This page describes a process for exporting simple animated meshes from Blender to the FBX file format. It is intended for new content creators or those more experienced who need to migrate from older versions of Blender and Trainz animation.You should be familiar with Blender FBX export as described here HowTo/Export from Blender using FBX

This tutorial is for Trainz Build 5.3 and Blender 4.n. However, it should work for Trainz Build 4.6 and up.

In Blender you can animate meshes but that animation is not recognised by Trainz. Trainz only recognises animation helper objects that it calls bones. A bone, for Trainz purposes, is an animated helper object using a "b.r." prefix.Meshes are attached to bones in a parent-child relationship where the child is the mesh. When the parent bone moves in 3D space, the child mesh moves with it. In Trainz you cannot see the animated bones but you can see the mesh.Animation helpers in Blender can be armatures or empties. Lattices cannot be used since the standard FBX exporter doesn't recognise them.


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This example is a very basic animation of a sphere using an empty as the animation helper. The Blender file consists of a sphere located at grid centre and at elevation 2 (metres). The sphere has a PBR material and a simple UV map.Your task is add the animation helper, add the rotation animation, export to FBX and import into Trainz.

At the bottom right you can see the material setup. You can also observe the material (PBRMetal) in the Shading Editor as a node setup.The image shows reflections of trees due to a background image. Blender has almost infinite permutations of layouts, colours, size, etc. Don't be concerned if yours isn't the same as the image.

The Scale values can cause all sorts of issues in animation and need to be checked at the start of the project. Scaling can be part of the animation although for most models in Trainz the scaling is mostly fixed. But you can animate scaling if that is a solution. Note scaling does affect material/texture mapping as the textures applied to a model will be stretched or shrunk with the scaling.If you run into problems with animation check that the scaling is correct at the start of the animation cycle.

So far we have created the helper with a name that Trainz will recognise for animation. We have set the animation to compete one full circle in the Z axis in 60 keyframes and, since we are using 30fps, the animation will run for 2 seconds.The use of the value 360 is somewhat of a trick to make sure that Blender animates the helper through 360 degrees. Although 360 is essentially the same as 0, if you left it at 0 then no animation would take place even though keyframes exist. Try a zero value and see what happens or rather what doesn't happen.Using the value of 360 means that the helper will rotate 360 degrees in the anti-clockwise direction. If you want clockwise motion then change the value to -360.

While watching the animation you may have noticed that the animation pauses briefly between the end and restart of the animation. There is no time gap but this indicates that the animation is not following a linear path but one using an "F curve". These pauses may be noticeable in game except for bogie animations where the animation is dynamically managed by the game engine.Within Blender this characteristic is known as the extrapolation mode of the animation channel. By default Blender uses an F curve that resembles a Bezier curve. For many Trainz animations you may want a continuous animation and that means the Linear Extrapolation. Note that there is a Constant Animation but that may not give the same result as it essentially freezes the animation between keyframes.

The animation data for the helper(s) as well as the parent/child relationships are exported within the FBX file. The Trainz FBX importer will extract the animation data and store some of it in the Trainzmesh file but the actual animation data in a KIN file. Since we have two LOD meshes this means that the importer will create two KIN files but with slightly different names. As the animation is the same for both meshes you can just use one of the KIN files and delete the other.

Blender's FBX exporter will export each animation channel it finds and this can result in multiple KIN files for each mesh. This doesn't work in Trainz. The solution is to use what is called a baked animation where all the channels and keyframes are "baked" together. Baking also causes every frame to be exported even though the source may only specify two keyframes, as in our example.

This is the asset in game. Remember that animation will only work in Driver mode.

The ball revolves at a constant rate. You can change the rotation speed in the config.txt using the animation-loop-speed tag.

This tutorial was altered by another user to use an animated effect in an effects container. While this is useful, it is a bit more advanced than the intent of this tutorial so the orignal author has moved the changes here and the original tutorial structure restored.

An animated effect can be useful if using script to control the animation as there are more options for animation control. Instead of being located in the main mesh-table, the animated object is located in an Effects container as described here: Animation_Effect.You can find the animation effect version of this tutorial at File:Tutorial Rebuild Blender Rotatating Earth.zip

(This example needs to be updated and validated)This example shows four meshed cogs rotating together. The rotation of the cogs is controlled by four armatures and an empty is used as a parent bone.Each cog has its own armature and two rotate clockwise and the other two rotate anticlockwise.

There are two Blender files provided: one incomplete and one complete. 

The starting file has the four cogs UV mapped and linked to a Trainz PBR material. An armature is positioned at the centre of each cog. The four cogs are grouped into a LOD0 collection and the four armatures are grouped into an Animation collection. There is also a LOD1 collection but it is empty.

Your task is to add the animation, duplicate the meshes into LOD1 and export to Trainz. Not everything is explained in detail but if you have completed Example 1 then that will help.

By default, the QuickDrive window is usually opened when you open a Driver session. However, it can be configured to not be initially visible, and it is not in every session. If the QuickDrive window is not visible on entering a session, or if you've closed it and need to reopen it, you can open it from the main menu bar across the top of the screen.

It's possible to set the menu bar to auto-hide so first, ensure the menu bar is visible by moving the mouse to the top of the screen. Then, toward the far right of the menu bar you should see a series of round buttons. One of them will be the 'User Rules List', which displays the available user rules in the session. Locate the QuickDrive rule in the list and click it top open the main QuickDrive window. If it is not in the list then QuickDrive is not available in the current session.

The QuickDrive window may seem overwhelming at first, but its operation is relatively simple. On the left side of the window is the list of available pages, click on any one of them to switch to that page and configure the various options. There may be up to 6 pages available, or there may be only one, depending on your version of Trainz and how the rule is configured. We will cover all of the possible pages below.

This page lists all the trains currently in the world, if there are any. Clicking on any of the consist names will focus the camera to it. You can also clone or delete the train, or change the active driver.

To place a new train first select one and click on it in the list. Once you've clicked on the train the main QuickDrive window will disappear and be replaced by the placement helper window. Now, find a long and empty piece of track, and click on it in the 3D world (like you would in Surveyor when placing a train). If the train fits on the track it will be placed, and the placement helper will update to show several new options. If the placement failed the placement helper will show an error message, simply try again on a different piece of track or further down the line.

Once you've placed a train the placement helper will give you the option of placing the same train again, deleting the placed train, or reversing the placed trains direction. Simply click on any one these options to perform it. Once you're happy with your placed train(s) click on the 'X' button in the top right of the placement helper window to close it, and return to the main QuickDrive window.

The drivers tab simply lists all of the installed drivers and allows you to add/remove them from the session. Simply click the checkbox beside a drivers name to add or remove them. Be aware that if you remove a driver who was controlling an AI train in the session, then that train will abort its current schedule and come to a halt.

The Mojave Subdivision Route and 4 Sessions for TANE SP1!

Known for its rolling hills, drop off cliffs, and the famous Tehachapi Loop. This route is challenging with its constant grade changes, up to a ruling grade of 2.2%, but yet satisfying with its mixture of desert and mountainous scenery colors. If you're looking for a challenge on one of the busiest single mainlines in the United States, the Mojave Sub is for you!

ATSF #991 East

Your train today is ATSF #991, a hotshot TOFC from Chicago to Los Angeles. You are starting your run in Bakersfield and will proceed from here to Mojave where you will bring your train to a stop to free the helper locomotives. You'll run into some traffic along the way today so stay alert.

Mojave To Bakersfield

Good afternoon. Your trip today will take you to Bakersfield. Looks like traffic is light so it could be a straight shot, but you never know. Take a trip from Mojave to Bakersfield. 152ee80cbc

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