Re: [Flightgear-devel] Re: Wing motion
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 ___ Flightgear-devel mailing list Flightgear-devel@flightgear.org http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d
Re: [Flightgear-devel] Re: Wing motion
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 ___ Flightgear-devel mailing list Flightgear-devel@flightgear.org http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d
Re: [Flightgear-devel] Re: Wing motion
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 ___ Flightgear-devel mailing list Flightgear-devel@flightgear.org http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d
RE: [Flightgear-devel] Re: Wing motion
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 ___ Flightgear-devel mailing list Flightgear-devel@flightgear.org http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d
Re: [Flightgear-devel] Re: Wing motion
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 ___ Flightgear-devel mailing list Flightgear-devel@flightgear.org http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d 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 ___ Flightgear-devel mailing list Flightgear-devel@flightgear.org http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d
Re: [Flightgear-devel] Re: Wing motion
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 ___ Flightgear-devel mailing list Flightgear-devel@flightgear.org http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d
RE: [Flightgear-devel] Re: Wing motion
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 ___ Flightgear-devel mailing list Flightgear-devel@flightgear.org http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d
Re: [Flightgear-devel] Re: Wing motion
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 ___ Flightgear-devel mailing list Flightgear-devel@flightgear.org http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d
Re: [Flightgear-devel] Re: Wing motion
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 ___ Flightgear-devel mailing list Flightgear-devel@flightgear.org http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d 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 ___ Flightgear-devel mailing list Flightgear-devel@flightgear.org http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d