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  • Please see the most recent updates in the "Where did the .com name go?" thread. Posts number 16 and 17.

    Post 16 Update

    Post 17 Warning

Embraer EMB120 Brasilia update

euroastar350

SOH-CM-2023
I'll let the screenshots speak for themselves:ernae: Just need help with the ailerons, elevator and rudder animations not tracking properly when I animate them...otherwise, its almost ready.
 
Thanks Kiwi. As my second gmax FSX project, it came out quite well if I must say. Once this bird is done and released, I'll work more on the Bell 222 which now features a highly detialed tail rotor which will bring the total polygon size for the project at around 112,000 polys:isadizzy: We may use Lionheart's FS9 unlimited exporter method to bring in that highly detailed tail rotor for the FS9 model:ernae:

The final release of the EMB120 will feature textures and paintkit done by Adriano Martoni along with specular and bump maps throughout.
 
Just need help with the ailerons, elevator and rudder animations not tracking properly when I animate them

Have you got the pivot points in the right place? If so I find frequent use of Reset Transform occasionally sorts things out (save a backup copy first though as you can't always undo it for some reason).
 
Everything is in place and I've tried everything with no joy. Last thing I want to do is release this model with screwed up animations:173go1:
 
The FS9 EMB120 didn't have a VC, the same applies to this one. This is my second gmax/FSX project and is a new learning curve for me. I would love to see a VC for this airplane, but unfortunately I have other projects on the board at the moment including the Bell 222 for FS9/FSX and other airplanes/helicopters. I can however pass along the source files for the FSX EMB120 to anyone wishing to do the VC for this great bird.

*EDIT* The package has been sent to Adriano Martoni for his approval since I am using his textures and paintkit for final release (greenlight given for use)
 
Alredy tried to add a "Reset XFORM" modifier to the part in question?

Or set the rotation scheme to "local" before animating the part?

Or add more keyframes to ensure a good transition between up & down?
 
Success!!!! Animations working properly, except the ailerons which are reversed animated and off track a little...I can fix those easily. Now that these items are done, spec and bump maps need to be done....then its showtime:ernae:

*EDIT* Anyone good at doing spec maps? Contact me via PM if interested. *END EDIT*
 
*EDIT* Anyone good at doing spec maps? Contact me via PM if interested. *END EDIT*

Not interested, but: Spec maps are just lightened/darkened copies of the main texture.

Load up your main texture in an image editor, lighten/darken areas according to their shinyness, save with a spec map name and done.
 
All animations including ailerons and FSX specific textures are now completed, bump and specular maps are the last things to do. I may end up using one spec map for all the textures that will be included in the final release package instead of doing one for every specific paint. Stay tuned as we reach home stretch with my first FSX release:ernae:
 
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