[Flightgear-devel] Re: fgfs animation module for Blender

2005-02-08 Thread Melchior FRANZ
* 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.

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[Flightgear-devel] Re: fgfs animation module for Blender

2005-02-04 Thread Melchior FRANZ
* 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.

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[Flightgear-devel] Re: fgfs animation module for Blender

2005-02-04 Thread Melchior FRANZ
* 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.

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Re: [Flightgear-devel] Re: fgfs animation module for Blender

2005-02-04 Thread Arnt Karlsen
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.



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