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...
animation
typerotate/type
Here's a bit that handles the upper link of the nose strut damper on the
TSR2...
animation
typerotate/type
object-nameNG-Strut-Damper-U/object-name
propertygear/gear[0]/compression-norm/property
interpolation
entry
ind0.0/ind
dep0.0/dep
/entry
entry
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...
animation
typerotate/type
object-nameNG-Strut-Damper-U/object-name
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'
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
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
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
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
Does FlightGear support bones and inverse kinematics?
Regards,
Ampere
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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
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.
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
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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