Jim Wilson wrote: >>From: Josh Babcock >> >>Melchior, (or anybody else) >> >>It seems that the material animation nullifies the alpha channel of .rgb >>files mapped to the objects being animated. Here is an example. The >>objects face and ball both have alpha channels which go away when this >>animation is commented back in. Since I stole this from the mustang, you >>should be able to see the problem there as well (though the original >>ball is a solid object, not an alpha-mapped card). Example is attached. >> > > > If that is true, I may have fixed that locally. In any case, Melchior's > response is correct. > > The solution probably is not documented this way, but you can avoid these > problems completely by defining "groups" as the first animation entries. > > Take a look at David Megginson's example work in > pa28-161/Models/pa28-161.xml. The first couple entries are animation groups > with no defined types. They are named for the purpose of doing a manual > "alpha sort" (see the "PanelAlphaOrderGroup" animation entry). > > I believe that the same technique could be used for actual rotate, translate > or texture animations. > > Predefine all the groupings as the first "animation" entries with a name but > no type. Omit the type, and no call back will be linked. Further down in > the xml code, you can set the real animations up in whatever order works best > for you, referencing the predefined groups by name with a single > "object-name" tag per animation. Nothing gets merged (again) because all the > merging was done when the groups were predefined. The only thing you'll have > to remember is to put your larger groups first if there are single objects > appearing in multiple levels of grouping (not a common requirement, but can > happen). > > Best, > > Jim > > > > _______________________________________________ > Flightgear-devel mailing list > [email protected] > http://mail.flightgear.org/mailman/listinfo/flightgear-devel > 2f585eeea02e2c79d7b1d8c4963bae2d >
Well, embarrassingly this has become a moot point. After I fixed it using the above techniques, I realized that that wasn't even the behavior that I wanted. I'm pretty sure looking at pictures of surplus instruments that these weren't illuminated, but rather used radium. If that's the case, I should be able to do this with no animation at all, and just have the faces and needles emissive all the time. Josh _______________________________________________ Flightgear-devel mailing list [email protected] http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d
