re: [Flightgear-devel] model animation bug

2002-12-07 Thread Jim Wilson
Ok, this explains what is going on.  In my case the group was in the ac3d
hierarchy.  But the effect is still the same.  The group member is being
moved out of the ac3d hierarchy and plopped into the branch for the select
tag.  So...hmmm...well I can always do one or the other individually.  It
seems as though defining separate select tags for individual group members
would be a bit cheaper than rotate or translate (no math involved).

BTW your response might be a good addition to the model how-to.  Even leave
the first paragraph in there somewhere (as a footnote or something) since it
succinctly describes the issue for those with even a little knowledge of plib.

Best,

Jim


David Megginson [EMAIL PROTECTED] said:

 Jim Wilson writes:
 
   It looks like the animation code fails to move a group object if
   one of it's subobjects is identified in a object selection tag.
 
 When you add a new animation, the animation code slices a new
 ssgBranch of some kind between the existing node and its parent --
 that should never cause any problem.  If, however, you specify several
 nodes for the same animation, all but the first will be moved to the
 new ssgBranch.  So if you have
 
   animation
typetranslate/type
object-nameFoo/object-name
object-nameBar/object-name
...
   /animation
 
   animation
typerotate/type
object-nameHack/object-name
object-nameBar/object-name
...
   /animation
 
 The Bar object will be be reparented first to the ssgBranch above Foo,
 then to the ssgBranch above Hack (losing the 'translate' animation).
 You can work around this problem with
 
   animation
typetranslate/type
object-nameFoo/object-name
object-nameBar/object-name
...
   /animation
 
   animation
typerotate/type
object-nameHack/object-name
...
   /animation
 
   animation
typerotate/type
object-nameBar/object-name
...
   /animation
 
 If you specify only one object-name, the object should always stay in
 the same group.  That's slightly less efficient, but if you picture
 the way the animation code modifies the tree, you'll be able to figure
 out when you really need it and when you don't.



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re: [Flightgear-devel] model animation bug

2002-12-06 Thread David Megginson
Jim Wilson writes:

  It looks like the animation code fails to move a group object if
  one of it's subobjects is identified in a object selection tag.

When you add a new animation, the animation code slices a new
ssgBranch of some kind between the existing node and its parent --
that should never cause any problem.  If, however, you specify several
nodes for the same animation, all but the first will be moved to the
new ssgBranch.  So if you have

  animation
   typetranslate/type
   object-nameFoo/object-name
   object-nameBar/object-name
   ...
  /animation

  animation
   typerotate/type
   object-nameHack/object-name
   object-nameBar/object-name
   ...
  /animation

The Bar object will be be reparented first to the ssgBranch above Foo,
then to the ssgBranch above Hack (losing the 'translate' animation).
You can work around this problem with

  animation
   typetranslate/type
   object-nameFoo/object-name
   object-nameBar/object-name
   ...
  /animation

  animation
   typerotate/type
   object-nameHack/object-name
   ...
  /animation

  animation
   typerotate/type
   object-nameBar/object-name
   ...
  /animation

If you specify only one object-name, the object should always stay in
the same group.  That's slightly less efficient, but if you picture
the way the animation code modifies the tree, you'll be able to figure
out when you really need it and when you don't.


All the best,


David

-- 
David Megginson, [EMAIL PROTECTED], http://www.megginson.com/

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