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FS2004 Having animation problems!

  • Thread starter Thread starter Aviasim
  • Start date Start date
I am not using GMax for anything. I also am not missing out on anything, I know animations from 3ds max can work in fs2004 because most payware developers use 3ds max. What's wrong? does nobody like to share how they do it? this is really P*****G me off now.
 
I am not using GMax for anything. I also am not missing out on anything, I know animations from 3ds max can work in fs2004 because most payware developers use 3ds max. What's wrong? does nobody like to share how they do it? this is really P*****G me off now.

I think the issue is that the exporter attaches scale keyframes (even without scale changes)...and MakeMDL interprets that as a scale animation. I think there is code out there to remove scale keyframes from a .x mesh. Try searching around, I wish I understood all of it (did programming a few years ago and already forgot most of it).

I could be wrong though :p I would love to solve this problem.
 
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Seems understandable, I will have a look around and see what I can find.


Regards
 
I have used 3·DS max7 and Gmax for fsx and the tutorial work in both, but you say the animation is exported so in some way that work.You not say if you see the animation in max as It's supposed to move, I mean you see the object move normally?, good luck.
 
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I have used 3·DS max7 and Gmax for fsx and the tutorial work in both, but you say the animation is exported so in some way that work.You not say if you see the animation in max as It's supposed to move, I mean you see the object move normally?, good luck.

Well exporting to FSX is a bit different as you don't need the pandaspft plugin.
 
I really wish a FS9 developer that uses 3ds max 9 and the pandasoft exporter with succesful animations comes here and helps us!! I have seen this being asked loads of places and the people that know it, egnore us! getting really fed up of this now.
 
I really wish a FS9 developer that uses 3ds max 9 and the pandasoft exporter with succesful animations comes here and helps us!! I have seen this being asked loads of places and the people that know it, egnore us! getting really fed up of this now.

If you look at the bright side, some of us are learning a ton about the .x format ;) I just don't know how I'm going to work with it yet.
 
Well it looks like what we though was the problem, is the problem...

Here's a snippet from the X file:
Code:
AnimationKey {    1;    10;    0;3;1.000000,1.000000,1.000000;;,    1;3;1.000000,1.000000,1.000000;;,    2;3;1.000000,1.000000,1.000000;;,    3;3;1.000000,1.000000,1.000000;;,    4;3;1.000000,1.000000,1.000000;;,    5;3;1.000000,1.000000,1.000000;;,    6;3;1.000000,1.000000,1.000000;;,    7;3;1.000000,1.000000,1.000000;;,    8;3;1.000000,1.000000,1.000000;;,    9;3;1.000000,1.000000,1.000000;;,    10;3;1.000000,1.000000,1.000000;;;   }

In an X-file, the first number after AnimationKey is the animation type:
0 - Rotation
1 - Scale
2 - Position

Notice that even though I did not create a scale animation for my box, it still spit out the scale animation keyframes (each frame follows the following syntax - Frame;Float;Scale-X,Scale-Y,Scale-Z;; (IIRC its XYZ, and the float is just for number of values after the float)

The exporter also added rotation keys even though my object doesn't rotate. The part that confuses me is the deletion. Deleting the scale segment (the entire AnimationKey{}) causes MakeMDL to crash when loading the file...

I'll take a look at the X-files generated as the intermediate between gmax and MakeMDL and see if I can find what the section values are for animations on a working gmax X-file.

Edit: Got animation to export (some changes in the .x file)...only problem now is that even non-animated objects (1) no animation set in 3dsmax, 2) object does not have tick18 in the name) move as if they are linked to the other objects...Also tested a 2048 frame animation...everything processed correctly but the object reset after 1024 frames. I'll do some more investigating and testing of these problems.
 
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May be a stupid question but....
What I do is save as 3ds and import it to Gmax, then do the animation and then export to mdl.

Is that easier and less problem? I don't know since I never export from 3dmax.
 
May be a stupid question but....
What I do is save as 3ds and import it to Gmax, then do the animation and then export to mdl.

Is that easier and less problem? I don't know since I never export from 3dmax.

As far as I know, that's the only way to do it...

I was able to get animation working from 3ds but the problem is that the objects all move in synch...
 
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