I am building some quite complex panels for a series of aircraft Variants …
The panels have some minor differences / some major BUT … for the most part
they use the same sub-panels and layout The Problem is that in an effort to
reduce development time and workload, I am building these panels in a modular
format … so for example If several aircraft share an “Audio panel” then I can
just build one separately, and them Import / Merge this panel into the models
requiring it … HOWEVER !! Upon merging a completed panel with 20 + Animated
Knobs and switches … These animation assignments are NOT Carried into
Babylon. rendering the “time saving” Efforts pretty worthless as I have to go
through the entire process of defining the animations again in Babylon after
merging the parts so, My question is this … IS THERE any way of
importing / merging small modules into Max and KEEPING the Babylon assignments
?
Hello @ModelMuncher , No, it’s not possible to
import Babylon assignements Regards, Boris
It does not take long to export the entire interior model. Use the layer
explorer in your 3D modeling program that have the components used for all the
panels in one layer and then specific parts in other layers named for those
panels. Then you use the option export only selected in Babylon and only
have the layers active you are working on and select them to be exported. This
is a max of 45 seconds each time you export. And you are organized for your
panel types for future updating. I do this for all my projects with multiple
panel options.
@Boris1@EPellissier ,
If I recall correclty, in the early stages of the SDK we could build a
container that had the babylon animation groups configuration and this could
be exported to another model in MAX. At some point this util disappeared, but
as mentioned on this post by ModelMuncher we waste a lot of time re-doing
these animations. It would be ideal to be able to export these to other
models. Any particular reason why the container approach to export babylon
animation groups was removed? and could we have it back in the future? Best
Regards, Raul
@Simbol@ModelMuncher
Hello ! To answer your questions, you can import / merge a model with the
animation groups configuration by creating clicking in viewport → Babylon
store AnimationGroup.
create a dummy node in your scene that contains the animation.
Save your scene !! In your
second scene max, after the import/ merge in your second scene max. You have
to click on load Animation group here:
It will load it in the animation
groups panel: If you want to
import the animation group only, you need to be sure to have the same name to
both animated nodes in the all your scenes. Second method: You can keep your
animation groups config in another scene is to reference your first scene in
the seconde one as a container. You won’t see them in the second scene, they
will be referenced in the export process only. You can after that export your
merged model from the multiExporter with use pre-export process and Merge Xref
containers checked in the options panel. For more informations and precision
you can check this link in the SDK Documentation:
https://docs.flightsimulator.com/html/Asset_Creation/3DS_Max_Plugin/Containers.htm?rhhlterm=containers&rhsearch;=containers
Thanks @Yasmine I knew there was some way…
@ModelMuncher you can do this for your needs
too. Best, Raul
Hi Raul, At first we thought it was to import a gltf / fbx. Hence my first
answer Thanks to your additional information Regards, Boris