Curtis Olson ha scritto:
> For "wing bending" the Ornithopter used an interesting approach to 
> model the flapping wing animation.  That used 'traditional' animation 
> techniques where the aircraft had the wing drawn in several different 
> positions and then the animation system cycled through them giving the 
> appearance of complex flapping motion.
Well Curtis, that's not the kind of geometry morphing I had in mind. The 
Ornithopter animation approach is interesting, of course, but it's a 
nightmare to developers. Smooth morphing is generally achieved using 
blend shapes which are more easy to manage when modeling the 3d geometry.

I understand OSG is taking the place of Plib, so we'll have to wait 
until the OSG branch becomes stable and complete enough to develop new 
features upon. I just think geometry shape morph animation is a way to 
walk, in order to get new potentials out of the simulator environment. 
Aircraft are basically elastic (not rigid at all) objects anyway :-)

As I see it, FGFS won't probably _need_ to take into account the elastic 
deformations of its structure in order to get a nice simulation ... but 
that's part of the visual simulation, a very interesting aspect of the 
visual realism of the simulator. I wonder what do pilots (those flying 
real) think about such a feature in FGFS?

  Roberto


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