View attachment 55455
A foot lower, it'd merely be a navel aircraft. Just hoping I don't make a complete teat of meself
...Everything is is in groups so I can point and click the bits apart, export the moving bits one at a time through MCX to FSDS objects, pop in to FSDS for animating, back out to MCX and merge. Sounds cumbersome, but nothing changes spatial position, small bits compile instantly, so it's pretty bang-bang, no fussing with FSDS lists and baukiness, just set the axis and away to the races. If you keep the zero point origin of the model, its really fast and easy to go from SKUP-MCX-FSDS, or back and forth until things work properly, or to fix the fumduckers. I also keep the moving bits on separate texture names, though the same textures, so MCX can separate those from the rest of the model to allow back and forthing to fix mistakes with out starting from scratch. Eventually, I'll have a model of the fixed airframe stuff, and another of the animated stuff, all in their positions with respect to one another, When its all happy, the last step is to merge the two, rename the textures so I'll have one or two texture sheets-control the draw calls, and set the model axis from the assembly point to the flight axis.
A foot lower, it'd merely be a navel aircraft. Just hoping I don't make a complete teat of meself
