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MSFS invert animation , how to if possible

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italy
Hi all,
if I have done an animation for the canopy of my airplane to open it.
But if I want to show my airplane when loaded into the sim with the canopy already opened, I need to re-done the canopy animation in blender or is there a way to invert it?

thanks
 
Animations have different ways of being used in MSFS, the way I would do it is as follows:

I would create an animation with only one keyframe in open position (it would be the one defined as default), another animation with only one keyframe in closed position

and then I would use the logic of "BlendTreeState" and "Transition" to open/close the canopy.
 
But if I want to show my airplane when loaded into the sim with the canopy already opened, I need to re-done the canopy animation in blender or is there a way to invert it?
If you use a programmable behavior model and instrument logic, WASM, HTTML/JS, XML, you can create the behavior code for the model yourself when initializing the sim. The triggering of variables can be tied to any events in the Sim, time, place, conditions, weather. Variable initialization can also be added to the apron.FLT files of your model, in the [LocalVars.0] section for example.
 
I will try...

after creating the 2 animations, 1 with canopy open and 1 with canopy close, you need to add this to the model behavior file (XML):

<Animation name="your_open_animation_name" guid="guid_value_here_A" type="Standard" />
<Animation name="your_close_animation_name" guid="guid_value_here_B" type="Standard" />


<AnimGraph>

<DefaultState name="Open"/>

<BlendTreeState name="Open">
<Animations>
<Animation guid="guid_value_here_A" loop ="false" speed="1"/>
</Animations>
</BlendTreeState>

<BlendTreeState name="Close">
<Animations>
<Animation guid="guid_value_here_B" loop ="false" speed="1"/>
</Animations>
</BlendTreeState>


<Transition start="Open" end="Close" Duration="canopy_move_duration_in_secs">
<Condition>condition_that_close_canopy</Condition>
</Transition>

<Transition start="Close" end="Open" Duration="canopy_move_duration_in_secs">
<Condition>condition_that_open_canopy</Condition>
</Transition>

</AnimGraph>


This is theoretical, I recommend reading the documentation to validate the way it is created...
I hope to be helpful.

D.
 
Hi @KAI31 , and @degorap
thanks. I'm not expert of coding and I'm building my aicraft understanding what have been done with default and pay aircrafts so to "learn" something about coding and behaviors code
anyway thanks to given me a way to try your suggest. I will study both
 
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