I don't suppose anyone has any in depth instructions on prop animation??
You should look at the SDK –
Environment Kit/Modelling SDK/New Aircraft Procedures and also download the Douglas DC-3 Gmax model for FSX, available from
Microsoft.
FSX requires you to do all the work, unlike FS9, so you'll have to animate the propellor(s) and tag with the Animation Manager.
Check the DC-3 model's props and you'll find there are three models for each prop:- eg
prop0_still, prop0_slow and
prop0_blurred. Each is animated for a full 360 degree rotation from frame 0 to frame 100.
That takes care of the prop rotation, but note there are keyframes at 0, 25, 50, 75 and 100: FSX likes it that way and had the animation only had keyframes at 0 and 100 there is
every chance you won't see any animation in FSX.
As said, you have to do all the work so you also have to set a Visibility tag for each prop model:
_still,
_slow and
_blurred models each have to be appropriately tagged. That way the
_still model will hide after engine start and
_slow or
_blurred don't show when it's stopped.
This sounds like a whole lot of work, but it's just a matter of moments with the AttachPointTool on the FSTools menu in Gmax. See the SDK section mentioned for the details.
Also make sure you're using
Linear animations for both Position and Rotation animations, see
this post: if you don't, animations might be jerky or just plain weird in FSX.
If this seems like a whole load of faffing to FS9 modellers, the upside is you can animate almost
anything in your models for FSX and you're not tied to a limited set of specific names for animated objects.