[Flightgear-devel] Re: fgfs animation module for Blender
* Melchior FRANZ -- Thursday 03 February 2005 19:44: http://members.aon.at/mfranz/fgfs_animation.py I have now added a function that generates textured lights as they are used for the Golden Gate and the Dumbarton bridge, the Bo105, the obstruction warning lights on radio antennas, the new aircraft carrier etc. Here's a short tutorial: http://members.aon.at/mfranz/flightgear/blender-textured-lights.html m. ___ Flightgear-devel mailing list Flightgear-devel@flightgear.org http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d
[Flightgear-devel] Re: fgfs animation module for Blender
* Arnt Karlsen -- Friday 04 February 2005 03:34: On Thu, 3 Feb 2005 19:44:54 +0100, Melchior wrote in message I'll continue to improve and extend this script as I see need. If someone has ideas for useful functions, please tell me. Fowler flaps etc with combined translations and rotations? Sounds interesting, especially since it's a pain to do manually. But I don't know enough about how these are to be animated. Their translation and rotation speed is probably not linear, so it would need a lot of additional input. You'd need to select several vertices -- at least 3 for the retracted, and 3 for the extended flap. The script, however, only gets a list of selected vertices and has no clue about which of them belong together. Changing the script to some kind of 'wizard' might help. I'll think about it but I will probably leave the coding to someone who actually is about to animate such flaps. m. ___ Flightgear-devel mailing list Flightgear-devel@flightgear.org http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d
[Flightgear-devel] Re: fgfs animation module for Blender
* Melchior FRANZ -- Friday 04 February 2005 10:02: The script, however, only gets a list of selected vertices and has no clue about which of them belong together. Bull. That's how it works now, but, of course, the script gets a list of all objects, faces, edges, vertices. So it would be possible to make copies of the flap and put them into the retracted, the extended, and (time-wise) evenly spaced positions in between, and let the script calculate one translate and one rotate animation both with interpolation table. The additional object would best be kept in place (different Blender scene or later removed by a script like my ac3d-sort sript). Worth a try. Sounds like a lot of fun at least. ;-) m. ___ Flightgear-devel mailing list Flightgear-devel@flightgear.org http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d
Re: [Flightgear-devel] Re: fgfs animation module for Blender
On Fri, 4 Feb 2005 10:02:22 +0100, Melchior wrote in message [EMAIL PROTECTED]: * Arnt Karlsen -- Friday 04 February 2005 03:34: On Thu, 3 Feb 2005 19:44:54 +0100, Melchior wrote in message I'll continue to improve and extend this script as I see need. If someone has ideas for useful functions, please tell me. Fowler flaps etc with combined translations and rotations? Sounds interesting, especially since it's a pain to do manually. But I don't know enough about how these are to be animated. Their translation and rotation speed is probably not linear, so it would need a lot of additional input. ..a virtual 2D example: a wee railway wagon rolling down a track that has a straight section (to add wing area), then turns gradually sharper (to add lift first, then drag). -- ..med vennlig hilsen = with Kind Regards from Arnt... ;-) ...with a number of polar bear hunters in his ancestry... Scenarios always come in sets of three: best case, worst case, and just in case. ___ Flightgear-devel mailing list Flightgear-devel@flightgear.org http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d