On Wednesday 04 February 2009, FGD ML wrote:
> Hi All,
>
> Just got directed to your list today. Hope I'm posting  this
> right as that is a first for me too. Sorry if I goofed too.
>
> I'm one of a bunch of content makers
[snip...]

Re the choice of model format; have you got a .3ds exporter for LW?  
That may be the easiest route for the time being.  I believe it is 
as well supported as the .ac format in FG as the A-380 uses several 
model sub-objects that are in this format.  I'm afraid that I can't 
tell you what the workflow is for that format though as I've never 
used it myself.

Are you used to using multiple textures on individual objects, or 
are you normally restricted to a single texture per object?  If you 
normally use several textures then this may be an issue; once 
again, having not used the .3ds format, I don't know if it supports 
multiple textures, and if so, whether that feature is supported in 
OSG.

Another issue that may be problematic is that there are no bones or 
IK in the FG animation system.  This isn't a show stopper and most 
animations don't need them, but it can make animating linked 
animations i.e. gear-linkages more time consuming; you'll have to 
work out and use interpolation tables for non-linear animations.  
The ordering of nested animations can also be time-consuming to 
sort out, but I've always found a way to do things in the end.

There's also the issue that atm, the only way to check that an 
animation works properly is via a full run of FG, so you may find 
that you're spending more time waiting for FG to load than actually 
checking the animation.

One tip when sorting out landing gear animations is to temporarily 
bind the animation axis you're working on to something like the 
rudder; you can then check that the gear extend & retract and 
linkage  compression animations etc. animate correctly by just 
using the rudder control; because you have to run to full sim to 
check your animations, retracting the gear while on the ground will 
just crash the aircraft.

LeeE

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