Hello,
In spite of an existing documentation Model-HowTo, wish is accurate, 
 wouldn't it be useful,
to tell here, which mains 3D objects format can be read by FlightGear, and how 
the models can be made from several 3D objects format ?

Before the implementation of OpenSG,  
and with the existing PLIB library 
FlightGear was able to  read several  3D objects format, which are  
3DS, AC, DXF, MD2, MDL, OBJ, VRML1  
and probably others that i have forgotten.

MANY thanks to the FG  creators who create that flexibility.

With OpenSG, 
FlightGear is able to read  3DC, 3DS, AC (which was added by Mathias) DXF, 
LWO, MD2, OBJ, OSG, VRML and probably others.

You may build model (flying aircraft or static 
objects) made of an assembly from several <model>object   each one can a be a
specific format.

For instance,  some object could be AC formats others could be  3DS formats 
 => look at the nice A380 aircraft it is made of AC and 3DS objects 

Within your data/Aircraft/A380/XML    directory we can read the A380 wing.xml 
file
<PropertyList>
        <path>../Models/wing.3ds</path>
        <offsets>
                <x-m>31.496</x-m>
                <z-m>4.65804</z-m>
                <pitch-deg>0.0</pitch-deg>
        </offsets>
        
==============

Within your data/Aircraft/A380/XML    directory read can read the A380.xml 
file

<PropertyList>
 <path>../Models/a380.ac</path>
 <offsets>
   <z-m>-8.7</z-m>
   <pitch-deg>0.0</pitch-deg>
 </offsets>
<model>
   <path>Aircraft/A380/XML/wing.xml</path>
  </model>



that xml files makes an assembly, with every objects  which where previously 
defined  like the wing.xml


That A380 existing example  was there some years ago (thanks to Ampere).

You may notice this can be done with any 3D format which can be read by the 
reader plugins, some format could have some internals animations, 
I remember a topic,  Users or Devel Mail (?) which was talking about md2  
objects within FG (md2 can include animation).
A 3D object osg file (which can be read by OpenFG only) may contains 
animations like Particles, Shaders ........... or nothing else than a static 
model.

There is no reason to ignore the model-howto documentation for that .osg 
format, so any model developer was and is able to include it into the new or 
the existing models. 

===This not a new Feature===

Since these <model>object  like any others,  can be animated within our xml 
files (select , rotate, scale ..........) we may control  the position  of 
the object  (the Catalina-OSG demo, has these standard features, with the 
wake and the spray)
There is only one difficulty we couldn't  have any control on the  internal 
MD2 animation from our xml file , and it seems we can't have  any control on 
the  internal OSG animation.
I hope i am wrong because the osg file may contains some programmes, which 
should  help to have an external communication, and being triggered 
from the xml file.

Again thanks to Mathias an Tim for the work on the implementation of OpenSG, 
an Ampere who demonstrate with his A380 that feature. (i discovered 
that "model multi format"  feature with it).

Regards

-- 
Gérard


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