• Which the release of FS2020 we see an explosition of activity on the forun and of course we are very happy to see this. But having all questions about FS2020 in one forum becomes a bit messy. So therefore we would like to ask you all to use the following guidelines when posting your questions:

    • Tag FS2020 specific questions with the MSFS2020 tag.
    • Questions about making 3D assets can be posted in the 3D asset design forum. Either post them in the subforum of the modelling tool you use or in the general forum if they are general.
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    Any other question that is not specific to an aspect of development or tool can be posted in the General chat forum.

    By following these guidelines we make sure that the forums remain easy to read for everybody and also that the right people can find your post to answer it.

MSFS24 Introducing SpacePort - a spaceflight module for MSFS2020/MSFS2024

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We are excited to announce a brand new MSFS2020/MSFS2024 add-on in development: TerraBuilder SpacePort, a fully-featured spaceflight module that enables realistic, high-fidelity simulation of astrodynamic and ballistic physics required for spaceflight, right inside Microsoft Flight Simulator 2020/2024!
SpacePort utilizes the visual environment, assets and the ecosystem of MSFS202x platform, and takes it to a new level - literally! We have been hard at work validating concepts and creating content, and we are at the point where we can, with high degree of confidence, show the work in progress! Check out this Space Shuttle launch video, and make sure to subscribe to our TerraBuilder YouTube Channel for more WIP videos, showcasing exciting new functionality coming to MSFS202x platform! You can also join our Discord Server where you can find more info on SpacePort, join in on the discussion, ask questions and post suggestions!

We are also developing SpacePort with 3rd party developers in mind! To that end, we will be offering SpacePort SDK, where 3rd party developers can relatively easily create and launch their own launch vehicles, rocket, boosters, space station modules, payload and any other space hardware they choose! And that’s just to start things off - check out our other work-in-progress videos on our YouTube channel to see what other possibilities are in store!

Now - sky is truly not the limit!
 
Hey ya fellow hoser!! 😂 Yes, GO Hansen! GO ARTEMIS II

I actually have the Artemis SLS rocket ready, It would be nice to launch it in MSFS when the actual one launches!!
Misho - why don't you do that? It would be AWESOME to have Artemis II launch in SpacePort!!
 
Hi everyone!

It has been a while since I posted updates on SpacePort, a fully-featured spaceflight module for MSFS202x! It has been, and still is, a tough slog, but we are making steady progress! Check out the latest 3 videos of the work in progress!


A huge shout out and thanks go to @Christian Bahr for giving me guidance and insight into character animation within MSFS202x environment!
 
Hi Misho,
the astronaut animations turned out really well. Combined with the highly detailed characters, the whole thing looks very realistic, too.
It was definitely worth it!
 
Hi Misho,
the astronaut animations turned out really well. Combined with the highly detailed characters, the whole thing looks very realistic, too.
It was definitely worth it!
Thanks @Christian Bahr and again, thanks for your help! Yes, I am very pleased with how realistic they turned out. There are still a few small things I'd like to fix, like the "snap" when the animation loops (slight difference between end and the beginning), and the "feet slide", both of which are not present in the original Mixamo animation.

Also, I need to figure out how to attach objects to the character without them being affected by deformation, only translation. For example, a helmet collar is being deformed when a head moves. That somehow needs to be "solid". Plus, at some point, I need space helmets on them, and they definitely should not be considered part of the "skin" and deformable. ;)
 
Also, I need to figure out how to attach objects to the character without them being affected by deformation, only translation. For example, a helmet collar is being deformed when a head moves. That somehow needs to be "solid". Plus, at some point, I need space helmets on them, and they definitely should not be considered part of the "skin" and deformable. ;)
It’s simple. You detach the helmet from the mesh. Then, you move the helmet's pivot point to its center. Now that you have the helmet as a separate object, you align it and link it to the head bone. That’s all there is to it.
If an object is to be carried, an umbrella for example, you link the umbrella to the hand bone.

The other option is to leave the mesh exactly as it is as a single, unified mesh including the helmet.
To do this, you edit the helmet's vertices within the "Edit Envelopes" tool and, under "Abs. Effect," assign all vertices to the head bone (Abs. Effect=1). This assigns the helmet 100% to the head bone. The helmet is therefore influenced by only one bone.
It might sound complicated, but once you grasp the concept, it is very easy to understand. It is a matter of weighting: determining which vertices are assigned to which bone and by what percentage.

skin_vertex_edit.jpg
 
It’s simple. You detach the helmet from the mesh. Then, you move the helmet's pivot point to its center. Now that you have the helmet as a separate object, you align it and link it to the head bone. That’s all there is to it.
If an object is to be carried, an umbrella for example, you link the umbrella to the hand bone.

The other option is to leave the mesh exactly as it is as a single, unified mesh including the helmet.
To do this, you edit the helmet's vertices within the "Edit Envelopes" tool and, under "Abs. Effect," assign all vertices to the head bone (Abs. Effect=1). This assigns the helmet 100% to the head bone. The helmet is therefore influenced by only one bone.
It might sound complicated, but once you grasp the concept, it is very easy to understand. It is a matter of weighting: determining which vertices are assigned to which bone and by what percentage.

View attachment 100965
GREAT, Thanks, Christian, I will try that ASAP!
 
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