Re: [Flightgear-devel] Re: Wing motion

2005-12-20 Thread Erik Hofman

Melchior FRANZ wrote:


Unfortunately, so far it only works with solid (unsmoothed) objects.
Looks like a plib bug to me, but I have yet to find the exact reason.


Ahh, that would be a shame. I'm very much looking forward to see this in 
action (or better yet, see it in FlightGear).


Erik

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Re: [Flightgear-devel] Re: Wing motion

2005-12-20 Thread Ralf Gerlich

Melchior FRANZ schrieb:

Unfortunately, so far it only works with solid (unsmoothed) objects.
Looks like a plib bug to me, but I have yet to find the exact reason.


Maybe the normals of the faces don't get interpolated as well? (Just a 
stab in the dark)


Regards,
Ralf

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Re: [Flightgear-devel] Re: Wing motion

2005-12-20 Thread Erik Hofman

Melchior FRANZ wrote:


At least that's how it currently (sort-of :-) works. In theory,
aileron/flap/... movements should still work. But I haven't tested
that yet.


Good point, I'm afraid they don't work properly anymore since the center 
point and the normal axis' probably have changed after the animation...


Erik

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RE: [Flightgear-devel] Re: Wing motion

2005-12-20 Thread Jon S. Berndt
  Unfortunately, so far it only works with solid (unsmoothed) objects.
  Looks like a plib bug to me, but I have yet to find the exact reason.

 Ahh, that would be a shame. I'm very much looking forward to see this in
 action (or better yet, see it in FlightGear).

 Erik

For wing flex (at least at first) I'm thinking that rotating the wing about
it's joint with the fuselage would be the easiest.

Jon


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Re: [Flightgear-devel] Re: Wing motion

2005-12-20 Thread Josh Babcock
Jon S. Berndt wrote:
Unfortunately, so far it only works with solid (unsmoothed) objects.
Looks like a plib bug to me, but I have yet to find the exact reason.

Ahh, that would be a shame. I'm very much looking forward to see this in
action (or better yet, see it in FlightGear).

Erik
 
 
 For wing flex (at least at first) I'm thinking that rotating the wing about
 it's joint with the fuselage would be the easiest.
 
 Jon
 
 
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Especially if there are a lot of other objects attached to it. The B-29
has over a hundred objects attached to the wings. Each of those would
have to be animated with the wings, and that would mean duplicates of
all of them using the tween method.

Josh

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Re: [Flightgear-devel] Re: Wing motion

2005-12-20 Thread Ralf Gerlich

Hi,

Josh Babcock schrieb:

Especially if there are a lot of other objects attached to it. The B-29
has over a hundred objects attached to the wings. Each of those would
have to be animated with the wings, and that would mean duplicates of
all of them using the tween method.


Just an idea, but would it help to define a specialised bending 
animation instead of the general purpose morph? By defining a 
transformation function which could bend a structure and applying it to 
all meshes in a given branch at least bending the wings could be made a 
whole lot easier for the modellers.


Such a function transforming a point p into p' could be (out of the back 
of my head)


p'=p+k*u*((p-p0)*v)^2

where p0=(p0x,p0y,p0z) defines a fixpoint of the transformation, 
u=(ux,uy,uz) with defines the up-axis in which direction the mesh is 
bent and v=(vx,vy,vz) defines the axis along which the bending increases.


k*||u|| and ||v|| define the strength of the bending, where k is a 
floating factor controlling the bending just like the morphing factor.


Hrm, no that would still leave us with the problems regarding the other 
animations (center-points, rotation axes), except if these would be 
applied before the bending.


Ah, well, I'll go back to my scenery now ;-)

Regards,
Ralf

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RE: [Flightgear-devel] Re: Wing motion

2005-12-19 Thread Vivian Meazza
Melchior FRANZ

 * Jon S. Berndt -- Monday 19 December 2005 05:04:
  Would it be possible to change the visual appearance of wing flex during
  flight?
 
 As Curt and Joacim have mentioned already, there are ways to do it:
 
 (A) ornithopter method: several instances of the wing. This has the
 disadvantage that you'd need a lot of them for smooth transitions.
 No problem for the fast moving ornithopter, but one would probably
 need a *lot* of such instances for a glider wing.
 
 (B) bo105 method: wing/blade made of smaller parts that are each
 animated with smaller rotations. Smooth movements, but the hinges
 between them can look quite ugly. Not a big problem for the bo105,
 because the blade is dull and black. Wouldn't work well for a shiny
 white wing.
 
 (C) tween method: this isn't implemented in fgfs yet, but plib offers
 an ssgTweenController (A morph controller) class. Maybe we should
 make it available in fgfs for wings/blades. It interpolates between
 two or more objects with the same number of verticesfaces, so one
 would only need two instances of the wing and could smoothly
 interpolate. Would probably work better than either (A) or (B).
 (see http://plib.sourceforge.net/ssg/branches.html and the
 test application: $PLIB/examples/src/ssg/tween_test/tween_test.cxx)
 

The tween method would be the way to go. There might well be other
applications for this animation: I'm thinking of pilot animation in
particular. So the effort involved could be well worth it.

Vivian 


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Re: [Flightgear-devel] Re: Wing motion

2005-12-19 Thread Ampere K. Hardraade
On December 19, 2005 02:49 am, Melchior FRANZ wrote:
 (C) tween method: this isn't implemented in fgfs yet, but plib offers
 an ssgTweenController (A morph controller) class. Maybe we should
 make it available in fgfs for wings/blades. It interpolates between
 two or more objects with the same number of verticesfaces, so one
 would only need two instances of the wing and could smoothly
 interpolate. Would probably work better than either (A) or (B).
 (see http://plib.sourceforge.net/ssg/branches.html and the
 test application: $PLIB/examples/src/ssg/tween_test/tween_test.cxx)
On December 19, 2005 04:38 am, Melchior FRANZ wrote:
 I had already started. Just have to finish now.  :-)

 m.

I am looking forward to it, although I'm not too excited about having to 
create another instance of the wings.

Ampere

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Re: [Flightgear-devel] Re: Wing motion

2005-12-19 Thread Josh Babcock
Vivian Meazza wrote:
 Melchior FRANZ
 
 
* Jon S. Berndt -- Monday 19 December 2005 05:04:

Would it be possible to change the visual appearance of wing flex during
flight?

As Curt and Joacim have mentioned already, there are ways to do it:

(A) ornithopter method: several instances of the wing. This has the
disadvantage that you'd need a lot of them for smooth transitions.
No problem for the fast moving ornithopter, but one would probably
need a *lot* of such instances for a glider wing.

(B) bo105 method: wing/blade made of smaller parts that are each
animated with smaller rotations. Smooth movements, but the hinges
between them can look quite ugly. Not a big problem for the bo105,
because the blade is dull and black. Wouldn't work well for a shiny
white wing.

(C) tween method: this isn't implemented in fgfs yet, but plib offers
an ssgTweenController (A morph controller) class. Maybe we should
make it available in fgfs for wings/blades. It interpolates between
two or more objects with the same number of verticesfaces, so one
would only need two instances of the wing and could smoothly
interpolate. Would probably work better than either (A) or (B).
(see http://plib.sourceforge.net/ssg/branches.html and the
test application: $PLIB/examples/src/ssg/tween_test/tween_test.cxx)

 
 
 The tween method would be the way to go. There might well be other
 applications for this animation: I'm thinking of pilot animation in
 particular. So the effort involved could be well worth it.
 
 Vivian 
 
 
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Ohh! Ohh! I have dibs on the Nakoma Narrows bridge! And let's see,
towers in high winds, windsocks, parachutes, giant cartoon balloons, jet
exhaust cones, smoke and fuzzy dice in the cockpit! This is gonna be
fun. I wonder what the performance hist will be. I assume that it will
go linearly with the number of vertecies.

Josh

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