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JDH avatar image
JDH asked JDH commented

Flight surfaces with wingflex

Hi!

I have managed to implement wingflex to one of my projects, and the wings bend just as they should, which is great!

What is not so great however is that with the current way I have animated the flight surfaces located on the wings, every surface moves whenever I move just one of them, say for example when I move the ailerons the flaps moves as well, not exactly what it should do...

I have tried many things out, but none have seemed to work for me. I have taken looks at other planes with wingflex, and I have currently been parenting the flight surface meshes to bones that are connected to the right wingflex bone, then animated them as they should be, but it seems like when I get multiple nla tracks under the same armature object, every animation effects each other.

If someone knows a solution I would be happy to hear!

aircraftanimationblender
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Michael2 avatar image
Michael2 answered JDH commented

OK, so I got this to work. You need to uncheck the channel muting boxes opposite the NLA track names in the NLA editor. When you do that the animations won't play in Blender, but will work correctly in the sim.

Still working this out. So far I can only get it to work with stock animations -- I have complex spoiler animations controlled with my own xml animations and am still having trouble with those.

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JDH avatar image JDH commented ·

Just checked and that actually works!

Thank you so much Michael! I appreciate it a lot, having spent countless of hours on trying to get it to work, I got very upset when it didn't. This really made my day!

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Flysimware avatar image
Flysimware answered

There should be no relations between flaps, ailerons and wingflex. This sounds like an issue from your model. Are you using Blender or 3DS max? I can't help you for Blender but can for 3DS max. I would start to look at your bones and animations and do some testing to rule out the issue.

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tonypezz avatar image
tonypezz answered tonypezz edited

Hi,
this is unfortunatnely a limitation if you are using the blender exporter.
Blender seems not to support the animation groups like 3DSmax does. I reuqested a fix on the Github and hopefully Asobo is going to solve the issue before we get too old.
This is the most important issue to get solved with the blender exporter currently.

here the issue explained:
https://github.com/AsoboStudio/glTF-Blender-IO-MSFS/issues/179

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JDH avatar image JDH commented ·
This sounds exactly like the issue I have been experiencing! Weird that I didn't hear about this issue before. What about the other exporters? Have you tried those, if so which? Thank you anyways for letting me know, now I won't be spending another whole more week trying to make it work...
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tonypezz avatar image tonypezz JDH commented ·

I tried everything, also various methods and possible workaround, that just sucks, NLA will end up mixing if you have more than one on the same object, even if you have 1 armature with multiple non related bones, all NLA will belong to 1 armature, and that mixes up.

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Michael2 avatar image
Michael2 answered

I have the same problem. I am using the Asobo Blender exporter and Blender 3.1.2.

The wing flex is good and my first animated flight surface works as it should. The problem begins when a second surface is added and then they all start moving together. As mentioned above, the NLA tracks appear to be mixing. There is someone on fsdeveloper who apparently had this working correctly but that was some time ago and he would have been using the old unofficial exporter.

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