Hi all, I just hover above a bunch of discussions about how to complete a not so complex L/G animation.
Well, I have done some nice landing gear, see A-10, A-6E, f14b. I didn't use any maths for that. No nasal, no perl, no python... No maths function from the FDM either. The XML interpolation and some drafts showing the moves step by step on a vector graphic editor are enough. It's a little bit tedious and may not be very pleasant from a developer point of view, but it works great and fast. At a time I looked for someone able to code a tool to generate exact numbers easily, but the archaic method I use showed to be rock solid and much faster. In any case, for complex L/G animations a clever and no complex approach should solve the trickiest problems. Note: I still like to use maths and nasal for animations and instruments when it is obviously needed. My 2 cents, Alexis </troll> ------------------------------------------------------------------------------ The ultimate all-in-one performance toolkit: Intel(R) Parallel Studio XE: Pinpoint memory and threading errors before they happen. Find and fix more than 250 security defects in the development cycle. Locate bottlenecks in serial and parallel code that limit performance. http://p.sf.net/sfu/intel-dev2devfeb _______________________________________________ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel