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Throttle animation issue

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us-newyork
Modeling a twin in FSDS 3.5 using animation tags lever_throttle0 and lever_throttle1 both animated kf 0-50. the throttles are located overhead and the axis for both parts is in the normal orientation. When compiled and using keyboard of joystick throttle controls the throttles move in unison. However when attempting to use the mouse to manipulate the levers independently, grabbing throttle 1 drags 2 along with it. When "mousing" throttle 2 the mouse recognizes it and displays appropriate tool tip, however there is no animation. Any ideas why that may be happening?
 
BTW, I wound up having to generate new part names for the mixture and prop pitch levers using the same method of copying and renaming the original parts in the bin folder.

Paul
 
The initial results were not good and the problem persisted. The solution was to create a new part. The original was an unanimated copy of the left engine throttle lever. I have noticed issues with copied parts retaining the "identity" of the original and either not animating or refusing to accept a new parent. The new part now accepts the new animation tag and functions properly. I'd be curious to know if this is a new discovery with FSDS or have others stumbled upon this "bug" in the past. Thanks Put Put for the hint which I did use in conjunction with the new part
 
is there a tag naming convention that must be adhered to when copying code? I'm attempting to rename the mixture code and having little success. The compile crashes stating the the GUID is no properly formatted when in truth of fact it is.
 
is there a tag naming convention that must be adhered to when copying code? I'm attempting to rename the mixture code and having little success. The compile crashes stating the the GUID is no properly formatted when in truth of fact it is.

Not that I am aware. The name of the game is to keep the part name short. Here are the part names that work for me for all 4 mixture levers and all 4 prop pitch levers. They are listed in sequence for engines 1 - 4.

mix_ml, mix_mr, Mix_mA, mix_mB

Prop_pl, Prop_pr, Prop_pA, Prop_pB

These have worked on 3 different projects including my 10 prop Saunders Roe SR-45. They are copies of the existing lever codes with new names and new guids assigned. The original parts are still in the file with no conflict.
BTW, you can create these things very quickly with the newer versions of FSDSTweak. I have v2.81.

Paul
 
I have to admit that I am stumped trying to rename parts to get past this FSDS name parsing bug. trying to get mag switches to animate separately. I doesn't seem to make any difference what name I choose or the length and end up with this error. I have confirmed that there are indeed 32 digits and 4 dashes. I'm using a web based GUID generator. Any ideas what I'm missing here? Thanks

error :
error : Failed processing animation file!!
error :
error : System.FormatException: Guid should contain 32 digits with 4 dashes (xxxxxxxx-xxxx-xxxx-xxxx-xxxxxxxxxxxx).

error : at System.Guid..ctor(String g)

error : at Microsoft.FlightSimulator.XAnimToAnimLib.FileExporter.WriteGuid(String S)

error : at Microsoft.FlightSimulator.XAnimToAnimLib.ANIMProcessor.WriteGUID(String GUID)

error : at Microsoft.FlightSimulator.XAnimToAnimLib.ANIMProcessor.WriteANIM(XmlNode node)

error : at Microsoft.FlightSimulator.XAnimToAnimLib.ANIMProcessor.WriteANIMLib(XmlNode node)

error : at Microsoft.FlightSimulator.XAnimToAnimLib.ANIMProcessor.GenerateOutput(FileExporter Exporter)

error : at Microsoft.FlightSimulator.XAnimToAnimLib.XAnimToAnimLib.Process(Stream OutputStream)
 
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