Re: [Flightgear-devel] Re: material animation and alpha channel

2005-06-15 Thread Gerard Robin
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


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Re: [Flightgear-devel] Re: material animation and alpha channel

2005-06-15 Thread Josh Babcock
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

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Re: [Flightgear-devel] Re: material animation and alpha channel

2005-06-15 Thread Frederic Bouvier
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

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Re: [Flightgear-devel] Re: material animation and alpha channel

2005-06-15 Thread Gerard Robin
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


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