> Hi Roberto,
> editing xml files for animations is real easy, I wrote some for ai
> animations and "connected" themm to the AI animation property tree. I
> don't really have access to the xml files at the moment but very
> basically, from what I understand, nasal writes into the property tree,
> the xml files "watch" the property tree and set various graphic
> properties of the graphic element according to those properties.
> eg:
> <!-- Extend/Retract -->
> <!-- Gear -->
> <animation>
> <type>rotate</type>
> <object-name>UC-NoseStrutTop</object-name>
> <object-name>UC-NoseStrutBottom</object-name>
> <object-name>UC-FTyre</object-name>
> <object-name>UC-FStrutLowerDamper</object-name>
> <object-name>UC-FStrutUpperDamper</object-name>
> <object-name>UC-FStrutUpperBrace</object-name>
> <property>gear/gear[0]/position-norm</property>
> <interpolation>
> <entry>
> <ind>0.0</ind>
> <dep>100.0</dep>
> </entry>
> <entry>
> <ind>0.5</ind>
> <dep>100.0</dep>
> </entry>
> <entry>
> <ind>1.0</ind>
> <dep>10.0</dep>
> </entry>
> </interpolation>
> <center>
> <x-m>3.38</x-m>
> <y-m>0.0</y-m>
> <z-m>-0.19</z-m>
> </center>
> <axis>
> <x>0</x>
> <y>1</y>
> <z>0</z>
> </axis>
> </animation>
>
>
> refer;
> http://denemaxwell.dnsdojo.net/users/downloads/models/AI-Models.zip
>
> Cheers
> Dene
>
Thanks Dene,
all those lines above are clear to me :-) I already did a few
animations that work nice by myself. But I have to point aout a few
things that make this case peculiar.
The above rotation animation is not a real movement animation, it's a
step by step rotation which simulates a rotating movement. I'd like to
create a real rotation, which is a rotational movement around an axis
with certain rotational speed (e.g. degrees/seconds); which has nothing
to do with step rotating an object inbetween fixed (although very close
to each other, hence simulating a rotation) states. Anyway, that could
be good too, I'm not so picky; the visual effect would be the same.
I didn't find any clear doc about what does make change that
position-norm property in the tree. It looks to me it's a property out
of the main tree. Nasal seems not to write anything to position-norm
here. Nasal changes the /controls/gear/gear-down property only. Andy
Ross pointed out <control-output control="EXTEND"
prop="/gear/gear[0]/position-norm"/> is causing those changes. That
means it's Yasim related. But I don't know anything about Yasim :-(
I first thought that the gear movement was controlled by that
/controls/gear/gear-down , now I understand that property is controlled
by the keyboard and just tells FGFS to start the gear animation in one
direction or in the other. The Nasal gearToggle function simply switches
the gear-down property values.
There's something that comes later on, and sets various position-norm
values, and then the gear 3d objects are rotated regarding those values.
Well, Yasim seems to be the one changing the position-norm property, but
that's were I stop, 'cause I really don't know anything about Yasim, and
I think learning Yasim just for making a simple animation is not
appropriate.
I will end up looking for some other example around. This really seems
not to be a good one to start learning from.
Any more hints will be appreciated.
Roberto
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