Re: [Flightgear-devel] question about 3d models

2002-11-24 Thread Erik Hofman
The Tone'ster wrote:


... I was wondering if there has ever been talk of exposing 3d models through a
metalanguage in XML, or maybe to a spec such as SVG (though I guess SVG is 2d,
not 3d).


I wouldn't be surprised if that happens some time, but given Davids 
background I suspect he wants to put out an IEEE draft first then ...

Erik




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Re: [Flightgear-devel] question about 3d models

2002-11-24 Thread Elad Yarkoni
Once upon a time, you were sitting and writing:

 ... I was wondering if there has ever been talk of exposing 3d models through a
 metalanguage in XML, or maybe to a spec such as SVG (though I guess SVG is 2d,
 not 3d).
 
 In this way, a person might not have to run off and download/pay for/learn some
 heavy duty 3d program to render some sort of basic aircraft frame, or building,
 or even cockpit.

FOA, I think VRML is the answer to your question (??),
not neccesarily in FlightGear. 
Besdies, I do no underdtand if you refer the difficulties
in rendering, or modeling. 

For instance, you can download GMAX for free (from Discreet's site),
which is a freeware modeler based on 3D studio MAX. 

Moreover, PLIB has the ability to load 3D scenes of
a reasonable amount of formats.

All the best,
E.Y


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re: [Flightgear-devel] 747 flight deck

2002-11-24 Thread David Megginson
Jim Wilson writes:

  Well this probably isn't very impressive.  But here it is.  First view 
  from the pilot's seat.  Things are very rough at this point.
  
  http://www.spiderbark.com/fgfs/roughflightdeck.png

Good start.  You'll be surprised how fast things go from there.


All the best,


David

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Re: [Flightgear-devel] question about 3d models

2002-11-24 Thread David Megginson
Erik Hofman writes:

  I wouldn't be surprised if that happens some time, but given Davids 
  background I suspect he wants to put out an IEEE draft first then ...

You haven't read my rants about standards bodies, have you?


All the best,


David

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Re: [Flightgear-devel] question about 3d models

2002-11-24 Thread David Megginson
Elad Yarkoni writes:

  FOA, I think VRML is the answer to your question (??),
  not neccesarily in FlightGear. 
  Besdies, I do no underdtand if you refer the difficulties
  in rendering, or modeling. 

I would use VRML if plib supported it fully.

  Moreover, PLIB has the ability to load 3D scenes of
  a reasonable amount of formats.

In practice, the only formats I've seen work with plib for
fully-textured models are AC3D and MDL.  All of the other loaders seem
to be half-finished.


All the best,


David

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re: [Flightgear-devel] question about 3d models

2002-11-24 Thread David Megginson
The Tone'ster writes:

  In this way, a person might not have to run off and download/pay
  for/learn some heavy duty 3d program to render some sort of basic
  aircraft frame, or building, or even cockpit.

I've considered adding support for defining simple geometry directly
in the XML, but it seems like a waste.  If you *really* feel the need
to create 3D models in your text editor, use AC3D format, which is
text based and well supported.


All the best,


David

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Re: [Flightgear-devel] 747 flight deck

2002-11-24 Thread Jim Wilson
David Findlay [EMAIL PROTECTED] said:

 On Sun, 24 Nov 2002 02:41 pm, Jim Wilson wrote this piece of wisdom:
  Well this probably isn't very impressive.  But here it is.  First view
  from the pilot's seat.  Things are very rough at this point.
 
 Is that a 3D cockpit or a normal one? Thanks,
 

3D OR normal? :-)  It is 3d.

Best,

Jim




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Re: [Flightgear-devel] question about 3d models

2002-11-24 Thread Erik Hofman
David Megginson wrote:

Erik Hofman writes:

  I wouldn't be surprised if that happens some time, but given Davids 
  background I suspect he wants to put out an IEEE draft first then ...

You haven't read my rants about standards bodies, have you?

Eh, no.
Can you do them again, it sounds like fun.

:-)

Erik




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re: [Flightgear-devel] 747 flight deck

2002-11-24 Thread Jim Wilson
David Megginson [EMAIL PROTECTED] said:

 Good start.  You'll be surprised how fast things go from there.
 

Thanks.  I hope you're right!  There is a lot more geometry inside than the
u3a and certainly the a4.  But yeah, getting this far is a bigger step than it
appears in the screenshot.

Best,

Jim

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Re: [Flightgear-devel] question about 3d models

2002-11-24 Thread Norman Vine
David Megginson writes:

 Elad Yarkoni writes:
 
   FOA, I think VRML is the answer to your question (??),
   not neccesarily in FlightGear. 
   Besdies, I do no underdtand if you refer the difficulties
   in rendering, or modeling. 
 
 I would use VRML if plib supported it fully.

Yuck - VRML as written has LOTS of problems in that it tries
todo way to much.  There are good reasons appicaions
didn't just 'adopt' it

   Moreover, PLIB has the ability to load 3D scenes of
   a reasonable amount of formats.
 
 In practice, the only formats I've seen work with plib for
 fully-textured models are AC3D and MDL.  All of the other loaders seem
 to be half-finished.

In all fairness Steve uses AC3D and others added the MDL
format so we could read M$FS modeels, the other formats
do have basic functionality and are a good start

FWIW -the IMHO 3DS loader is pretty good

If X3D ever takes hold it 'might' be a good candidate
http://xsun.sdct.itl.nist.gov/~mkass/devel/html/X3DHome.html
http://www.realism.com/Web3D/x3d/Web3D-2002/X3d-XmlSyntax/main.htm

The problem with AC3D is that it really needs a propriatary editor
even if it is an inexpensive one

Norman



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Re: [Flightgear-devel] question about 3d models

2002-11-24 Thread David Megginson
Norman Vine writes:

  The problem with AC3D is that it really needs a propriatary editor
  even if it is an inexpensive one

Now that Blender is Open Source, you can create AC3D models using an
OSS modelling tool and a bit of Python.


All the best,


David

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Re: [Flightgear-devel] 747 flight deck

2002-11-24 Thread David Megginson
Jim Wilson writes:

  My thought at this point is that it should be possible to build an
  ac3d file with surfaces on it for the gc display components.  What
  I need is the ability to animate the textures using texture
  transforms.  Would that be difficult to do David?  I'd need to able
  to slide and rotate.  At some point we would need to be able to do
  some sort of multiple texturing or decals as well for more
  detail.

That's doable, but it might also be time to think about scripting.


All the best,


David

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re: [Flightgear-devel] question about 3d models

2002-11-24 Thread The Tone'ster

It's not the I _really_ feel the need.

It is just that the few 3d tools I have taken a look at, Maya, Blender and one
other one (can't rememeber the name, it was a bit ago) are complex to use.

Harder, it seems to me anyway, than thinking in terms of edges and nodes in
some 0,0,0 centered 3d space, drawing it on a piece of paper, making a list of
nodes, and typing them in somewhere.

Having said that, it is probably my issue that I don't really _want_ to learn a
3d modeling tool.

For FG, I would love to be able to put together a really simple 3d model for
the airframe, and a really simple 3d model for the cockpit, where they only
(for me) need to be good enough to get the perspective out of the cockpit right
(view over the dash, view out the window while on base turning to final etc
...).

Eye candy could be for those that _do_ care about 3d modeling.

It's not a big deal.

I'm just enjoying hacking around with FG right now, trying to understand the
parts, and trying to figure out where I might be able to contribute a little.

I am also doing a little research and trying to collect a little data here and
there in the hopes of maybe trying to put together an aircraft a'la a mooney
type of aircraft.

I starting looking at and found some data for the commander series of aircraft
as these are a'la mooney with a high performance single, running ~200kias or
more at cruise, seating 4 people with baggage at max useful load and having the
low wing design.

I am also playing with a GUI front end for dealing with configuring flight
gear, starting with simple stuff like being able to select aircraft, airport,
time of day, clouds, weather etc.

Since all of this info is laid out in XML files (I wonder who influenced that
design ? ...) I am finding this to be an intuitive project.

I do wish the was an XML Schema or DTD to help me understand what the
possible/expected permutations of the XML config files was and to help my
understand what the enumerated values were for some of the elements, such as
cloud types for instance.

Cheers,
Tony

--- David Megginson [EMAIL PROTECTED] wrote:
 The Tone'ster writes:
 
   In this way, a person might not have to run off and download/pay
   for/learn some heavy duty 3d program to render some sort of basic
   aircraft frame, or building, or even cockpit.
 
 I've considered adding support for defining simple geometry directly
 in the XML, but it seems like a waste.  If you *really* feel the need
 to create 3D models in your text editor, use AC3D format, which is
 text based and well supported.


=


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