Erik Hofman wrote:
> Jon Berndt wrote:
> > > Well, to rotate the aircraft realistically the refference point should
> > > be known by the 3D modellers, but that aside.
> >
> > The rigid body rotates about the CG, not the aero ref. pt.
>
> Even when in motion?
> It seems to me there would otherwise be no need for a refference point.

That's exactly the point.  The reference point is a completely
arbitrary choice; it could be 4 light years away (well, with infinite
precision floating point) and the math would still work just fine.

The FDMs do the dynamics for you; if you draw the aircraft where they
tell you it is, then you will always be drawing physically correct
rotations.

It is true that there is an *illusion* that happens when you "look at"
a point far from the aircraft's c.g. which makes the airplane look
like it is not rotating correctly.  But this is an illusion; what is
really happening is that the *viewpoint* is moving.  The aircraft
motion is correct in all cases.  The fix for this issue is either to
pick an origin near the c.g. (hard to enforce between FDM(s) and 3D
model) or to have the view code explicitly "look at" the c.g. point
instead of the origin (my preference, although it does complicate
things a little).

Andy

-- 
Andrew J. Ross                NextBus Information Systems
Senior Software Engineer      Emeryville, CA
[EMAIL PROTECTED]              http://www.nextbus.com
"Men go crazy in conflagrations.  They only get better one by one."
 - Sting (misquoted)


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