RE: [Flightgear-devel] Model animations
Innis, We brought the mdl T6 model into 3DS max and we're in the process of cleaning up the geometry and skin (many of the small geometry issues are likely due to errors during the import). As far as I know, the T6 in Flightgear never had any animations associated with it. The reworked T6 should be pretty slick when it's finished. -Vance -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Innis Cunningham Sent: Tuesday, November 09, 2004 2:40 AM To: [EMAIL PROTECTED] Subject: RE: [Flightgear-devel] Model animations Hi Vance If you could just clear something up for me.The last time the t6 was in FG it was using an mdl (MSFS) to run.Is the model you are running using an .ac model file.If not the animations won't work. Anyway if you want to see the XML code to spin the fan on the 737 just have a look at the boeing733.XML file. Cheers Innis Vance Souders writes Erik, The prop is multiple triangles. I've even tried spinning other parts of the craft but have had no luck. In fact, none of the animation commands seem to be doing much of anything to the craft, which is what led me to believe that there was something wrong with my syntax. -Vance ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d
Re: [Flightgear-devel] Model animations
Vance Souders wrote: I've been trying unsuccessfully to spin the prop on a modified version of the T6. Here's a cut and paste from the model file. Does anyone see something that I am missing? The props_spin shows up as a separate object in both 3DStudio Max and AC3D (we are playing with the model in 3DS, importing it into AC3D and then finally exporting to ac format for inclusion with FlightGear.). If I remove the center section from the XML, the prop fails to load so I'm sure the animation file is being parsed. Any ideas? A limitation of plib dictates that an object must be at least two triangles. So one quad won't work ... Erik ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d
RE: [Flightgear-devel] Model animations
Erik, The prop is multiple triangles. I've even tried spinning other parts of the craft but have had no luck. In fact, none of the animation commands seem to be doing much of anything to the craft, which is what led me to believe that there was something wrong with my syntax. -Vance -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Erik Hofman Sent: Monday, November 08, 2004 3:27 PM To: FlightGear developers discussions Subject: Re: [Flightgear-devel] Model animations Vance Souders wrote: I've been trying unsuccessfully to spin the prop on a modified version of the T6. Here's a cut and paste from the model file. Does anyone see something that I am missing? The props_spin shows up as a separate object in both 3DStudio Max and AC3D (we are playing with the model in 3DS, importing it into AC3D and then finally exporting to ac format for inclusion with FlightGear.). If I remove the center section from the XML, the prop fails to load so I'm sure the animation file is being parsed. Any ideas? A limitation of plib dictates that an object must be at least two triangles. So one quad won't work ... Erik ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d
Re: [Flightgear-devel] Model animations
property/engines/engine[0]/rpm/property The T6 is using the FGTurbine model, which doesn't report rpm. We don't really have a turboprop model, for various reasons, one of which is inability to have the throttle act as a thrust lever that modulates rpm and/or prop pitch depending on whether the engine/prop is running in constant speed or variable speed mode. The turbine does report N2, which varies from 65.0 to 100.0. property/engines/engine[0]/n2/property Erik has a nice prop animation done in his PC-7 model. See Aircraft/pc7/Models/pc7.xml Dave -- David Culp [EMAIL PROTECTED] ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d
RE: [Flightgear-devel] Model animations
Hi Vance If you could just clear something up for me.The last time the t6 was in FG it was using an mdl (MSFS) to run.Is the model you are running using an .ac model file.If not the animations won't work. Anyway if you want to see the XML code to spin the fan on the 737 just have a look at the boeing733.XML file. Cheers Innis Vance Souders writes Erik, The prop is multiple triangles. I've even tried spinning other parts of the craft but have had no luck. In fact, none of the animation commands seem to be doing much of anything to the craft, which is what led me to believe that there was something wrong with my syntax. -Vance ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d