I believe nothing can be internally animated through VPX. It has to be scripted. Only rotating is one thing but you can also add different movements as well within the same script. 
Right I guess that's what I meant. Sorry I didn't know how to describe it. The model I have is like a little machine, and when you trigger the animation, it lifts a hatch in front, spins a wheel on top, and lifts a hatch in back. Originally it looked like it let a ball in, turned a wheel inside, then let the ball out the back. And all I had to do in FP was import it then script something like MachineModel.PlayFrame 1, 4 or something like that and it scrolled through 4 frames and reset itself. Idk if it's that easy in VP or even possible. By internally, I meant the model comes INTO the pinball program with an animation locked and loaded.
The answer is, no 
Milkshape models did have limited animation features that could be used in FP... but only with some FP models like drop targets, maybe toys.
With BAM and Future Pinball however, you can use a modern FBX rigged model (one single model) that has full animation support (and more). A good video that shows a lot of this is from my Star Wars DSA GE release:
https://youtu.be/Lbt...4i-xjJs7gRnb8T_
For VPX, you can't use either of these types of animated models. You can only do one of two things:
- use separate static models together, and rotate the different models to mimic movement
or
- convert an animated FBX model to a sequence of posed OBJ models, import them all into VPX, then have VP "animate" by toggling through each different posed model (or interpolate from one model to another). This works... but... you may need 100's of model to mimic animation (instead of just one model), so that can use up a lot of ram and make the table very large if you want a lot of animation.
Edited by TerryRed, 06 December 2023 - 05:06 PM.