Re: [Flightgear-devel] FlightGear at LinuxTag and FSWeekend needyour

2011-03-19 Thread Vivian Meazza
Martin wrote


> 
> Torsten Dreyer wrote:
> 
> > As many of you might be aware of, a group of FlightGear enthusiasts have
> been
> > presenting FlightGear at FSWeekend in Lelystad(NL) and LinuxTag in
> Berlin(DE)
> > over the last years.
> 
> I just recieved confirmation:
> 
> "we are excited to inform you, that your application for the project
>   FlightGear Flight Simulator
> qualified for a sponsored booth at this year's LinuxTag."
> 

Very good. I hope we will have something new to show - like a new release. 

What happened to that?

Vivian





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Re: [Flightgear-devel] Using native OSG 3D models - is it possible?

2011-03-19 Thread Vivian Meazza
Hal,

 

Good to hear, well done. I hope and expect that it all works out for you.

 

We never even got close to trying AFAIKS.

 

Vivian

 

-Original Message-
From: Hal V. Engel [mailto:hven...@gmail.com] 
Sent: 19 March 2011 19:20
To: flightgear-devel@lists.sourceforge.net
Subject: Re: [Flightgear-devel] Using native OSG 3D models - is it possible?

 

On Saturday, March 19, 2011 09:53:52 AM Vivian Meazza wrote:

> Stewart wrote

> 

> > -Original Message-

> > From: S Andreason [mailto:sandrea...@gmail.com]

> > Sent: 19 March 2011 15:35

> > To: FlightGear developers discussions

> > Subject: Re: [Flightgear-devel] Using native OSG 3D models - is it

> > possible?

> > 

> > Hal V. Engel wrote:

> > > The model I am looking at only has one mesh [...clip...] drapped over

> > > a set of armatures (bones) [...clip...] AC3D has no support for

> > > armatures as far as I can tell so this imformation is lost on export

> > 

> > If it is only one mesh, then that says it all.

> > 

> > Correct. That technique is new, and not supported by AC3D.

> > 

> > > Inside of Blender the posing process is actually very elegant

> > 

> > Yes, Blender is more advanced, and I would say since aircraft are not

> > organic and flex thus, it has not been a priority for the fg developers

> > to focus in this direction. Only Detlef and myself have put effort into

> > getting any body animations, from which other piloted aircraft and

> > carriers have benefited. (Correct me if I'm missing something, Vivian)

> > 

> > > The walker model is much like the existing modern pilot that is part

> > > of the P-51D.

> > 

> > I forget which pilot was version 1, but the current walker came about

> > after Detlef and I improved the pilot.

> > 

> > > Very unnatural and complex to animate and with seams at the joints

> > > that are visible.

> > 

> > I know, it is looking old already, but it is better than nothing.

> > I hope someone else will feel inspired, and be talented enough to pick

> > up where I left off.

> 

> Not quite - I animated the pilot in the Hunter and Seahawk way ahead of

> that. I have a crudely jointed model. But it just takes too long to
adjust,

> and I was hoping that we might do it in a more professional manner.

> 

> We nearly got there under PLIB, but there were some fundamental bugs we

> couldn't overcome. That thread of development just got lost in the cut
over

> to OSG. I think there is something built-in to OSG, but we never got
around

> to porting it to FG. Along with all the other things we didn't do with
OSG.

> 

> Google Summer of Code might have addressed one or more of these things,
but

> I think the deadline was missed again this year.

> 

> Vivian

 

GSoC sent out acceptance/rejection letters to mentoring orgs yesterday. I am
one of the Admins for an orginization that got accepted so I will be doing
GSoC paper work this week end. It takes a lot of prep work to get things
ready for GSoC so it is easy to not get things ready in time. But it would
have been great if FG had been able to leverage GSoC to get some specific
things done.

 

Hal

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Re: [Flightgear-devel] FlightGear at LinuxTag and FSWeekend need your

2011-03-19 Thread Martin Spott
Torsten Dreyer wrote:

> As many of you might be aware of, a group of FlightGear enthusiasts have been 
> presenting FlightGear at FSWeekend in Lelystad(NL) and LinuxTag in Berlin(DE) 
> over the last years.

I just recieved confirmation:

"we are excited to inform you, that your application for the project
  FlightGear Flight Simulator
qualified for a sponsored booth at this year's LinuxTag."


Cheers,
Martin.
-- 
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Re: [Flightgear-devel] Using native OSG 3D models - is it possible?

2011-03-19 Thread Hal V. Engel
On Saturday, March 19, 2011 09:53:52 AM Vivian Meazza wrote:
> Stewart wrote
> 
> > -Original Message-
> > From: S Andreason [mailto:sandrea...@gmail.com]
> > Sent: 19 March 2011 15:35
> > To: FlightGear developers discussions
> > Subject: Re: [Flightgear-devel] Using native OSG 3D models - is it
> > possible?
> > 
> > Hal V. Engel wrote:
> > > The model I am looking at only has one mesh [...clip...] drapped over
> > > a set of armatures (bones) [...clip...] AC3D has no support for
> > > armatures as far as I can tell so this imformation is lost on export
> > 
> > If it is only one mesh, then that says it all.
> > 
> > Correct. That technique is new, and not supported by AC3D.
> > 
> > > Inside of Blender the posing process is actually very elegant
> > 
> > Yes, Blender is more advanced, and I would say since aircraft are not
> > organic and flex thus, it has not been a priority for the fg developers
> > to focus in this direction. Only Detlef and myself have put effort into
> > getting any body animations, from which other piloted aircraft and
> > carriers have benefited. (Correct me if I'm missing something, Vivian)
> > 
> > > The walker model is much like the existing modern pilot that is part
> > > of the P-51D.
> > 
> > I forget which pilot was version 1, but the current walker came about
> > after Detlef and I improved the pilot.
> > 
> > > Very unnatural and complex to animate and with seams at the joints
> > > that are visible.
> > 
> > I know, it is looking old already, but it is better than nothing.
> > I hope someone else will feel inspired, and be talented enough to pick
> > up where I left off.
> 
> Not quite - I animated the pilot in the Hunter and Seahawk way ahead of
> that. I have a crudely jointed model. But it just takes too long to adjust,
> and I was hoping that we might do it in a more professional manner.
> 
> We nearly got there under PLIB, but there were some fundamental bugs we
> couldn't overcome. That thread of development just got lost in the cut over
> to OSG. I think there is something built-in to OSG, but we never got around
> to porting it to FG. Along with all the other things we didn't do with OSG.
> 
> Google Summer of Code might have addressed one or more of these things, but
> I think the deadline was missed again this year.
> 
> Vivian

GSoC sent out acceptance/rejection letters to mentoring orgs yesterday.  I am 
one of the Admins for an orginization that got accepted so I will be doing 
GSoC paper work this week end.  It takes a lot of prep work to get things 
ready for GSoC so it is easy to not get things ready in time.  But it would 
have been great if FG had been able to leverage GSoC to get some specific 
things done.

Hal
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Re: [Flightgear-devel] Using native OSG 3D models - is it possible?

2011-03-19 Thread Hal V. Engel
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  wrote:
> 
> From: Hal V. Engel 
> 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 tha

Re: [Flightgear-devel] Using native OSG 3D models - is it possible?

2011-03-19 Thread Vivian Meazza
Stewart wrote

> -Original Message-
> From: S Andreason [mailto:sandrea...@gmail.com]
> Sent: 19 March 2011 15:35
> To: FlightGear developers discussions
> Subject: Re: [Flightgear-devel] Using native OSG 3D models - is it
> possible?
> 
> Hal V. Engel wrote:
> >
> > The model I am looking at only has one mesh [...clip...] drapped over
> > a set of armatures (bones) [...clip...] AC3D has no support for
> > armatures as far as I can tell so this imformation is lost on export
> >
> 
> If it is only one mesh, then that says it all.
> 
> Correct. That technique is new, and not supported by AC3D.
> 
> 
> > Inside of Blender the posing process is actually very elegant
> >
> Yes, Blender is more advanced, and I would say since aircraft are not
> organic and flex thus, it has not been a priority for the fg developers
> to focus in this direction. Only Detlef and myself have put effort into
> getting any body animations, from which other piloted aircraft and
> carriers have benefited. (Correct me if I'm missing something, Vivian)
> 
> > The walker model is much like the existing modern pilot that is part
> > of the P-51D.
> I forget which pilot was version 1, but the current walker came about
> after Detlef and I improved the pilot.
> 
> > Very unnatural and complex to animate and with seams at the joints
> > that are visible.
> I know, it is looking old already, but it is better than nothing.
> I hope someone else will feel inspired, and be talented enough to pick
> up where I left off.
> 

Not quite - I animated the pilot in the Hunter and Seahawk way ahead of
that. I have a crudely jointed model. But it just takes too long to adjust,
and I was hoping that we might do it in a more professional manner.

We nearly got there under PLIB, but there were some fundamental bugs we
couldn't overcome. That thread of development just got lost in the cut over
to OSG. I think there is something built-in to OSG, but we never got around
to porting it to FG. Along with all the other things we didn't do with OSG. 

Google Summer of Code might have addressed one or more of these things, but
I think the deadline was missed again this year. 

Vivian



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Re: [Flightgear-devel] Using native OSG 3D models - is it possible?

2011-03-19 Thread S Andreason
Hal V. Engel wrote:
>
> The model I am looking at only has one mesh [...clip...] drapped over 
> a set of armatures (bones) [...clip...] AC3D has no support for 
> armatures as far as I can tell so this imformation is lost on export
>

If it is only one mesh, then that says it all.

Correct. That technique is new, and not supported by AC3D.


> Inside of Blender the posing process is actually very elegant
>
Yes, Blender is more advanced, and I would say since aircraft are not 
organic and flex thus, it has not been a priority for the fg developers 
to focus in this direction. Only Detlef and myself have put effort into 
getting any body animations, from which other piloted aircraft and 
carriers have benefited. (Correct me if I'm missing something, Vivian)

> The walker model is much like the existing modern pilot that is part 
> of the P-51D.
I forget which pilot was version 1, but the current walker came about 
after Detlef and I improved the pilot.

> Very unnatural and complex to animate and with seams at the joints 
> that are visible.
I know, it is looking old already, but it is better than nothing.
I hope someone else will feel inspired, and be talented enough to pick 
up where I left off.

Stewart
http://seahorseCorral.org/flightgear_aircraft



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Re: [Flightgear-devel] File sizes in fgdata, clean up needed?

2011-03-19 Thread HB-GRAL
Am 18.03.11 20:00, schrieb ThorstenB:
>
> Indeed, fgdata/master is becoming way too big though. But we can only
> solve this by splitting our current repository - and then push the
> different parts to fresh git repositories. Splitting fgdata was planned
> anyway. The new "--fg-aircraft" options was the first step to make this
> possible. I'm just not sure what the status of splitting fgdata is though...
>
> cheers,
> Thorsten
>

Splitting is a good idea, sorry I didn’t realize that this is on the way 
right now. I "splitted" fgdata locally today because I want to 
distribute a snapshot of my new OSX launcher (FlightGear 2.2 for 10.5/6 
intel) with some basic fgdata included, for testing purposes. Now "fgx 
full" comes with very basic fgdata around 800 MB. The .dmg to download 
takes ~500 MB. From the aircrafts I only included

737-100
b1900d
bo105
c172p
Citation-Bravo
Concorde
ec135
followme
Generic
Instruments
Instruments3d
MPCarrier
Pushback
seahawk
Sikorsky-76C
Storch
ufo
UH-1
wrightFlyer1903
ZLT-NT

I am looking forward to include a better selection. I just wanted to 
have a good selection for a starting point with "working" aircrafts and 
a good mix of types. Maybe you see something important missing here, but 
when a new (and probably well discussed) repo with "default fg 
aircrafts" comes around, I will switch to this selection of course.

Thanks, Yves


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Re: [Flightgear-devel] Using native OSG 3D models - is it possible?

2011-03-19 Thread Michael Sgier
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...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?
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  wrote:

From: Hal V. Engel 
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


 


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