Object animation editing

  • Hello everyone, I'd like to ask a very headache-inducing question: How to edit the animation of a certain object on an airplane in Aerofly, such as a vertical tail or flap? I found this string of code in the.tmd file:

    <[graphics_rotation][RightElevatorTransform][]
    <[string8][Input][RightElevator.Output]>
    <[tmvector3d][Axis][-0.44754 -0.88993 0.08793]>
    <[tmvector3d][Pivot][-28.66504 -5.65849 1.46341]>
    >
    <[rigidbodygraphics][RightElevatorGraphics][]
    <[uint32][PositionID][RightHorizontalStabilizer.R]>
    <[uint32][OrientationID][RightHorizontalStabilizer.Q]>
    <[string8][GeometryList][ AileronR ]>
    <[string8][InputTransform][RightElevatorTransform.Output]>
    >

    I think this is the code for controlling the rotation of a single object, but it's very difficult to determine the position of its rotation axis. I'm trying one parameter at a time. Is there any shortcut that can quickly determine the rotation axis? I don't want my vertical tail to look like the picture below:(

  • The WIKI contains the basic information that was once created for the FS 2 but also applies to the FS 4.

    In addition, I recommend working through the respective TMDs using the example of existing aircraft. This takes time - a lot of time to understand it, but if you have understood it, you can do a lot with it. IPACS gladly recommends the DR400 as a suitable aircraft for this, but in principle all aircraft work.

    Tschüss, Michael (🍎🚁)

    Configurations:

    - MacBook Pro (16", 2024); Chip: Apple M4 Max; actual macOS
    - Controllers: | WinWing: URSA MINOR-Fighter-Joystick R, EFIS-L & FCU & EFIS-R | Thrustmaster TCA AIRBUS EDITION: 2x Quadrant, 2x Quadrant Add-On | Pro-Flight-Trainer: PUMA X | Steelseries: Nimbus+

    - iPad (12,9", 4th Generation, RAM: 6 GB); actual iOS | Steelseries: Nimbus+

  • Whenever I export a model I get a tm.log file, this file contains all the objects and their locations plus axis. Hopefully the Blender plugin does the same. If the model is a stock one just look for the object you want to animate and the pivot plus axis will already be set for you.

    In the example you quoted the pivot and axis are already assigned to the elevator object. The transform, (how much it moves in this case) comes from the RightElevatorTransform.Output, just above the rigidbodygraphics entry. RightElevator.Output is defined in the dynamics section, just do a search for it. I find Notepad ++ to be best for this editing. Most of the time you just have to 'backwards' read where the entries lead. For PositionID and OrientationID, think of these as a parent.

    Steve