Hi,
I am very envious of the users able to make use of Mechior's UFO interface.
I am using 098a and have spent today with FGTools and a spreadsheet (long
story but used for keeping things in a straight line) building the Port of
Wellington (NZWN), Then dashing to the FG PC and testing the object
placement.
It was less than a year ago when scenery and object manipulation was all
done mostly by long hand and some by FGSD. The UFO interface is a quantum
step, and I thank Melchior (in anticipation of getting 09.10 running on a
new PC).
I do agree with his point that FG is a flight simulator... sure it would be
nice to integrate these scenery placement tools.. but FG is a flight
simulator and i'm sure there are other flight/flying related ideas that are
higher on the priority list.
:=D ene
PS Roberto... your Ferry has very nice night lights on it...when I have
fixed a few things I'll paste night/day etc screenshots on my blog
From: Melchior FRANZ <[EMAIL PROTECTED]>
Reply-To: [email protected]
To: [email protected]
Subject: [Flightgear-users] Re: Bremen-Weser VFR demo scenery now available
for download
Date: Sun, 16 Apr 2006 12:10:23 +0200
* Robicd -- Sunday 16 April 2006 10:48:
> I'd like to have a more user friendly interface for the placement
> technique. I am thinking about something more similar to the way modern
> 3d modelling software do with objects/view placement/moving/rotating.
You seem to forget that the ufo is an *aircraft*. How can it possibly
compete with 3D modelling software?! It uses Nasal and XML for what it
does, and it's due to our extremely versatile and powerful architecture
that all that is possible at all!
> First proposal: once the object is selected, let a manipulator cursor
> appear
The set of available cursors is hardcoded in glut and the SDL interface.
There's no such cursor available, and I don't see us adding stuff to
a flight simulator that is otherwise only used in 3D editors, especially
since dragging doesn't work anyway ...
> then let the user move the object by simply left clicking on the x axis
> arrow and dragging it around. Same for y and z axis. [...]
There's only the click interface that returns the geo coordinates on
button down. There's no way to get dragging and have geo coords updated
along the way.
> Second proposal: make the transformation data of the selected object
> appear on screen as soon as you select it
Open the property browser under /data/adjust, and viola: values readable
and settable. Implemented! The reason why I don't show more is that it's
a visual editor. If numbers count then you are probably using the wrong
tool, anyway. (But I could be talked into adding that anyway. I just don't
want to clutter the output with meaningless numbers.)
> Third proposal: multiple selections, let the user select and transform
> more then one item at a time. Some kind of left click and dragging a
> rectangle
Dragging is impossible. Pulling up a rectangle is impossible.
Selecting multiple objects could be done, but would be a lot of work, so
I'm not exactly keen to implement it. The design was started with only one
changeable object in mind, because dynamic objects come with some
performance
penalty. Probably completely negligible, though. Maybe later.
> Fourth proposal: make the Point of View move in a more simple way for
> object placing, i.e. simply move right, left, up, down, roll and pitch
> with the mouse, without having to use thrust and being influenced by the
> underlying simulation of the UFO flying vehicle
As Vassilii has said: if you don't like the UFO, don't use it. You can
try with the magic carpet:
$ fgfs --aircraft=ufo --fdm=magic
Implemented. (You could also write a separate mouse driver for use
with the ufo. Emphasis: "You" :-)
> In conclusion: let the UFO mode be a 3d modeller substitute for getting
> objects into the scenery, make it work with objects just like a 3d
> modeller would (Blender, AC3D, Maya, 3DS, there are plenty of them you
> can use as a good example) and you will make people happy.
Except that fgfs is a flight simulator, and the ufo is an aircraft.
I don't see Blender functionality merged into an aircraft. Of course,
all of the features *could* be done, but I only see us adding c++ code to
fgfs that is generally useful, not just for the ufo editing capabilities,
which is a scripted addon, and will remain just that.
m. :-P
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