown in pink in the editor to indicate you that you need to replace it with an animation that FSX does support.On the IL-76 I previously converted the exterior model using an older version of MCX the exterior model looks great but I did notice I could not get it to pickup on the APU door animation in the animation editor it just calls it "userdefined8" and is highlighted in pink... Not sure what I would assign it if I were to assign it...