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FSX:SE Hierarchy tutorial

I think you should ask this in the MCX forum. Much greater chance of getting an answer there.
 
Hi,

Did you have a look at the (draft) manual that is included in the latest development releases? It explains how to use the editor.

This video tutorial might also help:

 
Thank you,
I'm starting to see how it works. But still having some probleme with the rotation fonction ( quaternion ) !

In MCX it work great but when i install it in FSX ; the position is OK but the rotation seems to start at different time each time the object restart.
I dont understand the fonction of the section « Order» in the right bottom of window «Animation key editor », and what is the difference beetween Length and Time ?

Hierarchy.jpg
Hierarchy.jpg
 
Hi,

The length is the total length of the animation. The time is the time of the current keyframe.

The order combobox can be used to select a different order in which the rotation angles are combined into the quaternion. E.g. first rotate along X or Z axis for example. But in most cases the default value should be fine.
 
You appear to be animating between keyframes 80 and 120. This is a very unusual keyframe design. Do you want your model to not rotate between keyframes 0 and 80, then start rotating? And how many keyframes is your Position animation - is that 160? So it will also not rotate between keyframes 120 and 160.

But you say when you move the animation slider the animation is what you want? Remember FS will play the animation from end to end - the "Play" button in MCX simulates that.
 
Arno, should the Length of the Position and Rotation animations be the same to keep them synchronized? And what happens if (as above) the Length is set to 80 but the listed keyframes are only 40 keyframes long?
 
Hi,

The length is written in the XANIM file for the animation, typically it has the same value as the last keyframe, but I have also seen case where that is not the case. That's why I added both to the dialog. But when you add new keyframes with a bigger time, the length will automatically be updated to be at least the last frame.
 
Hi tgibson,

From keyframe 0 to 80 it moves up
From keyframes 80 to 120 it does a 360' rotation
From keyframe 120 to 160 it comes back to start.

So the complet animation is 160 and the rotation is 80.

The animation is OK and work well in MCX.
But in FSX at each refresh it rotate at a different time !
 
You might have to insert a rotation keyframe at time 0 as well. Just with the same rotation as frame 80.
 
Yes, I start all my animations at keyframe 0, you might try that as well.
 
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