I’m trying to model an aircraft for private use in Microsoft Flight Simulator X as a way to teach myself how to use blender (I’m crazy, I know). I was animating the spoilers and it’s components, made up of cubes, with simple keyframes, when I noticed, the point of contact between the arm raising the spoiler, and the spoiler plate, was moving. For an example of what I mean, click here (gfycat).
I don’t think there is an easy way to keep the animation similar, but have the point of contact stay the same, by rotating the middle block and then the outer, for practically every frame, which is why I’m here.
Is there any way to do this animation, and keep that point of connection constant, with a system of bones? If so, how?
I’m still learning the ropes with blender, so I don’t really know much about dealing with bones.
The additional challenge, is when this is exported, it can’t have bones. So while I’m hoping the bones can be used to create a smooth animation for the spoiler, when the time comes to push it to FSX, I’m going to need to convert that animation to keyframes on the cube objects, and delete the bones.
The .blend file is here: Spoilers.blend (1.13 MB)
Thanks in advance for helping, and also apologies in advance for my not knowing anything!