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Posted
.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.

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Posted

Something else?? :detective: :suspect:

 

Is this another model thingy export thing in the works??:pilotfly:

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Posted
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

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Posted
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.

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Posted

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.

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Posted
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

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Posted
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

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Posted
You mean choose .EDM I believe?

 

He wanted to know how to get the..eda

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  • 2 months later...
Posted

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?

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Posted

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?

Posted (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 by RedBeard2
Posted

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?

Posted
  • 3 weeks later...
Posted

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 !

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Posted

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.

Posted

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.

Posted

I think 3DS Max and 3DS Max Design are different. Plug-ins probably only support the non-design version.

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