happy cavin Posted December 28, 2016 Posted December 28, 2016 (edited) hi,everybody. i make animations for slats and canards in the 3dmax and export it to edm format,i can see that they work well in the modelviewer,but they dont work in the dcsw. some lines in the entry.lua here: make_flyable('xx', 'Mods/aircrafts/Flaming Cliffs/Cockpit/KneeboardRight/', { nil, old = 3}, current_mod_path..'/comm.lua') i use su-27 cockpit for the xx. i do animations in the 3dmax as the attachment picture shows bellow: any help is welcomed. thank you. Edited December 29, 2016 by happy cavin
gospadin Posted December 28, 2016 Posted December 28, 2016 To my knowledge, there's no way to get an existing mod to touch animation arguments that aren't part of its default systems/airframe knowledge. Thus, you'd need to tie them to existing arguments. If you make your own systems code with your own cockpit and own flight model, then you can freely animate any objects you want. My liveries, mods, and missions for DCS:World M-2000C English Cockpit | Extra Beacons Mod | Nav Kneeboard | Community A-4E
SkateZilla Posted December 28, 2016 Posted December 28, 2016 or create a custom Control Surface Animation System to be loaded on top of whatever FC3 Aircraft cockpit your using. Or Link to Su-33 as the Su-27 SFM/AI Draw Parameters doesnt have Canards. Windows 10 Pro, Ryzen 2700X @ 4.6Ghz, 32GB DDR4-3200 GSkill (F4-3200C16D-16GTZR x2), ASRock X470 Taichi Ultimate, XFX RX6800XT Merc 310 (RX-68XTALFD9) 3x ASUS VS248HP + Oculus HMD, Thrustmaster Warthog HOTAS + MFDs
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