On Sunday, March 20, 2011 12:07:35 AM Michael Sgier wrote:
> 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
> ------------
He already has the following on his web site for the P-40B.
"You may use this model as the base for your airplane in any flight simulator
(Flight Gear, x-plane, etc.). I just require that your model should be free
(non-commercial), and in a comment you should mention, that it was based on my
work."
>
>
> --- On Sat, 3/19/11, Hal V. Engel <hven...@gmail.com> wrote:
>
> From: Hal V. Engel <hven...@gmail.com>
> Subject: Re: [Flightgear-devel] Using native OSG 3D models - is it
> possible? To: flightgear-devel@lists.sourceforge.net
> 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 <hven...@gmail.com> wrote:
> >
> > From: Hal V. Engel <hven...@gmail.com>
> > Subject: Re: [Flightgear-devel] Using native OSG 3D models - is it
> > possible? To: flightgear-devel@lists.sourceforge.net
> > 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
> >
> >
> >
> >
> >
> > -----Inline Attachment Follows-----
> >
> > -------------------------------------------------------------------------
> > -- --- Colocation vs. Managed Hosting
> > A question and answer guide to determining the best fit
> > for your organization - today and in the future.
> > http://p.sf.net/sfu/internap-sfd2d
> > -----Inline Attachment Follows-----
> >
> > _______________________________________________
> > Flightgear-devel mailing list
> > Flightgear-devel@lists.sourceforge.net
> > https://lists.sourceforge.net/lists/listinfo/flightgear-devel
>
> -----Inline Attachment Follows-----
>
> ---------------------------------------------------------------------------
> --- Colocation vs. Managed Hosting
> A question and answer guide to determining the best fit
> for your organization - today and in the future.
> http://p.sf.net/sfu/internap-sfd2d
> -----Inline Attachment Follows-----
>
> _______________________________________________
> Flightgear-devel mailing list
> Flightgear-devel@lists.sourceforge.net
> https://lists.sourceforge.net/lists/listinfo/flightgear-devel
------------------------------------------------------------------------------
Colocation vs. Managed Hosting
A question and answer guide to determining the best fit
for your organization - today and in the future.
http://p.sf.net/sfu/internap-sfd2d
_______________________________________________
Flightgear-devel mailing list
Flightgear-devel@lists.sourceforge.net
https://lists.sourceforge.net/lists/listinfo/flightgear-devel