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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