Oh good. I've sent that below to the author. Should be pretty simple but as I'm 
new to fgfs i'd appreciate any help with this project.---------------
Hello
  I've heard your plane could be integrated into Flightgear under the GPL 
licence?
If yes, I'll have a look at it and send you a huge thank you from the FGFS 
community.

Without licence restrictions I might even do a x-plane version, but I suppose 
that's not what
you would want, right?
I've done a PC-12 so I'm familiar with Blender/X-Plane but however FGFS is new 
to me.
http://x-plane.sgier.com/309.jpg

Let me know if that's ok for you?
Kind regards
Michael Sgier
------------


--- On Sat, 3/19/11, Hal V. Engel <[email protected]> wrote:

From: Hal V. Engel <[email protected]>
Subject: Re: [Flightgear-devel] Using native OSG 3D models - is it possible?
To: [email protected]
Date: Saturday, March 19, 2011, 6:47 PM



#yiv937329976 p, #yiv937329976 li {white-space:pre-wrap;}
 
On Saturday, March 19, 2011 12:01:19 AM Michael Sgier wrote:
> Yes, i wanna know as well, because x-plane also uses armatures. In Blender
> for X-plane i only enter a dataref name like battery_on etc. This would
> make aircraft conversions much easier and fast.
> A nice book...i guess I'd need to wait for the english version...


On the forum thread one post says that using an on-line transalation engine 
works OK.  All of the screen shots are of Blender with an English UI.


> but as i
> already finished a PC-12 for X-Plane, I probably move on :-)Hal are all
> downloadable *.blend files free to use or have any copyright? 


If you go to the web site it should have a statement about all of the models 
being free to use in FG and it's projects.   The author of the models (and 
ebook) was told when asking for permission to use these that FG needed these to 
be GPL compatible so he is aware that these will end up under GPL if they are 
used in FG. 


> I also
> remarked that Gimp has troubles with text as *.png. Therefore I mostly use
> PS 7 on Wine. BTW is someone working on integrating the current x-plane
> apt format?
> 
> 
> 
> 
> 
> --- On Fri, 3/18/11, Hal V. Engel <[email protected]> wrote:
> 
> From: Hal V. Engel <[email protected]>
> Subject: Re: [Flightgear-devel] Using native OSG 3D models - is it
> possible? To: [email protected]
> Date: Friday, March 18, 2011, 8:39 PM
> 
> 
> 
> #yiv1446985333 p, #yiv1446985333 li {white-space:pre-wrap;}
> 
> On Friday, March 18, 2011 07:08:14 AM S Andreason wrote:
> > Hi Hal,
> > 
> > Oh yes, it is possible. But not easy.
> > 
> > Hal V. Engel wrote:
> > > I have been able to get a AC3D export but of course all of the
> > > armature stuff is gone and all I have at that point is a static model
> > > that can not be animated.
> > 
> > The export process from Blender may not be the problem. _If_ each limb
> > is correctly defined separately, and a child of the parent limb, then
> > the hard part is generating the _xml_ file that defines the center of
> > rotation of each limb's connection, and how it rotates. Each limb needs
> > between 1 and 3 axis properties.
> > Take a look at the animated walker in the Bluebird aircraft.
> > 
> > Stewart
> > http://seahorseCorral.org/flightgear_aircraft
> 
> Sorry I should have been clearer.   I didn't mean to imply that the AC3D
> export was not working.   Rather only that all it created from this
> armature based model is a static model that had very limited posibilities
> for animation.  You are correct that if  "..each limb is correctly defined
> separately, and a child of the parent limb.." for non-armature animation
> that the export would likely work OK.
> 
> 
> The model I am looking at only has one mesh for the body including arms,
> hands, fingers, figer tips, thumb, legs and feet.  This mesh is drapped
> over a set of armatures (bones) and it is designed to be animated by
> moving the bones with that mesh following them (IE. no visiable seams). 
> AC3D has no support for armatures as far as I can tell so this imformation
> is lost on export and I end up with a mesh that is the shape that the
> model was posed in when it was exported.
> 
> 
> Inside of Blender I can pull, push and/or rotate the bones to pose the
> model in extreamly precise ways even down to changing the grip of the
> hands to fit around controls.  The exported AC3D model can be made to fit
> very nicely into the cockpit but the only thing that can be animated is
> the head because it is a seperate mesh from the rest of the model.  
> Inside of Blender the posing process is actually very elegant as all of
> the bones know how they are connected and everything moves together as it
> should when one part of moved.  That is if you rotate the forarm the hands
> and fingers follow along with no need to move them seperately.  I am not
> sure (I am new to this 3D stuff) but it seams to me that the same types of
> transformations should happen when the bones are animated in sim/game (IE.
> move the hand with the stick and the fingers, finger tips, thumb, forarm
> and upper arm should follow automatically).  But maybe I'm wrong.
> 
> 
> The walker model is much like the existing modern pilot that is part of the
> P-51D.  Very unnatural and complex to animate and with seams at the joints
> that are visible.
> 
> 
> The OSG docs I have looked at indicate that it supports armature based
> animation.  So in theroy if I can get the armature based blender pilot
> into a correct OSG 3D file then it should be possible to animate it and
> the animation should be fairly elegant.  But it appears that the Blender
> OSG exporter is broken.  It also appears that no one has tried doing
> armature based animation with any file format from with in FG yet.  So I
> don't even know at this point if this will work with the correctly formed
> 3D files.  What I am really trying to get at is:
> 
> 
> 1.  Will this work from with in FG?
> 
> 
> 2. If so how do I get well formed armature based 3D files that will work
> with OSG out of Blender (I don't care what format it is as long as OSG
> understands it)?
> 
> 
> Hal
> 
> 
> 
> 
> 
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