
Microsoft Flight Simulator 2004 SDK Scenery Animation
Introduction
The Scenery Animation SDK explains how to add scenery animation that you’ve created
in 3ds max or gmax™ to Microsoft
®
Flight Simulator 2004. The gmax gamepack SDK
includes the following animation-specific files:
• Animation.doc (this file) (in \docs)
• AnimHouse.gmax (in \scenes)
• House.bmp (in \texture)
• House_lm.bmp (in \texture)
To use this SDK, you should be familiar with animation in gmax or 3ds max, plus general
concepts applicable to scenery objects in Flight Simulator 2004. For more information on
using gmax, makemdl, or imagetool see the information in the various Flight Simulator
2004 gmax SDKs.
Animation System Parameters
The animation system in Flight Simulator 2004 runs at 18 frames per second. So anything
animated will run only at that speed. Currently, 3ds max or gmax will export a total of
1024 frames of animation. This means that, at 18 frames per second, animation loops are
limited to approximately 57 seconds. Scenery animations can only loop in Flight
Simulator — there are no triggers to stop or start animation in the scenery system, so all
animations must loop. Otherwise, you will see a jump in the animation when it switches
from frame 1023 to frame 0.
Shortening the Animation Loop
If you want a loop of animation shorter than 57 seconds, make sure that the time slider in
gmax reflects the length of the animation loop (100 frames = 5.5 seconds, 500 frames =
27.7 seconds, etc.). For more information on setting time segments in gmax, see the gmax
help file.
Preparing your animated model for export
Animating Your Model
Animate your model just like you would animate anything else in 3ds max or gmax. You
can use translation and rotation animations. Make sure that the controllers on your
animated models are as follows:
Position: Bezier Position
Rotation: TCB Rotation or Linear Rotation
Scale: Bezier Scale
Note: We currently do not support any kind of skinned mesh animation (meaning no
vertex animation).
© 2002 Microsoft Corporation. All rights reserved. Page 3 of 7