[Flightgear-devel] Re: Wing motion

2005-12-20 Thread Melchior FRANZ
* Josh Babcock -- Tuesday 20 December 2005 02:54:
 I wonder what the performance hist will be. I assume that it will
 go linearly with the number of vertecies.

I only had two spheres side by side in the scenery (next to the bo105
in KMRY), with 92 vertices each. They were constantly morphing into
each other, back and forth. This had no impact. Of course, with a
very detailed wing it could be a different matter, but I don't think
that it would be a big problem. Morphing is something that you only
want on a few nearby objects. And yes, it should be linear. It 
interpolates four float values per vertex in full mode, but could
be limited to 2 (we don't *really* need to interpolate UV coords and
vertex colors :-).

Unfortunately, so far it only works with solid (unsmoothed) objects.
Looks like a plib bug to me, but I have yet to find the exact reason.

m.

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Re: [Flightgear-devel] Re: Wing motion

2005-12-20 Thread Erik Hofman

Melchior FRANZ wrote:


Unfortunately, so far it only works with solid (unsmoothed) objects.
Looks like a plib bug to me, but I have yet to find the exact reason.


Ahh, that would be a shame. I'm very much looking forward to see this in 
action (or better yet, see it in FlightGear).


Erik

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[Flightgear-devel] Re: Wing motion

2005-12-20 Thread Melchior FRANZ
Tween method (for the curious ones):

That's how you would current set up such an animation. First you
organize your objects in the 3D modeler like so:

 
  |___wing
|normal
|  |main
|  |aileron
|  |...
|
|bent
   |main
   |aileron
   |...

where normal and bent are almost identical and best generated
by copying the normal wing to bent and then manually bending
that. 3D modeler apps should have tools for achieving good bending
results. In the animation file you would then say:

  animation
  typemorph/type
  object-namewing/object-name
  property/sim/model/foo/wing-bending/property
  /animation

At least that's how it currently (sort-of :-) works. In theory,
aileron/flap/... movements should still work. But I haven't tested
that yet.

m.

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Re: [Flightgear-devel] Re: Wing motion

2005-12-20 Thread Ralf Gerlich

Melchior FRANZ schrieb:

Unfortunately, so far it only works with solid (unsmoothed) objects.
Looks like a plib bug to me, but I have yet to find the exact reason.


Maybe the normals of the faces don't get interpolated as well? (Just a 
stab in the dark)


Regards,
Ralf

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Re: [Flightgear-devel] Re: Wing motion

2005-12-20 Thread Erik Hofman

Melchior FRANZ wrote:


At least that's how it currently (sort-of :-) works. In theory,
aileron/flap/... movements should still work. But I haven't tested
that yet.


Good point, I'm afraid they don't work properly anymore since the center 
point and the normal axis' probably have changed after the animation...


Erik

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[Flightgear-devel] Re: Wing motion

2005-12-20 Thread Melchior FRANZ
* Ralf Gerlich -- Tuesday 20 December 2005 10:16:
 Melchior FRANZ schrieb:
  Unfortunately, so far it only works with solid (unsmoothed) objects.
  Looks like a plib bug to me, but I have yet to find the exact reason.
 
 Maybe the normals of the faces don't get interpolated as well? (Just a 
 stab in the dark)

That was, of course, what I was suspecting, too. There *is* code to
interpolate them, and it doesn't look wrong to me. I'll ask on the
plib list. The suspicious thing is that both solid and smooth
sphere are made of 92 vertices. But in the scenegraph, the solid one
has 540(!?), but the smooth one only the 92. And some faces of the
smooth one seem to be smooth when rendered. The real problem is that
only a couple of faces are rendered, while the others are just missing.
Looks like a skeleton.

m.

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[Flightgear-devel] Re: Wing motion

2005-12-20 Thread Melchior FRANZ
* Erik Hofman -- Tuesday 20 December 2005 10:26:
 Melchior FRANZ wrote:
  In theory, aileron/flap/... movements should still work.

 I'm afraid they don't work properly anymore since the center 
 point and the normal axis' probably have changed after the animation...

Yes, possibly. I just hoped that the transformation would somehow
be morphed, too. Steve is using tweening for his exposer, and I
would be a bit surprised if he hadn't thought of that. But I haven't
looked yet.

m.

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[Flightgear-devel] Re: Wing motion

2005-12-20 Thread Melchior FRANZ
* Melchior FRANZ -- Tuesday 20 December 2005 10:46:
 I just hoped that the transformation would somehow
 be morphed, too. Steve is using tweening for his exposer, and I
 would be a bit surprised if he hadn't thought of that. 

Hmm ... no. I take that back. Will hardly be considered by
plib. Then we'd need to make the movable objects on the wing
separate morph animations. Or something. But as long as
smooth object don't work, I won't think much about that.  :-/

m.

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RE: [Flightgear-devel] Re: Wing motion

2005-12-20 Thread Jon S. Berndt
  Unfortunately, so far it only works with solid (unsmoothed) objects.
  Looks like a plib bug to me, but I have yet to find the exact reason.

 Ahh, that would be a shame. I'm very much looking forward to see this in
 action (or better yet, see it in FlightGear).

 Erik

For wing flex (at least at first) I'm thinking that rotating the wing about
it's joint with the fuselage would be the easiest.

Jon


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Re: [Flightgear-devel] Re: Wing motion

2005-12-20 Thread Josh Babcock
Jon S. Berndt wrote:
Unfortunately, so far it only works with solid (unsmoothed) objects.
Looks like a plib bug to me, but I have yet to find the exact reason.

Ahh, that would be a shame. I'm very much looking forward to see this in
action (or better yet, see it in FlightGear).

Erik
 
 
 For wing flex (at least at first) I'm thinking that rotating the wing about
 it's joint with the fuselage would be the easiest.
 
 Jon
 
 
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Especially if there are a lot of other objects attached to it. The B-29
has over a hundred objects attached to the wings. Each of those would
have to be animated with the wings, and that would mean duplicates of
all of them using the tween method.

Josh

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Re: [Flightgear-devel] Re: Wing motion

2005-12-20 Thread Ralf Gerlich

Hi,

Josh Babcock schrieb:

Especially if there are a lot of other objects attached to it. The B-29
has over a hundred objects attached to the wings. Each of those would
have to be animated with the wings, and that would mean duplicates of
all of them using the tween method.


Just an idea, but would it help to define a specialised bending 
animation instead of the general purpose morph? By defining a 
transformation function which could bend a structure and applying it to 
all meshes in a given branch at least bending the wings could be made a 
whole lot easier for the modellers.


Such a function transforming a point p into p' could be (out of the back 
of my head)


p'=p+k*u*((p-p0)*v)^2

where p0=(p0x,p0y,p0z) defines a fixpoint of the transformation, 
u=(ux,uy,uz) with defines the up-axis in which direction the mesh is 
bent and v=(vx,vy,vz) defines the axis along which the bending increases.


k*||u|| and ||v|| define the strength of the bending, where k is a 
floating factor controlling the bending just like the morphing factor.


Hrm, no that would still leave us with the problems regarding the other 
animations (center-points, rotation axes), except if these would be 
applied before the bending.


Ah, well, I'll go back to my scenery now ;-)

Regards,
Ralf

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[Flightgear-devel] Re: Wing motion

2005-12-20 Thread Melchior FRANZ
* Ralf Gerlich -- Tuesday 20 December 2005 15:16:
 Just an idea, but would it help to define a specialised bending 
 animation instead of the general purpose morph?

Why instead?

Adding a bend animation would probably not be that hard for someone
proficient with vector calculation. Which I am not.

m.

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[Flightgear-devel] Re: Wing motion

2005-12-20 Thread Melchior FRANZ
* Melchior FRANZ -- Tuesday 20 December 2005 02:22:
 * Ampere K. Hardraade -- Tuesday 20 December 2005 02:00:
  I'm not too excited about having to create another instance of the wings.
 
 Good news for you: you don't have to do *anything*!  (Was the bitching
 on IRC not enough?)

Umm ... sorry for the harsh reply. You wanted a better solution, and
bitching (or rather: criticizing the current approach) was a good ...
or at least a working way to achieve that.  :-)

The best approach would probably be to have a generic morph animation
(for parachutes etc.), and a special bend animation that works well
for wings. These would then *too* work with ssgTween, but not require
two or more instances, but just one from which the others are calculated
at init time (using Ralf's magic formula). The first step will, of course,
be to make the ssgTween thing work with morph. (We could make our own
interpolator, but this could well face the same problems.)

m.

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RE: [Flightgear-devel] Re: Wing motion

2005-12-19 Thread Vivian Meazza
Melchior FRANZ

 * Jon S. Berndt -- Monday 19 December 2005 05:04:
  Would it be possible to change the visual appearance of wing flex during
  flight?
 
 As Curt and Joacim have mentioned already, there are ways to do it:
 
 (A) ornithopter method: several instances of the wing. This has the
 disadvantage that you'd need a lot of them for smooth transitions.
 No problem for the fast moving ornithopter, but one would probably
 need a *lot* of such instances for a glider wing.
 
 (B) bo105 method: wing/blade made of smaller parts that are each
 animated with smaller rotations. Smooth movements, but the hinges
 between them can look quite ugly. Not a big problem for the bo105,
 because the blade is dull and black. Wouldn't work well for a shiny
 white wing.
 
 (C) tween method: this isn't implemented in fgfs yet, but plib offers
 an ssgTweenController (A morph controller) class. Maybe we should
 make it available in fgfs for wings/blades. It interpolates between
 two or more objects with the same number of verticesfaces, so one
 would only need two instances of the wing and could smoothly
 interpolate. Would probably work better than either (A) or (B).
 (see http://plib.sourceforge.net/ssg/branches.html and the
 test application: $PLIB/examples/src/ssg/tween_test/tween_test.cxx)
 

The tween method would be the way to go. There might well be other
applications for this animation: I'm thinking of pilot animation in
particular. So the effort involved could be well worth it.

Vivian 


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[Flightgear-devel] Re: Wing motion

2005-12-19 Thread Melchior FRANZ
* Vivian Meazza -- Monday 19 December 2005 09:55:
  (C) tween method: this isn't implemented in fgfs yet, but plib offers
  an ssgTweenController (A morph controller) class.

 There might well be other applications for this animation: I'm thinking
 of pilot animation in particular. 

I had already started. Just have to finish now.  :-)

m.

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Re: [Flightgear-devel] Re: Wing motion

2005-12-19 Thread Ampere K. Hardraade
On December 19, 2005 02:49 am, Melchior FRANZ wrote:
 (C) tween method: this isn't implemented in fgfs yet, but plib offers
 an ssgTweenController (A morph controller) class. Maybe we should
 make it available in fgfs for wings/blades. It interpolates between
 two or more objects with the same number of verticesfaces, so one
 would only need two instances of the wing and could smoothly
 interpolate. Would probably work better than either (A) or (B).
 (see http://plib.sourceforge.net/ssg/branches.html and the
 test application: $PLIB/examples/src/ssg/tween_test/tween_test.cxx)
On December 19, 2005 04:38 am, Melchior FRANZ wrote:
 I had already started. Just have to finish now.  :-)

 m.

I am looking forward to it, although I'm not too excited about having to 
create another instance of the wings.

Ampere

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[Flightgear-devel] Re: Wing motion

2005-12-19 Thread Melchior FRANZ
* Ampere K. Hardraade -- Tuesday 20 December 2005 02:00:
 I am looking forward to it, although I'm not too excited about having to 
 create another instance of the wings.

Good news for you: you don't have to do *anything*!  (Was the bitching
on IRC not enough?)

m.

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Re: [Flightgear-devel] Re: Wing motion

2005-12-19 Thread Josh Babcock
Vivian Meazza wrote:
 Melchior FRANZ
 
 
* Jon S. Berndt -- Monday 19 December 2005 05:04:

Would it be possible to change the visual appearance of wing flex during
flight?

As Curt and Joacim have mentioned already, there are ways to do it:

(A) ornithopter method: several instances of the wing. This has the
disadvantage that you'd need a lot of them for smooth transitions.
No problem for the fast moving ornithopter, but one would probably
need a *lot* of such instances for a glider wing.

(B) bo105 method: wing/blade made of smaller parts that are each
animated with smaller rotations. Smooth movements, but the hinges
between them can look quite ugly. Not a big problem for the bo105,
because the blade is dull and black. Wouldn't work well for a shiny
white wing.

(C) tween method: this isn't implemented in fgfs yet, but plib offers
an ssgTweenController (A morph controller) class. Maybe we should
make it available in fgfs for wings/blades. It interpolates between
two or more objects with the same number of verticesfaces, so one
would only need two instances of the wing and could smoothly
interpolate. Would probably work better than either (A) or (B).
(see http://plib.sourceforge.net/ssg/branches.html and the
test application: $PLIB/examples/src/ssg/tween_test/tween_test.cxx)

 
 
 The tween method would be the way to go. There might well be other
 applications for this animation: I'm thinking of pilot animation in
 particular. So the effort involved could be well worth it.
 
 Vivian 
 
 
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Ohh! Ohh! I have dibs on the Nakoma Narrows bridge! And let's see,
towers in high winds, windsocks, parachutes, giant cartoon balloons, jet
exhaust cones, smoke and fuzzy dice in the cockpit! This is gonna be
fun. I wonder what the performance hist will be. I assume that it will
go linearly with the number of vertecies.

Josh

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[Flightgear-devel] Re: Wing motion

2005-12-18 Thread Melchior FRANZ
* Jon S. Berndt -- Monday 19 December 2005 05:04:
 Would it be possible to change the visual appearance of wing flex during
 flight?

As Curt and Joacim have mentioned already, there are ways to do it:

(A) ornithopter method: several instances of the wing. This has the
disadvantage that you'd need a lot of them for smooth transitions.
No problem for the fast moving ornithopter, but one would probably
need a *lot* of such instances for a glider wing.

(B) bo105 method: wing/blade made of smaller parts that are each
animated with smaller rotations. Smooth movements, but the hinges
between them can look quite ugly. Not a big problem for the bo105,
because the blade is dull and black. Wouldn't work well for a shiny
white wing.

(C) tween method: this isn't implemented in fgfs yet, but plib offers
an ssgTweenController (A morph controller) class. Maybe we should
make it available in fgfs for wings/blades. It interpolates between
two or more objects with the same number of verticesfaces, so one
would only need two instances of the wing and could smoothly
interpolate. Would probably work better than either (A) or (B).
(see http://plib.sourceforge.net/ssg/branches.html and the
test application: $PLIB/examples/src/ssg/tween_test/tween_test.cxx)

m.

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