by Felix/FFDS » Mon May 03, 2004 9:56 pm
If you just got it today, I doubt you've done all the basic gmax tutorials. It's important that you do them first, to get the feel of the program, and the basics.
Of course, the above is also a crass presumption on my part that you are not familiar with 3D modelling programs and key frame animations.
For FS there are two types of animations - the default animations, in which you don't have to do anything, just name the part and orient its pivot point (axis) correctly, and the animation in FS will depend on the variable's entry in the model's aircraft.cfg file. - example - a rudder is named "rudder" - not "rdr" or "rdr_left" etc.
The other type of animation is user-controlled, and that also requires the part to be named correctly, certain parameters to be set in the aircraft.cfg file. However, you must set the animation of the part in the modelling program by means of key frames .. at time 0 your gear is retracted; at time 25, it's 50% extended and rotated through 90-degrees, at time 100 it's fully extended and rotated.....
Th correct part names " tags" and information as to making the necessary changes in the configuration files can be found in the Microsoft FS2004 SDKs.... click on the link in my signature.
Of course, try out the other tutorials here and at Freelflight Design Shop (FFDS)
Felix/FFDS