Woah, page two already! :isadizzy:
A big "thank you" to the rest of you as well!
Rigid meshes can be animated as accurately using the classics method, with the benefit of better performance.
Just place your object's pivots to the correct locations/orientations and use local coordinates from the rollout to move/rotate the stuff.
Well, so far performance is really good and in the case it gets out of hand I can still revert to the classical method.
The whole pivot method was too inaccurate for my taste when I started, but now that I think of it...yeah, it's an option. With a correct hierachy and stuff....
DUDE...That plane is missing a prop.....
Prop number two is coming once number one is animated.
You will begin to think of it as your child. You will start calling it things like 'liebshin' and 'my little babooshkah' and other romantic things. You will dream of it at night, flying in it, talking to it, trying to think of a way to make the interior window edges more smooth, how to animate the gear better, the ultimate prop disc, how the engines should sound, how the door sound alignment could be done to synch with the door animations, etc, etc, etc, etc, etc...
Believe me, I've been there for a long time. This thing occupies my mind during every mental meditation, err...shower session.
You will wake up from a daze with a body in pain and realise you hadnt eaten in 3 days, and have just enough energy left to crawl to the kitchen for bread and cheese sticks, then back to the computer to Max...
Yup. I've lost six pounds so far during (I think) this week. A nice way to lose weight.
Wilkommen zum unseren World... :d
[Grammar nazi mode]
...
in unserer Welt.

:d
[/Grammar nazi mode]
RE: The bone stuff.. I'm no expert, and there's no doubt you've learned pricelss modeling skills, but I think it's over-kill for mechanical animations. As mentioned.. pivot-points, linking and meticulaous transformations will get the same effect. with less workload at run-time. I've got a Bae-146 in the works with a similar gear arrangement. Solid parts and hinge-like animations.
Yeah, the 146's gear is quite similar.
Yet, having everything follow you with the drag of a handle in real-time is aaaaweome.
As for flight-dynamics.. as soon as the model is functional, drop me a PM. I'll take a stab at it if my current project (Partenavia P68) doesn't have me consumed.
Cool, thanks for the offer Brett!
Good luck for the rest of the model, this is the kind of plane I really like, I just hope you can fit some nice virtual cockpit in it
Ha! A VC is the main reason why I started work on the 328 in the first place! MSFS hasn't seen a VC in one of those since 2002 and even back then it only had a static one. So I really have enough "firsts" to grab. :d
As for you two...
When did you say it'd be ready?
When will it be released? (I am waiting impatiently...

;o)))))
...I'll pay you a visit. WITH A TANK!
Btw: I'm considering making this project the first "open source" and evolutionary aircraft in MSFS history. Say I'll throw the external model on my webspace and add and fix stuff as time passes. This can provide me with some fairly instantaneous feedback and eliminate the wait for you guys.
I'm still mentally fighting over whether I should make it literal open source (provide the .max file in the download) or not. On the one hand...open source, on the other...a whole tree of different, confusing versions of the model.
Hmm...