Re: [Flightgear-devel] Re: material animation and alpha channel
Le mercredi 15 juin 2005 22:19 +0200, Melchior FRANZ a crit : * Josh Babcock -- Wednesday 15 June 2005 21:50: It seems that the material animation nullifies the alpha channel of .rgb files mapped to the objects being animated. No, it doesn't. The objects face and ball both have alpha channels which go away when this animation is commented back in. The problem is, once again, lists of object-name that force the wrong objects together. They end up in the same ssg branch then and the following rotate animations work on all of them (which probably rotates the ball out of view). I've never fully understood that, either, but generally separating such animations into separate ones solves it. In your case you only need to have, for example: animation typematerial/type object-nameFace/object-name object-nameNeedle1/object-name ... /animation animation typematerial/type object-nameBackground/object-name object-nameBall/object-name ... /animation In the case of the material animation it's better, though, to assign the same material to all concerned faces and then to only animate one representative object with the global flag set. That's faster and avoids this kind of problems. m. That is right, however sometime when we inverse the priority it could work. In the Josh exemple, he could try to put the group at the end instead of being declared the first. I had exactly the same difficulties with very complexe retractable gears with many components. -- Gerard ___ Flightgear-devel mailing list Flightgear-devel@flightgear.org http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d
Re: [Flightgear-devel] Re: material animation and alpha channel
Gerard Robin wrote: Le mercredi 15 juin 2005 22:19 +0200, Melchior FRANZ a crit : * Josh Babcock -- Wednesday 15 June 2005 21:50: It seems that the material animation nullifies the alpha channel of .rgb files mapped to the objects being animated. No, it doesn't. The objects face and ball both have alpha channels which go away when this animation is commented back in. The problem is, once again, lists of object-name that force the wrong objects together. They end up in the same ssg branch then and the following rotate animations work on all of them (which probably rotates the ball out of view). I've never fully understood that, either, but generally separating such animations into separate ones solves it. In your case you only need to have, for example: animation typematerial/type object-nameFace/object-name object-nameNeedle1/object-name ... /animation animation typematerial/type object-nameBackground/object-name object-nameBall/object-name ... /animation In the case of the material animation it's better, though, to assign the same material to all concerned faces and then to only animate one representative object with the global flag set. That's faster and avoids this kind of problems. m. That is right, however sometime when we inverse the priority it could work. In the Josh exemple, he could try to put the group at the end instead of being declared the first. I had exactly the same difficulties with very complexe retractable gears with many components. This grouping thing keeps coming up. It is a real pain. I guess the chances of getting the plib people to fix it are about nil though. Josh ___ Flightgear-devel mailing list Flightgear-devel@flightgear.org http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d
Re: [Flightgear-devel] Re: material animation and alpha channel
Selon Josh Babcock : This grouping thing keeps coming up. It is a real pain. I guess the chances of getting the plib people to fix it are about nil though. This has nothing to do with plib. It is the animation code ( in SimGear ) that reparent branches when several objects are put in the same animation element. It has its own benefits though. So I think people must be educated rather than removing this feature. Is it mentionned in the animation readme ? -Fred ___ Flightgear-devel mailing list Flightgear-devel@flightgear.org http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d
Re: [Flightgear-devel] Re: material animation and alpha channel
Le mercredi 15 juin 2005 23:33 +0200, Frederic Bouvier a crit : Selon Josh Babcock : This grouping thing keeps coming up. It is a real pain. I guess the chances of getting the plib people to fix it are about nil though. This has nothing to do with plib. It is the animation code ( in SimGear ) that reparent branches when several objects are put in the same animation element. It has its own benefits though. So I think people must be educated rather than removing this feature. Is it mentionned in the animation readme ? -Fred ___ And nothing must be changed, we have plenty of animations built on that concept. -- Gerard ___ Flightgear-devel mailing list Flightgear-devel@flightgear.org http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d