[Flightgear-devel] Model animation help?

2009-12-15 Thread Curtis Olson
Hi,

I'm looking for a developer who can help me get over the hump with animating
and AC3d model.  This model is of a human figure.  It is a very basic/simple
model, but unfortunately I don't have permission to openly share it.  I can
send someone a private copy though if there is someone willing to help me
out.  (Again, the model is nothing special, you guys would look at it and
say we have better figures already in FlightGear, I just haven't been given
permission to post it on the world wide web.)  I'm getting hung up trying to
find the correct x,y,z locations for limb animation.  In flightgear, are the
coordinates we specify as the center point of rotation global (i.e. relative
to the whole model?)  Or are they relative to the local coordinate system of
the sub-component?  Since this is a simple human figure, there is some
cascading / grouping I want to maintain ... i.e. a shoulder rotation and
then an elbow rotation.

I looked at the Osprey and see that some really amazing cascading animations
are definitely possible in FlightGear, I just haven't quite sorted out
coordinate systems.  Is there anyone with ac3d model animation experience
who'd be willing to take a quick look at this and help nudge me in the right
direction?

Thanks in advance,

Curt.
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Re: [Flightgear-devel] Model animation help?

2009-12-15 Thread Ron Jensen
On Tue, 2009-12-15 at 10:25 -0600, Curtis Olson wrote:
 Hi,
 
 I'm looking for a developer who can help me get over the hump with
 animating and AC3d model.  This model is of a human figure.  It is a
 very basic/simple model, but unfortunately I don't have permission to
 openly share it.  I can send someone a private copy though if there is
 someone willing to help me out.  (Again, the model is nothing special,
 you guys would look at it and say we have better figures already in
 FlightGear, I just haven't been given permission to post it on the
 world wide web.)  I'm getting hung up trying to find the correct x,y,z
 locations for limb animation.  In flightgear, are the coordinates we
 specify as the center point of rotation global (i.e. relative to the
 whole model?)  Or are they relative to the local coordinate system of
 the sub-component?  Since this is a simple human figure, there is some
 cascading / grouping I want to maintain ... i.e. a shoulder rotation
 and then an elbow rotation.

Coordinates are in ac3d units centered about the origin of the model.  

 I looked at the Osprey and see that some really amazing cascading
 animations are definitely possible in FlightGear, I just haven't quite
 sorted out coordinate systems.  Is there anyone with ac3d model
 animation experience who'd be willing to take a quick look at this and
 help nudge me in the right direction?
 
 Thanks in advance,
 
 Curt.

I will take a look and give you some hints, but won't be around my
e-mail for the next 8 hours or so...

Ron


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Re: [Flightgear-devel] Model animation help?

2009-12-15 Thread Ron Jensen
On Tue, 2009-12-15 at 16:53 +, Ron Jensen wrote:

 Coordinates are in ac3d units centered about the origin of the model.  

Oh, and the coordinate system is slightly altered between ac3d and fg,
too:

AC3D  FG
 X X  (fwd/aft)
 Y Z  (up/down)
 Z-Y  (side)


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Re: [Flightgear-devel] Model animation help?

2009-12-15 Thread Curtis Olson
Hi Ron,

Can I send you a copy of the model?  I'd really like to make some good
forward progress this week, but it's not a drop everything and get it done
today sort of thing.  Hey, I really owe you a flightgear t-shirt or mug and
if you help out on this, then doubly so ...

I did make an attempt to extract the coordinate of the center of rotation
using ac3d (I have a licensed copy here, not that I can do much with it) but
what I read out of ac3d was clearly wrong when I tried to do an actual
animation.

Curt.


On Tue, Dec 15, 2009 at 11:19 AM, Ron Jensen w...@jentronics.com wrote:

 On Tue, 2009-12-15 at 16:53 +, Ron Jensen wrote:

  Coordinates are in ac3d units centered about the origin of the model.

 Oh, and the coordinate system is slightly altered between ac3d and fg,
 too:

 AC3D  FG
  X X  (fwd/aft)
  Y Z  (up/down)
  Z-Y  (side)



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Re: [Flightgear-devel] Model animation help?

2009-12-15 Thread Martin Spott
Ron Jensen wrote:

 Oh, and the coordinate system is slightly altered between ac3d and fg,

  one more thing I'd be _really_ happy to see 'fixed'  ;-)

Martin.
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Re: [Flightgear-devel] Model animation help?

2009-12-15 Thread Torsten Dreyer
 Hi Ron,
 
 Can I send you a copy of the model?  I'd really like to make some good
 forward progress this week, but it's not a drop everything and get it done
 today sort of thing.  Hey, I really owe you a flightgear t-shirt or mug and
 if you help out on this, then doubly so ...
 
 I did make an attempt to extract the coordinate of the center of rotation
 using ac3d (I have a licensed copy here, not that I can do much with it)
  but what I read out of ac3d was clearly wrong when I tried to do an actual
  animation.

Oh, that's easy.
- Load the model in AC3D
- Switch to Vertex Mode (Press 'v' when mouse pointer is overhead one of the 
four views)
- select the vertex that should act as the rotation center (or one of the two 
vertices that serve as the rotation axis)
- Hit the '' arrow left to the move-to fields in the left pane
This fills the location fields with the coordinates of the vertex.
Use X as your x in your animation
Use Y as your z in your animation
use Z as your z in your animation, just flip the sign

That's it.

Torsten
 
 Curt.
 
 On Tue, Dec 15, 2009 at 11:19 AM, Ron Jensen w...@jentronics.com wrote:
  On Tue, 2009-12-15 at 16:53 +, Ron Jensen wrote:
   Coordinates are in ac3d units centered about the origin of the model.
 
  Oh, and the coordinate system is slightly altered between ac3d and fg,
  too:
 
  AC3D  FG
   X X  (fwd/aft)
   Y Z  (up/down)
   Z-Y  (side)
 
 
 
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Re: [Flightgear-devel] Model animation help?

2009-12-15 Thread S Andreason
Hi,
Have you looked at the Walker in bluebird?
Each limb can be moved independently, and orchestrated into an animation 
of walking, etc.

You could study the rotation points used there, if nothing else.



Curtis Olson wrote:
 Hi,

 I'm looking for a developer who can help me get over the hump with 
 animating and AC3d model.  This model is of a human figure.

 In flightgear, are the coordinates we specify as the center point of 
 rotation global (i.e. relative to the whole model?)  Or are they 
 relative to the local coordinate system of the sub-component?  Since 
 this is a simple human figure, there is some cascading / grouping I 
 want to maintain ... i.e. a shoulder rotation and then an elbow rotation.

Just keep the elbow a parent of the fore-arm and wrist,
the shoulder a parent to the upper-arm and elbow,
etc.

walker.xml has the center of rotation points defined near the top, for 
each child limb as labeled.

Stewart

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Re: [Flightgear-devel] Model animation help?

2009-12-15 Thread Gijs de Rooy

  Oh, and the coordinate system is slightly altered between ac3d and fg,
 

 Martin wrote:
  one more thing I'd be _really_ happy to see 'fixed' ;-)


Isn't that a problem of AC3D? In Blender the .ac coordinate system is excactly
the same as in FG...

Or is it converted when the .ac file is imported/exported in/from Blender?

 

Cheers,

Gijs
  
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Re: [Flightgear-devel] Model animation help?

2009-12-15 Thread leee
On Tuesday 15 Dec 2009, Curtis Olson wrote:
 Hi Ron,

 Can I send you a copy of the model?  I'd really like to make some
 good forward progress this week, but it's not a drop everything
 and get it done today sort of thing.  Hey, I really owe you a
 flightgear t-shirt or mug and if you help out on this, then
 doubly so ...

 I did make an attempt to extract the coordinate of the center of
 rotation using ac3d (I have a licensed copy here, not that I can
 do much with it) but what I read out of ac3d was clearly wrong
 when I tried to do an actual animation.

 Curt.

Probably the most common use of hierarchical FG animations are in 
retractable landing gear, so looking at some of these might help.

The coordinates you get from AC3D should be correct too, but as 
already mentioned, (and iirc) the Z and Y axis are swapped (and 
possibly the +/- signs too).

A few things though:

If the 'natural' orientation of the 3D model is towards you i.e. 
facing you, rotate it through 90 degrees so that it's sideways and 
its forwards/backwards orientation matches the normal FG font/back 
X-axis.  The symmetry for the left/right limbs will then be the 
same as for FG aircraft and handled by +/- ve Y-axis values.

While you're working on getting the animations right, temporarily 
bind your animation axis to your joystick axis instead of the real 
animation properties so that you can test the animation axis and 
rotations just  by using your joystick e.g. for checking the arms, 
you could bind the upper arm to the pitch axis, the lower arm to 
the roll axis and the wrist to the rudder axis.

As with the Visual Reference Point (VRP), it doesn't really matter 
where the origin actually is as long as everything matches up.  
However, as you're trying to animate a human body, I'd recommend 
setting the origin at the hips.  If the model is 'standing' upon a 
ground plane centered at 0,0,0, move the entire 3D model down so 
that its hips are centered at 0,0,0 and then use 0,0,0 as your 
origin.  This way you'll be able to rotate (bend) the upper body 
over without having to worry about counter rotating it's legs, or 
bring the legs up without worrying about the body moving.  As long 
as you get the animation ordering correct, the arms will follow the 
shoulders when you bend the body over.  Having shifted the entire 
body down to center the hips at 0,0,0, you'll then need a 
translation animation to move the entire model back up again 
afterwards, so that its standing on the ground once the individual 
parts of the model are animated correctly, of course.

Actually, I used to find that getting the animation hierarchies 
correct wasn't always quite as intuitive as I would have expected, 
so if the hierarchies don't seem to be working correctly try 
re-ordering them in the animation file (you may even need to apply 
what you would expect to be a single 'top-level' animation, which 
you would expect to be able to apply just once to an entire 'group' 
of sub-objects, to every individual sub-object for it to work 
properly e.g. to shift the entire model up so that it stands back 
on the ground again instead of being embedded up to its hips, you 
may need to apply the vertical translation animation to each 
individual sub-object.  However, I think that the 'group' animation 
type might help here - I think this may have come in after I did 
any animations, so I haven't ever used it, but do I recall seeing 
go by on the cvs update logs and remember thinking that it would 
help a lot - some of the current modellers should be able confirm 
this).

Sadly, I'm afraid that I don't currently have a working FG or AC3D 
here atm, otherwise I'd have a go at it for you, but I'm sure 
someone else will be able to sort it out.

LeeE

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Re: [Flightgear-devel] Model animation help?

2009-12-15 Thread Martin Spott
Gijs de Rooy wrote:

  Oh, and the coordinate system is slightly altered between ac3d and fg,
 
 
 Martin wrote:
  one more thing I'd be _really_ happy to see 'fixed' ;-)

 Isn't that a problem of AC3D? In Blender the .ac coordinate system is excactly
 the same as in FG...

As far as I remember, the orientation of the coordinate system in
FlightGear is a burden we've inherited from using the PLIB AC3D loader,

Martin.
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