• 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.
    • Questions about aircraft design can be posted in the Aircraft design forum
    • Questions about airport design can be posted in the FS2020 airport design forum. Once airport development tools have been updated for FS2020 you can post tool speciifc questions in the subforums of those tools as well of course.
    • Questions about terrain design can be posted in the FS2020 terrain design forum.
    • Questions about SimConnect can be posted in the SimConnect forum.

    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.

FS2004 Long animations

I'm wondering how UK2000 gets supermooth animations at their airports in FS9
for example...
I've in mind that they weren't jerky and I never figuered out how to do that.
 
I don't feel the 18 Hz animations are that jerky in general. But as I said in my previous reply, I will give some other timers a try and see how it works.
 
May be jerky movement is from the number of key frames. When I do the animation with path constrain, I never find it jerky any more since the program generate key frame every 50 frames or more.
 
Hi Arno,

It just came out of my though.
In FS9, animation it is perfecly align with ground poly since it is a flat world.
In FSX it is a different story, the animation is troublesome. It never align with the photoscenery or groundpoly since gmax is a flat world but in FSX is round.

I was wondering if you can make a tool that adjust animation to the round world in FSX. It would be a wonderful tool.

Thanks,
Tic
 
Hi Tic,

ModelConverterX has a function already to adjust a model to the curved earth. But currently it does not alter the animation path. Maybe I should also do that. Especially for animations that cover a bigger area I guess the curved earth can become an issue.
 
Back
Top