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3DS Max How to make my model animation work in MSFS?

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51
Country
china
Hell, guys! Now I've become adept at building static models. But I want to add some dynamic models to my MSFS airport, like the escalator I'm doing right now. I have made the steps of the escalator move in 3ds max, I just don't know how to let it move in MSFS. Although there are many tutorials ahout animation on Youtube, most of them are about blender, it's rare to see 3ds max. And if I can find some tutorials with 3ds max, they are about making airplane models, which are different from airport models. I have attached some screenshots, I don't know whether I made the wrong choice when setting or exporting in 3ds max, or I wrote the wrong command in the xml file. If you also happen to be using 3ds max to make airport animations, we'd love to have your guidance.

QQ截图20240815221700.png



QQ截图20240815221824.png



QQ截图20240815221857.png


QQ截图20240815221614.png
 
I am not familiar with the internals of FS but maybe some info can help. You would have to export your escalater animations into a file FS will use to animate your escalater as an animated prop or map item. There most likely is a animation export script for Max. If FS assets also include animation data, you would have to animate your stairs in the frames inside max. Moving the time line slider to a new position and then moving an object to a new position will set a key frame for that object.
 
I am not familiar with the internals of FS but maybe some info can help. You would have to export your escalater animations into a file FS will use to animate your escalater as an animated prop or map item. There most likely is a animation export script for Max. If FS assets also include animation data, you would have to animate your stairs in the frames inside max. Moving the time line slider to a new position and then moving an object to a new position will set a key frame for that object.
Thank you very much for your reply. I've keyframed the escalator in MAX and can see the steps move, but they don't move in the game.
 
Thank you very much for your reply. I've keyframed the escalator in MAX and can see the steps move, but they don't move in the game.
Upload your model file max version 2023? Have you declared your animation in Babylon Animation Groups?
Also, I see all your nodes selected, but I only see two keys in the timeline and I don't even understand the red key, does that mean you only recorded one axis or something?
 
Upload your model file max version 2023? Have you declared your animation in Babylon Animation Groups?
Also, I see all your nodes selected, but I only see two keys in the timeline and I don't even understand the red key, does that mean you only recorded one axis or something?
I have compressed and uploaded the 3dsmax model file, please help me to see what is going on. As shown in the screenshot below, we did see an error when exporting with Babylon File Exporter, "One or more anmimation group(s) is/are empty", I don't know what it mean. By the way, my 3dsmax version is 2023. Thank you very much!
20240917103514.png
 

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The empty animation group is not an issue. You've uploaded a 3ds file, that is an exchange format it is not the native 3ds Max model file so I'm not able to check the Babylon Animations Groups. I made my own and you can see from the attached picture that there are forbidden characters. The font above looks Chinese, but you can see the characters in this window are ascii garbage. That should be a red error message when you compile, did you comment that you see it in the sim static? If so then it will only be a yellow warning but I think you should still rename those nodes using standard western alphabet characters. Finally, you'll need to make and apply flight sim materials. It will load into and be visible in the sim, so it's adequate for now, but just like your static models it's a necessary step.
Ok beyond that, everything looks pretty correct and straightforward, not loving the red keys but I presume they'll work when the time comes.

characters.png
 
The empty animation group is not an issue. You've uploaded a 3ds file, that is an exchange format it is not the native 3ds Max model file so I'm not able to check the Babylon Animations Groups. I made my own and you can see from the attached picture that there are forbidden characters. The font above looks Chinese, but you can see the characters in this window are ascii garbage. That should be a red error message when you compile, did you comment that you see it in the sim static? If so then it will only be a yellow warning but I think you should still rename those nodes using standard western alphabet characters. Finally, you'll need to make and apply flight sim materials. It will load into and be visible in the sim, so it's adequate for now, but just like your static models it's a necessary step.
Ok beyond that, everything looks pretty correct and straightforward, not loving the red keys but I presume they'll work when the time comes.

View attachment 93859

Thank you very much for your reply. I have attached the max file, could you please help me check it again. I changed the file names inside from Chinese to English, and I export it , but it still not moving. By the way, I still do not make and apply flight sim materials for this model, because I want to try my animation first to see if it can succeed, I don't think it will affect the animation. Once the animation is successfully made, I will work with other models to create textures.
 

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Yes, your process with materials is completely fine. This model is much more informative and its actually a very easy fix. This is your Babylon Animation Groups before adjustment.

nodes.png


Here it is after I have clicked the "Add Viewport Selection" button that is circled in red and then the "Confirm" button with the red arrow.

selected.png


Ok that is all that is required. You can see from the video that there is a bit of a placement and bounding box issue, but you should be able to deal with that.

 
Yes, your process with materials is completely fine. This model is much more informative and its actually a very easy fix. This is your Babylon Animation Groups before adjustment.

View attachment 93863

Here it is after I have clicked the "Add Viewport Selection" button that is circled in red and then the "Confirm" button with the red arrow.

View attachment 93864

Ok that is all that is required. You can see from the video that there is a bit of a placement and bounding box issue, but you should be able to deal with that.

I'm very sorry for replying you so late. Thank you very much, my friend. With your help, my escalator finally started moving. Wishing you all the best!
 
Hi @=rk=

I am trying to get the same thing going, but I can't seem to be able to get the Babylon Animation Group Tool to open.

I created a part animation, selected it, and selected "Create Animation Group From Selection"

1733561635308.png


And nothing happens. No dialog opens.

Am I missing something? or is my 3ds max babylon broken?

Multi Exporter below works fine, I've been using it for years.

Thanks!

EDIT - never mind - the menu option doesnt work, but right clicking anywhere on the scene and using context menu does!
 
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