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Step 7: First animation (the rudder)
The principle is the same as an animated object for a scenery. I suggest you to watch this small video, very well done, explaining the conception of an animation on an object.
In addition, for an airplane anime, it is necessary to create a link between the Animation and the Variable Simulation (like X-Plane with the dataref)
FYI : The list of Simulation Variables: https://docs.microsoft.com/en-us/previous-versions/microsoft-esp/cc526981(v=msdn.10)
For my first attempt, I'm going to play with the rudder.
We will use the same Variable simulation as the SimpleAircraft: RUDDER DEFLECTION PCT Percent deflection
It is implemented with 3 positions (left 0%, middle 50%, right 100%)
At Key Frame 0 I position the rudder to the left in Quaternion rotation.
At Key Frame 1 I position the rudder to the middle in Quaternion rotation.
At Key Frame 2 I position the rudder to the right in Quaternion rotation.
You must have a similar tree structure.
And here is the result:
The principle is the same as an animated object for a scenery. I suggest you to watch this small video, very well done, explaining the conception of an animation on an object.
In addition, for an airplane anime, it is necessary to create a link between the Animation and the Variable Simulation (like X-Plane with the dataref)
FYI : The list of Simulation Variables: https://docs.microsoft.com/en-us/previous-versions/microsoft-esp/cc526981(v=msdn.10)
For my first attempt, I'm going to play with the rudder.
We will use the same Variable simulation as the SimpleAircraft: RUDDER DEFLECTION PCT Percent deflection
It is implemented with 3 positions (left 0%, middle 50%, right 100%)

- On the axis of my elevator I add a Plain Axes containing as a parent the constituent objects of the rudder. The Z axis of the Plain Axes merges with the rudder axis.

At Key Frame 0 I position the rudder to the left in Quaternion rotation.

At Key Frame 1 I position the rudder to the middle in Quaternion rotation.

At Key Frame 2 I position the rudder to the right in Quaternion rotation.

- Click on the Push Down button.
- Rename Nla Track and the Animation with the same name, I chose gouverne_direction_key
You must have a similar tree structure.

- Save and export your aircraft in .gltf (Asobo)
- Generate a GUID

- Declare your animation in the manifest \PackageSources\SimObjects\Airplanes\Ailgorbot_AT3FS_Aircraft\model\SimpleAircraft.xml
<Animation guid="6685f456-64ff-4ca5-b5e4-0ee2ee24dfcd" length="100" name="gouverne_direction_key" type="Sim" typeParam="AutoPlay" typeParam2="gouverne_direction_key"/>
- At the end of the manifest add the link between the Animation and the Variable simulation.
Code:
<PartInfo>
<Name>gouverne_direction_key</Name>
<AnimLength>100</AnimLength>
<Animation>
<Parameter>
<Sim>
<Variable>RUDDER DEFLECTION PCT</Variable>
<Units>percent</Units>
<Bias>50</Bias>
</Sim>
</Parameter>
</Animation>
</PartInfo>
- Save
- Export your aircraft again in .gltf (Asobo)
- Rebuild your aircraft
And here is the result: