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FSX Gmax Animation Extravaganza

Yes, and that's the reason I don't like the direction where flight sim's scenery engine is going -- old techniques are becoming obsolete and XML doesn't provide the same functionality. I had really high hopes for LivingWorld system, but it seems to be quite unuseful if we can't (for example) add our own custom pushback trucks, which would act just as the default ones do. The scenery engine is becoming more and more biased towards global features and we're losing control over details, which is - I agree - indeed very sad.
 
n4gix,
martin,
I'm not surprised that FS and the exporter can't deal with non-keyframe animations. You could always do all your work on the non-collapsed version and collapse it just prior to export. That's a pretty common practice in 3D; doing all your work on a "tweakable" version, then collapsing stacks, merging objects, etc. before merging it into a bigger scene.

I know its common and makes sense, its just sad because collapsing wasn't necessary with FS2002 and FS9, the spline paths worked just fine (perhaps got collapsed during export or compilation, don't know).
 
I have 4 animated birds, that fly in a circle, named tick18_01 to tick18_04.

I selected each bird, one at a time, and went into the animation tool. Since they have 300 frames, I set each as ambient, start at 0 and end at 300. No dummy box was used.

Exported, and it seems to work fine.
 
Mr ronh
After reading your tutorial to animate the "windmill" I made a small animation only with 3ds max but I have not succeeded so the object rotates. :confused::(

After compiling the project with the command:
XtoMdl /XANIM /DICT:bin\modeldef.xml /XMLSAMPLE anime3.x


For obtenire the anime3.MDL and XML

After I made:
BglComp anime3_placement.xml

Who gives my anime3.bgl

Well I made export in the scene with Whisplacer-0.8 but no animation

help me :(:(
 

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