On Tuesday 15 Dec 2009, Curtis Olson wrote:
> Hi Ron,
>
> Can I send you a copy of the model?  I'd really like to make some
> good forward progress this week, but it's not a drop everything
> and get it done today sort of thing.  Hey, I really owe you a
> flightgear t-shirt or mug and if you help out on this, then
> doubly so ...
>
> I did make an attempt to extract the coordinate of the center of
> rotation using ac3d (I have a licensed copy here, not that I can
> do much with it) but what I read out of ac3d was clearly wrong
> when I tried to do an actual animation.
>
> Curt.

Probably the most common use of hierarchical FG animations are in 
retractable landing gear, so looking at some of these might help.

The coordinates you get from AC3D should be correct too, but as 
already mentioned, (and iirc) the Z and Y axis are swapped (and 
possibly the +/- signs too).

A few things though:

If the 'natural' orientation of the 3D model is towards you i.e. 
facing you, rotate it through 90 degrees so that it's sideways and 
its forwards/backwards orientation matches the normal FG font/back 
X-axis.  The symmetry for the left/right limbs will then be the 
same as for FG aircraft and handled by +/- ve Y-axis values.

While you're working on getting the animations right, temporarily 
bind your animation axis to your joystick axis instead of the real 
animation properties so that you can test the animation axis and 
rotations just  by using your joystick e.g. for checking the arms, 
you could bind the upper arm to the pitch axis, the lower arm to 
the roll axis and the wrist to the rudder axis.

As with the Visual Reference Point (VRP), it doesn't really matter 
where the origin actually is as long as everything matches up.  
However, as you're trying to animate a human body, I'd recommend 
setting the origin at the hips.  If the model is 'standing' upon a 
ground plane centered at 0,0,0, move the entire 3D model down so 
that its hips are centered at 0,0,0 and then use 0,0,0 as your 
origin.  This way you'll be able to rotate (bend) the upper body 
over without having to worry about counter rotating it's legs, or 
bring the legs up without worrying about the body moving.  As long 
as you get the animation ordering correct, the arms will follow the 
shoulders when you bend the body over.  Having shifted the entire 
body down to center the hips at 0,0,0, you'll then need a 
translation animation to move the entire model back up again 
afterwards, so that its standing on the ground once the individual 
parts of the model are animated correctly, of course.

Actually, I used to find that getting the animation hierarchies 
correct wasn't always quite as intuitive as I would have expected, 
so if the hierarchies don't seem to be working correctly try 
re-ordering them in the animation file (you may even need to apply 
what you would expect to be a single 'top-level' animation, which 
you would expect to be able to apply just once to an entire 'group' 
of sub-objects, to every individual sub-object for it to work 
properly e.g. to shift the entire model up so that it stands back 
on the ground again instead of being embedded up to its hips, you 
may need to apply the vertical translation animation to each 
individual sub-object.  However, I think that the 'group' animation 
type might help here - I think this may have come in after I did 
any animations, so I haven't ever used it, but do I recall seeing 
go by on the cvs update logs and remember thinking that it would 
help a lot - some of the current modellers should be able confirm 
this).

Sadly, I'm afraid that I don't currently have a working FG or AC3D 
here atm, otherwise I'd have a go at it for you, but I'm sure 
someone else will be able to sort it out.

LeeE

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