ED Team NineLine Posted April 23, 2015 ED Team Posted April 23, 2015 .EDA is most certainly a mistake. .EDM all the way. Not a mistake, just something else. Forum Rules • My YouTube • My Discord - NineLine#0440• **How to Report a Bug**
luckybob9 Posted April 23, 2015 Author Posted April 23, 2015 .EDA is most certainly a mistake. .EDM all the way. Most certainly not the droids you're looking for. .EDM should still export normally despite these.....droids Not a mistake, just something else. Aye Nevada map contributer EDM Modeling tools FAQ: http://forums.eagle.ru/showpost.php?p=1418067&postcount=1 Seo libh a chairde is chanadh liom. Líonaigí'n oíche le greann is le spórt. Seo sláinte na gcarad atá imithe uainn. Mar cheo an tsléibhe uaine, iad imithe go deo
joey45 Posted April 23, 2015 Posted April 23, 2015 Something else?? :detective: :suspect: Is this another model thingy export thing in the works??:pilotfly: The only way to make sense out of change is to plunge into it, move with it, and join the dance. "Me, the 13th Duke of Wybourne, here on the ED forums at 3 'o' clock in the morning, with my reputation. Are they mad.." https://ko-fi.com/joey45
SkateZilla Posted April 24, 2015 Posted April 24, 2015 Something else?? :detective: :suspect: Is this another model thingy export thing in the works??:pilotfly: Most certainly not the droids you're looking for. .EDM should still export normally despite these.....droids Aye Not a mistake, just something else. .EDA is most certainly a mistake. .EDM all the way. Does this change after all now then ? New format ? New 3D model file extension is coming ? .eda? I've downloaded the latest ED-Plugin and when I export my model, I have *.eda instead of *.edm. Does anyone the same "issue" then me ? According to the Drop Down Menu .EDA = Eagle Dynamics Animation You Prolly Exported that instead of Selecting .EDM 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
The_Fragger Posted April 24, 2015 Posted April 24, 2015 According to the Drop Down Menu .EDA = Eagle Dynamics Animation You Prolly Exported that instead of Selecting .EDM I didn't see an option where I can select *eda or *.edm. Is this to be done in the ED-export bar ? Nevertheless, I've installed an older version.... having a test after work with the latest plugin. 2D/3D Artist MILTECH-5 /PD Lead 3D Artist - TrueGrit Virtual Technologies [sIGPIC][/sIGPIC] BO-105 PAH1A1/VBH / HKP-9A / BO-105 CBS-5 KLH Eurofighter Typhoon https://www.facebook.com/PolyDynamicsDCS/ Windows 10 (x64) 3x Corsair SSD GT 250 GB Mainboard: Asus STRIX Z390-F CPU: Intel Core I9-9900K @ 3.60GHz RAM: 64 Gb Graphics: MSI GForce GTX 980 TI 4GB HOTAS Warthog Hofmann Simpad Rudders Oculus Rift / Oculus Touch Heavy Metal is the law ! :punk:
joey45 Posted April 24, 2015 Posted April 24, 2015 EDA - skeleton for troops??? The only way to make sense out of change is to plunge into it, move with it, and join the dance. "Me, the 13th Duke of Wybourne, here on the ED forums at 3 'o' clock in the morning, with my reputation. Are they mad.." https://ko-fi.com/joey45
SkateZilla Posted April 24, 2015 Posted April 24, 2015 I didn't see an option where I can select *eda or *.edm. Is this to be done in the ED-export bar ? Nevertheless, I've installed an older version.... having a test after work with the latest plugin. If you have the newer exporter, its file, export, then choose .EDA 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
NRG-Vampire Posted April 24, 2015 Posted April 24, 2015 EDA - skeleton for troops??? that's a bingo Joey. :thumbup: i mean: probably yes (if i construe correctly your replies) i did not install that newest plugins but i guess that's an external (bone?) animation for "differently-reusable" models (e.g. soldiers), imho
luckybob9 Posted April 24, 2015 Author Posted April 24, 2015 If you have the newer exporter, its file, export, then choose .EDA You mean choose .EDM I believe? Nevada map contributer EDM Modeling tools FAQ: http://forums.eagle.ru/showpost.php?p=1418067&postcount=1 Seo libh a chairde is chanadh liom. Líonaigí'n oíche le greann is le spórt. Seo sláinte na gcarad atá imithe uainn. Mar cheo an tsléibhe uaine, iad imithe go deo
SkateZilla Posted April 24, 2015 Posted April 24, 2015 You mean choose .EDM I believe? He wanted to know how to get the..eda 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
luckybob9 Posted April 24, 2015 Author Posted April 24, 2015 He wanted to know how to get the..eda ahh gotcha. I read it too quick Nevada map contributer EDM Modeling tools FAQ: http://forums.eagle.ru/showpost.php?p=1418067&postcount=1 Seo libh a chairde is chanadh liom. Líonaigí'n oíche le greann is le spórt. Seo sláinte na gcarad atá imithe uainn. Mar cheo an tsléibhe uaine, iad imithe go deo
-Rudel- Posted July 21, 2015 Posted July 21, 2015 rev 99987 has been giving me problems exporting collision models. I had to back-date to 99504 for it to correctly work in-game. Anyone else? https://magnitude-3.com/ https://www.facebook.com/magnitude3llc https://www.youtube.com/@magnitude_3 i9 13900K, 128GB RAM, RTX 4090, Win10Pro, 2 x 2TB SSD, 1 x 15TB SSD U.2 i9 10980XE, 128GB RAM, RTX 3090Ti, Win10 Pro, 2 x 256GB SSD, 4 x 512GB SSD RAID 0, 6 x 4TB HDD RAID 6, 9361-8i RAID Controller i7 4960X, 64GB RAM, GTX Titan X Black, Win10 Pro, 512GB PCIe SSD, 2 x 256GB SSD
RedBeard2 Posted July 25, 2015 Posted July 25, 2015 I'm getting an error on export that I can't quite figure out. It says: Error: Optimization error: there is undeleted model::TransformNode 'GearDoorShockLinkRt'.. ... Does anyone have an idea what this is about?
joey45 Posted July 25, 2015 Posted July 25, 2015 What Version? The only way to make sense out of change is to plunge into it, move with it, and join the dance. "Me, the 13th Duke of Wybourne, here on the ED forums at 3 'o' clock in the morning, with my reputation. Are they mad.." https://ko-fi.com/joey45
RedBeard2 Posted July 26, 2015 Posted July 26, 2015 (edited) I hope the version isn't going to make a difference, but it's 1.2.6.15384. Last time I ran into TransformNode issues, I fixed them with Reset XForm, but that hasn't worked this time. Edit: I upgraded to 2.0.0.39504 (build 99504) but it seems to have changed the error to Error: The bone 'Bone043' is unused.. I tried to fix that by linking a dummy to it (a root bone of a bone chain), but it doesn't change that error either. Edited July 27, 2015 by RedBeard2
Mainstay Posted July 27, 2015 Posted July 27, 2015 Can someone explain why theres a new build of the modelviewer every night?
RedBeard2 Posted July 28, 2015 Posted July 28, 2015 Ok, it appears that the exporter has become "too smart". I use a double bone system with IK driving the first set of bones and an arg based controller driving the set of second bones that do the actual in game animation. When creating keys, I use IK to move the first set of bones and the align tool on the second set to create key positions. When the exporter used to complain about my IK bone sets being unused, I'd link a dummy to them and the exporter would be happy. Now, the exporter expects the bones to have a poly linked to it WITH a material assigned to it. Then I have to change the poly visibility to invisible as I don't want it to render. Can we get the previous behavior back of allowing a dummy linked to a bone to count as "used"? Barring that, does anyone have any other ideas of how to use a bone without having something rendered?
BR55Sevas Posted July 28, 2015 Posted July 28, 2015 ED 3d artist said IK not supports by exporter, he adviced to assign animation for each bone indepented, also if you use bones, then you need to add box with parameters see his screenshot http://forums.eagle.ru/showpost.php?p=1657948&postcount=29 МиГ-29 Fly by wire СДУ Su-27SM second display panel https://www.youtube.com/embed/videoseries?list=PL_2GGwNpWNp_fKXfRtDhIk8s5Jf4a9XHS http://berkuts.ru Пилотажный сервер с роботом | Aerobatic server with PhantomControl
RedBeard2 Posted July 29, 2015 Posted July 29, 2015 There are 15 parts and 16 joints which must be manipulated in order to get a single landing gear animated correctly in the F-104. This is difficult to do without some mechanical assistance. I understand that IK is not directly supported, which is why I'm using a double bone system. If you are interested, you can see some videos of what I've done here: http://forums.eagle.ru/showpost.php?p=1963896&postcount=1
BR55Sevas Posted July 29, 2015 Posted July 29, 2015 nice and useful videos, thanks. Now I understand your problems - 104s gears kinematics propaply hardest in aviation. МиГ-29 Fly by wire СДУ Su-27SM second display panel https://www.youtube.com/embed/videoseries?list=PL_2GGwNpWNp_fKXfRtDhIk8s5Jf4a9XHS http://berkuts.ru Пилотажный сервер с роботом | Aerobatic server with PhantomControl
Elpollo973 Posted August 17, 2015 Posted August 17, 2015 Hello everyone, With a friend we're trying to import an Alphajet-E into DCS and for the beginning we just want a 3D model with basic animations. The model is done, exported with anims and (very basic and not yet finished) textures and nicely opened with the ModelViewer (build 102936 for MV and plugin). The differents animations works, the textures are satisfying. We're very happy and proud of it :smartass: When we try to import it into DCS with our own "Mods/Alphajet" directory we can't get the animations to work. But if we replace the Su-33.EDM file with our exported AJET they works ... :huh: Maybe the args need to be "linked" to sim values in one of the .lua file ? If yes witch one ? How ? I also tried to copy the whole TF-51D folder and change a few things to get it use our .EDM file but it didn't work ... (I'm probably in the wrong thread to ask help for this, but I also wanted to show you our work and ask you what do you think of it :notworthy: ) Thanks anyway for your time ! "If someone want to fly, are wings going to grow in his back ? No. But enough will can lead to success. This is an important thing in life."
RedBeard2 Posted August 19, 2015 Posted August 19, 2015 If you create an empty Cockpit directory in your mod and copy the Su-25T Input directory to your mod, then your mod will default to using the Su-25T cockpit and the animations should work fine. I did this for the latest update to the Beginners Guide.
RedBeard2 Posted August 19, 2015 Posted August 19, 2015 Followup on the exporter behavior regarding unused bone errors. I'm ok with the current exporter behavior and now use a more elegant method to get around the problem. I place the IK bones in a hidden 3ds Max layer and set the exporter option to not export hidden items.
SNamiki Posted August 26, 2015 Posted August 26, 2015 could you tell me why i cant choose any version i have Autodesk 3ds Max Design 2012 but i cant choose Max2012x64 how i can fix it ?
Blaze Posted August 26, 2015 Posted August 26, 2015 I think 3DS Max and 3DS Max Design are different. Plug-ins probably only support the non-design version. i7 7700K | 32GB RAM | GTX 1080Ti | Rift CV1 | TM Warthog | Win 10 "There will always be people with a false sense of entitlement. You can want it, you can ask for it, but you don't automatically deserve it. "
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