Re: [Flightgear-devel] Bones and IK

2004-06-24 Thread Jim Wilson
Lee Elliott said:

> 
> Actually, it's easy enough too, to work out the exact anim axis by measuring 
> them in whatever 3d app you're using - simple enough maths that even I can do 
> it.

I'm behind (this message is a week ago!) :-)

That's true, it is easy,  but I think the method where you define the axis
using the end points (x1-m,y1-m,z1-m) and (x2-m,y2-m,z2-m) provides better
documention to less experienced users and of course does away with the need
for even "simple" math.

Best,

Jim


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RE: [Flightgear-devel] Bones and IK

2004-06-19 Thread Vivian Meazza


 Ampere K. Hardraade
 
> 
> What do the ind and the dep tag do?
> 
> Thanks in advance,
> Ampere
> 
> On June 18, 2004 06:22 pm, Lee Elliott wrote:
> > Here's a bit that handles the upper link of the nose strut 
> damper on 
> > the TSR2...
> >
> >  
> >   rotate
> >   NG-Strut-Damper-U
> >   gear/gear[0]/compression-norm
> >   
> > 
> >   0.0
> >   0.0
> > 
> > 
> >   0.2
> >   -20.0
> > 
> > 
> >   0.7
> >   -55.0
> > 
> > 
> >   1.0
> >   -65.0
> > 
> >   
> >   
> >-3.71
> >0.00
> >-1.08
> >   
> >   
> >0
> >1
> >0
> >   
> >  
> >
> > what I'm trying to do with this is to get a non-linear range of 
> > values, between 0 and-65, from the 'normal' 0 to 1 input 
> range to try 
> > to reproduce the non-linear rotation of the link as the gear 
> > compresses.
> >
> > There's similar stuff for the lower link too, of course.
> >
> > I should point out for those who spot that the resulting 
> 'curve' is a 
> > bit funny that I didn't try to calculate the values but 
> quickly did it 
> > by eye - it was only a little link after all:)
> >
> > LeeE
> >
> > On Thursday 17 June 2004 23:15, Ampere K. Hardraade wrote:
> > > What does the interpolation key do and how does it work?
> > >
> > > Thanks in advance,
> > > Ampere
> > >
> > > On June 15, 2004 02:35 pm, Lee Elliott wrote:
> > > > IK would simplify animating linkages due to the non-linear 
> > > > rotations that occur but I'm not sure if the overhead would be 
> > > > worth it.  It's usually possible to 'fake' it with the existing 
> > > > anim functions, using interpolation if really 
> necessary,  and the 
> > > > degree to which the different parts separate can be 
> made too small 
> > > > to notice.
> > >
> > > ___
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> >
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is the input data (independent)
is the output data (dependent)

Regards

Vivian 



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Re: [Flightgear-devel] Bones and IK

2004-06-18 Thread Ampere K. Hardraade
What do the ind and the dep tag do?

Thanks in advance,
Ampere

On June 18, 2004 06:22 pm, Lee Elliott wrote:
> Here's a bit that handles the upper link of the nose strut damper on the
> TSR2...
>
>  
>   rotate
>   NG-Strut-Damper-U
>   gear/gear[0]/compression-norm
>   
> 
>   0.0
>   0.0
> 
> 
>   0.2
>   -20.0
> 
> 
>   0.7
>   -55.0
> 
> 
>   1.0
>   -65.0
> 
>   
>   
>-3.71
>0.00
>-1.08
>   
>   
>0
>1
>0
>   
>  
>
> what I'm trying to do with this is to get a non-linear range of values,
> between 0 and-65, from the 'normal' 0 to 1 input range to try to reproduce
> the non-linear rotation of the link as the gear compresses.
>
> There's similar stuff for the lower link too, of course.
>
> I should point out for those who spot that the resulting 'curve' is a bit
> funny that I didn't try to calculate the values but quickly did it by eye -
> it was only a little link after all:)
>
> LeeE
>
> On Thursday 17 June 2004 23:15, Ampere K. Hardraade wrote:
> > What does the interpolation key do and how does it work?
> >
> > Thanks in advance,
> > Ampere
> >
> > On June 15, 2004 02:35 pm, Lee Elliott wrote:
> > > IK would simplify animating linkages due to the non-linear rotations
> > > that occur but I'm not sure if the overhead would be worth it.  It's
> > > usually possible to 'fake' it with the existing anim functions, using
> > > interpolation if really necessary,  and the degree to which the
> > > different parts separate can be made too small to notice.
> >
> > ___
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> > [EMAIL PROTECTED]
> > http://mail.flightgear.org/mailman/listinfo/flightgear-devel
>
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Re: [Flightgear-devel] Bones and IK

2004-06-18 Thread Lee Elliott
Here's a bit that handles the upper link of the nose strut damper on the 
TSR2...

 
  rotate
  NG-Strut-Damper-U
  gear/gear[0]/compression-norm
  

  0.0
  0.0


  0.2
  -20.0


  0.7
  -55.0


  1.0
  -65.0

  
  
   -3.71
   0.00
   -1.08
  
  
   0
   1
   0
  
 

what I'm trying to do with this is to get a non-linear range of values, 
between 0 and-65, from the 'normal' 0 to 1 input range to try to reproduce 
the non-linear rotation of the link as the gear compresses.

There's similar stuff for the lower link too, of course.

I should point out for those who spot that the resulting 'curve' is a bit 
funny that I didn't try to calculate the values but quickly did it by eye - 
it was only a little link after all:)

LeeE

On Thursday 17 June 2004 23:15, Ampere K. Hardraade wrote:
> What does the interpolation key do and how does it work?
>
> Thanks in advance,
> Ampere
>
> On June 15, 2004 02:35 pm, Lee Elliott wrote:
> > IK would simplify animating linkages due to the non-linear rotations that
> > occur but I'm not sure if the overhead would be worth it.  It's usually
> > possible to 'fake' it with the existing anim functions, using
> > interpolation if really necessary,  and the degree to which the different
> > parts separate can be made too small to notice.
>
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Re: [Flightgear-devel] Bones and IK

2004-06-17 Thread Ampere K. Hardraade
What does the interpolation key do and how does it work?

Thanks in advance,
Ampere

On June 15, 2004 02:35 pm, Lee Elliott wrote:
> IK would simplify animating linkages due to the non-linear rotations that
> occur but I'm not sure if the overhead would be worth it.  It's usually
> possible to 'fake' it with the existing anim functions, using interpolation
> if really necessary,  and the degree to which the different parts separate
> can be made too small to notice.

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Re: [Flightgear-devel] Bones and IK

2004-06-16 Thread Lee Elliott
On Wednesday 16 June 2004 07:21, Erik Hofman wrote:
> Lee Elliott wrote:
> > Re the above, it would help if all the scenery could be made invisible
> > because while rotating the view around the model to get the right angle
> > to observe a particular animation I often find that the ground gets in
> > the way and obscure the view.
>
> What really would help is a separate aircraft design program...
>
> Erik

Ain't sayin' nuffin'

;)

Actually, I love the modeller in the app I use - apparently every version of 
the s/w I use has been described as having a 'steep learning curve' but to be 
honest, I find it totally logical to the extent that I don't need to remember 
loads of stuff because it's just as quick to work it out each time I need to 
do it (not that I have on every model).

Actually, it's easy enough too, to work out the exact anim axis by measuring 
them in whatever 3d app you're using - simple enough maths that even I can do 
it.

Nope - the only two real problems are; the scenery getting in the way, and not 
being able to easily 'shift' the viewpoint i.e. to be able to get a view 
aligned with the central axis but off-set to the ailerons - by rotating you 
can only ever see them at an angle, other that that FG is ok, if with a bit 
of a heavy overhead:)

LeeE

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Re: [Flightgear-devel] Bones and IK

2004-06-16 Thread Lee Elliott
On Thursday 17 June 2004 00:01, Lee Elliott wrote:
> On Wednesday 16 June 2004 07:21, Erik Hofman wrote:
> > Lee Elliott wrote:
> > > Re the above, it would help if all the scenery could be made invisible
> > > because while rotating the view around the model to get the right angle
> > > to observe a particular animation I often find that the ground gets in
> > > the way and obscure the view.
> >
> > What really would help is a separate aircraft design program...
> >
> > Erik
>
> Ain't sayin' nuffin'
>
> ;)
>
> Actually, I love the modeller in the app I use - apparently every version
> of the s/w I use has been described as having a 'steep learning curve' but
> to be honest, I find it totally logical to the extent that I don't need to
> remember loads of stuff because it's just as quick to work it out each time
> I need to do it (not that I have on every model).
>
> Actually, it's easy enough too, to work out the exact anim axis by
> measuring them in whatever 3d app you're using - simple enough maths that
> even I can do it.
>
> Nope - the only two real problems are; the scenery getting in the way, and
> not being able to easily 'shift' the viewpoint i.e. to be able to get a
> view aligned with the central axis but off-set to the ailerons - by
> rotating you can only ever see them at an angle, other that that FG is ok,
> if with a bit of a heavy overhead:)
>
> LeeE

Oops! - that '(not that I have on every model)' should've been appended to the 
next paragraph - I blame the evils of drink.

LeeE

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Re: [Flightgear-devel] Bones and IK

2004-06-15 Thread Erik Hofman
Lee Elliott wrote:
Re the above, it would help if all the scenery could be made invisible because 
while rotating the view around the model to get the right angle to observe a 
particular animation I often find that the ground gets in the way and obscure 
the view.
What really would help is a separate aircraft design program...
Erik
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Re: [Flightgear-devel] Bones and IK

2004-06-15 Thread Lee Elliott
On Tuesday 15 June 2004 01:00, Andy Ross wrote:
> Ampere K. Hardraade wrote:
> > Shame... they are perfect for landing gear animations.
>
> Honestly, no, they're not.  Typically, you use bones to provide a
> framework for mesh deformation of an articulated object like an elbow
> or knee.  Landing gear parts are rigid, they don't deform smoothly and
> thus don't need this kind of thing.  You can model the real world
> motion with a simple rotation and/or translation matrix.
>
> And of course, we already have FDMs which provide their own
> buzzword-enhanced "Double Inverse Kinematics (tm)" algorithm to
> compute gear compression. :)
>
> Is there something specific you are trying to accomplish?
>
> Andy

IK would simplify animating linkages due to the non-linear rotations that 
occur but I'm not sure if the overhead would be worth it.  It's usually 
possible to 'fake' it with the existing anim functions, using interpolation 
if really necessary,  and the degree to which the different parts separate 
can be made too small to notice.

For Ampere:  Something that can help while trying to sort out U/C animations 
is to temporarily bind the appropriate control axis to the one of the flight 
surface controls e.g. the elevator, so that you can cycle the gear animation 
or check the compression animation using the joystick.

Re the above, it would help if all the scenery could be made invisible because 
while rotating the view around the model to get the right angle to observe a 
particular animation I often find that the ground gets in the way and obscure 
the view.

LeeE

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Re: [Flightgear-devel] Bones and IK

2004-06-14 Thread Ampere K. Hardraade
Actually, I do.

I was hoping that there might be a way to do the folding animations for the 
braces inaddition to the main support.

Regards,
Ampere

On June 14, 2004 08:00 pm, Andy Ross wrote:
> Is there something specific you are trying to accomplish?
>
> Andy
>
>
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Re: [Flightgear-devel] Bones and IK

2004-06-14 Thread Andy Ross
Ampere K. Hardraade wrote:
> Shame... they are perfect for landing gear animations.

Honestly, no, they're not.  Typically, you use bones to provide a
framework for mesh deformation of an articulated object like an elbow
or knee.  Landing gear parts are rigid, they don't deform smoothly and
thus don't need this kind of thing.  You can model the real world
motion with a simple rotation and/or translation matrix.

And of course, we already have FDMs which provide their own
buzzword-enhanced "Double Inverse Kinematics (tm)" algorithm to
compute gear compression. :)

Is there something specific you are trying to accomplish?

Andy


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Re: [Flightgear-devel] Bones and IK

2004-06-14 Thread Ampere K. Hardraade
Shame... they are perfect for landing gear animations.

Regards,
Ampere

On June 14, 2004 07:22 pm, Andy Ross wrote:
> Those buzzwords refer to techniques for character animation.  With
> very few exceptions, the things we need to animate with are rigid and
> don't require such treatment.

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Re: [Flightgear-devel] Bones and IK

2004-06-14 Thread Andy Ross
Ampere K. Hardraade wrote:
> Does FlightGear support bones and inverse kinematics?

For... airplanes?   No. :)

Those buzzwords refer to techniques for character animation.  With
very few exceptions, the things we need to animate with are rigid and
don't require such treatment.

Andy


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