On Wednesday 05 Oct 2005 00:46, Gerard ROBIN wrote: > Le mercredi 05 octobre 2005 à 00:09 +0100, Lee Elliott a écrit : > > On Tuesday 04 Oct 2005 09:18, Erik Hofman wrote: > > > Ampere K. Hardraade wrote: > > > > The real question is: whether appealing to MS Windows > > > > community will benifit FlightGear? In my opinion, this > > > > is definately a yes. > > > > > > > > Just imagine all those MSFS users who have created > > > > scenery, aircrafts, etc. putting their effort into > > > > FlightGear instead. FlightGear's development would move > > > > at a much quicker pace than we do right now. > > > > > > If you want to attract those then there is little need to > > > improve FlightGear itself, but there would be a need for a > > > small number of support programs that make it easier to > > > create FDM, 3d model, animation and sound configuration > > > files. > > > > > > Erik > > > > Heh:) ...the number of times I wish I had the wherewithal > > to make an animation tool - something that would allow me to > > test and reload model animations without having to run full > > FG to test each change. Especially something that would > > allow me to test undercarriage animations;) > > > > LeeE > > You are right Lee, we need it, > but isn't it rather a plugin for 3D CAD (blender + simgear > functions) ?
Weeeell,, we don't _need_ it but it would be nice. I'm not sure a plugin is the right route to go as it would only work with specific 3d apps. While some new code would be needed the basis of everything is already in FG so I'm guessing that it would be mostly a case of stripping out all the unnecessary stuff to produce what would basically be a model viewer. So far, I'm just thinking in terms of a tool that would allow easier testing of animations - it's actually quite easy to find the correct values for the x, y & z axis by measuring the start and end-points of an aileron, for example, in your modelling app and then working out the appropriate values with a simple calculator. For further thought though... the animation axis could be identified/defined using AC3D type 'line' objects. It would be pretty simple to align these with the intended animation axis in the modelling app and the two end-points would provide all the info necessary to animate the objects. ...At least I think it should work for rotation, spin and translation animations. De-selecting them in the model.xml config would make them invisible in FG. A lot of work for someone who knows how to do it and impossible for me:) LeeE _______________________________________________ Flightgear-users mailing list [email protected] http://mail.flightgear.org/mailman/listinfo/flightgear-users 2f585eeea02e2c79d7b1d8c4963bae2d
