Re: [Flightgear-devel] New features for 3.0 (?) presentation

2013-05-10 Thread Thomas Geymayer
Am 2013-05-07 14:10, schrieb Renk Thorsten:
 If you want I can create a video of my work in progress C-130J
 making use of these animations.
 
 This sounds very neat!
 
 Hm, I guess one could make a video presentation of all animated
 features (like the trees moving in the wind, or the storm blows dust
 /leaves effect I'm working on), but maybe someone else should do that
 - video is not really my area of expertise...

I've now created a video of the nose landing gear during takeoff run and
retraction:

http://youtu.be/bWGLapFgOtw

There is nothing textured yet and also the video quality is not the
best, but I think the animations are demonstrated quite well.

Tom

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Re: [Flightgear-devel] New features for 3.0 (?) presentation

2013-05-08 Thread Thomas Geymayer
Hi Vivian,

2013/5/7 Vivian Meazza vivian.mea...@lineone.net:
 Thanks, interesting. As a non-Blender user (it makes my brain hurt) the
 references are a bit obscure.

If you get used to Blender its a really powerful tool (I have problems
if trying to work with other modelling programs :P) and with using the
right scripts it gets a very neat tool for creating models for
FlightGear. For example for a gear scissor just add an armature with
two bones, add an IK constraint to the second bone and attach an
element of the scissor to each bone, and you are done. You can watch
the animation in Blender and using an exporter script now it is
possible to watch exactly the same animation inside FlightGear. You
don't need to guess any coordinates/axes/etc. and if you modify and
object you just have to export it again, without manually modifying
the animation xml.

 Are the various axes always orthogonal?

There are (currently) only two axes required. The lock-axis and the
track-axis. They should be orthogonal, as the rotation is only
possible round the lock-axis. Internally the track-axis is always
orthonormalized to the lock-axis, as calculations always are performed
in the plane normal to the lock-axis.

 Can they also be specified in the alternate form:

 axis
 x1-m5.1821/x1-m
 y1-m0.221496/y1-m
 z1-m0.794147/z1-m
 x2-m4.99208/x2-m
 y2-m0.114133/y2-m
 z2-m0.842884/z2-m
 /axis

Currently the alternate form is not possible. The problem is that we
have two axes crossing at the same center, so which of the axes should
specify the center? Also the center/axis form clearly states where the
center is located, which is not the case with the alternate form (the
center is located halfway between the two given points). For the
rotate animation the exact location of the center along the axis is
not relevant, but for the tracking animation it is.
Also as one would probably not create the xml by hand, using multiple
notations would not gain us anything.

 If non-orthogonal  axes are allowed they are difficult in the
 center/axis form in the example in the wiki.

 Perhaps, when you have time, the information could be consolidated in

 http://wiki.flightgear.org/Howto:Animate_models and
 fgdata/Docs/model-howto.html

I will do if timer permits :) Yesterday I have added some images. I
don't know if you have already seen them.

 Looks like valuable work to me: gear scissor links were very difficult with
 the existing animations.

That was the initial reason for creating it. But now it is also useful
for creating complex kinematic systems as can be found for landing
gears and their doors.

Tom

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Re: [Flightgear-devel] New features for 3.0 (?) presentation

2013-05-08 Thread Gijs de Rooy
Hi Tom,

This reads like the perfect (very) early Christmas present! This will keep me 
busy on my free ascension day tomorrow :-)

Thanks!

Cheers,
Gijs

 Date: Wed, 8 May 2013 11:30:58 +0200
 From: tom...@gmail.com
 To: flightgear-devel@lists.sourceforge.net
 Subject: Re: [Flightgear-devel] New features for 3.0 (?) presentation
 
 Hi Vivian,
 
 2013/5/7 Vivian Meazza vivian.mea...@lineone.net:
  Thanks, interesting. As a non-Blender user (it makes my brain hurt) the
  references are a bit obscure.
 
 If you get used to Blender its a really powerful tool (I have problems
 if trying to work with other modelling programs :P) and with using the
 right scripts it gets a very neat tool for creating models for
 FlightGear. For example for a gear scissor just add an armature with
 two bones, add an IK constraint to the second bone and attach an
 element of the scissor to each bone, and you are done. You can watch
 the animation in Blender and using an exporter script now it is
 possible to watch exactly the same animation inside FlightGear. You
 don't need to guess any coordinates/axes/etc. and if you modify and
 object you just have to export it again, without manually modifying
 the animation xml.
 
  Are the various axes always orthogonal?
 
 There are (currently) only two axes required. The lock-axis and the
 track-axis. They should be orthogonal, as the rotation is only
 possible round the lock-axis. Internally the track-axis is always
 orthonormalized to the lock-axis, as calculations always are performed
 in the plane normal to the lock-axis.
 
  Can they also be specified in the alternate form:
 
  axis
  x1-m5.1821/x1-m
  y1-m0.221496/y1-m
  z1-m0.794147/z1-m
  x2-m4.99208/x2-m
  y2-m0.114133/y2-m
  z2-m0.842884/z2-m
  /axis
 
 Currently the alternate form is not possible. The problem is that we
 have two axes crossing at the same center, so which of the axes should
 specify the center? Also the center/axis form clearly states where the
 center is located, which is not the case with the alternate form (the
 center is located halfway between the two given points). For the
 rotate animation the exact location of the center along the axis is
 not relevant, but for the tracking animation it is.
 Also as one would probably not create the xml by hand, using multiple
 notations would not gain us anything.
 
  If non-orthogonal  axes are allowed they are difficult in the
  center/axis form in the example in the wiki.
 
  Perhaps, when you have time, the information could be consolidated in
 
  http://wiki.flightgear.org/Howto:Animate_models and
  fgdata/Docs/model-howto.html
 
 I will do if timer permits :) Yesterday I have added some images. I
 don't know if you have already seen them.
 
  Looks like valuable work to me: gear scissor links were very difficult with
  the existing animations.
 
 That was the initial reason for creating it. But now it is also useful
 for creating complex kinematic systems as can be found for landing
 gears and their doors.
 
 Tom
 
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Re: [Flightgear-devel] New features for 3.0 (?) presentation

2013-05-08 Thread grtuxhangar team
Hello Thomas

Congratulation for the work, the team is giving a try, with one of our most
complex landing gear.
Though,  like Vivian, we are not Blender user.
However since :
Currently the alternate form is not possible.
We will want to define and to draw the ojects/group animation related,  out
of the aircraft main model, with the parent strut XYZ axis set to zero,

AND only at the end to include that animated ojects/group within the
aircraft main model.

 model
 nameRightGearAnimated/name
 pathAircraft/MyAircraft/Models/RightGear.xml/path
 offsets
 x-m-0.800652/x-m
 y-m0.658753/y-m
 z-m-0.683991/z-m
 pitch-deg3.289/pitch-deg
 roll-deg1.2528/roll-deg
 /offsets
 /model

Which makes most of the landing gears to be redrawn.

Am i right ?
Thank

Ahmad



On 8 May 2013 11:30, Thomas Geymayer tom...@gmail.com wrote:

 Hi Vivian,

 2013/5/7 Vivian Meazza vivian.mea...@lineone.net:
  Thanks, interesting. As a non-Blender user (it makes my brain hurt) the
  references are a bit obscure.

 If you get used to Blender its a really powerful tool (I have problems
 if trying to work with other modelling programs :P) and with using the
 right scripts it gets a very neat tool for creating models for
 FlightGear. For example for a gear scissor just add an armature with
 two bones, add an IK constraint to the second bone and attach an
 element of the scissor to each bone, and you are done. You can watch
 the animation in Blender and using an exporter script now it is
 possible to watch exactly the same animation inside FlightGear. You
 don't need to guess any coordinates/axes/etc. and if you modify and
 object you just have to export it again, without manually modifying
 the animation xml.

  Are the various axes always orthogonal?

 There are (currently) only two axes required. The lock-axis and the
 track-axis. They should be orthogonal, as the rotation is only
 possible round the lock-axis. Internally the track-axis is always
 orthonormalized to the lock-axis, as calculations always are performed
 in the plane normal to the lock-axis.

  Can they also be specified in the alternate form:
 
  axis
  x1-m5.1821/x1-m
  y1-m0.221496/y1-m
  z1-m0.794147/z1-m
  x2-m4.99208/x2-m
  y2-m0.114133/y2-m
  z2-m0.842884/z2-m
  /axis

 Currently the alternate form is not possible. The problem is that we
 have two axes crossing at the same center, so which of the axes should
 specify the center? Also the center/axis form clearly states where the
 center is located, which is not the case with the alternate form (the
 center is located halfway between the two given points). For the
 rotate animation the exact location of the center along the axis is
 not relevant, but for the tracking animation it is.
 Also as one would probably not create the xml by hand, using multiple
 notations would not gain us anything.

  If non-orthogonal  axes are allowed they are difficult in the
  center/axis form in the example in the wiki.
 
  Perhaps, when you have time, the information could be consolidated in
 
  http://wiki.flightgear.org/Howto:Animate_models and
  fgdata/Docs/model-howto.html

 I will do if timer permits :) Yesterday I have added some images. I
 don't know if you have already seen them.

  Looks like valuable work to me: gear scissor links were very difficult
 with
  the existing animations.

 That was the initial reason for creating it. But now it is also useful
 for creating complex kinematic systems as can be found for landing
 gears and their doors.

 Tom


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 Download your free book today! http://p.sf.net/sfu/neotech_d2d_may
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Re: [Flightgear-devel] New features for 3.0 (?) presentation

2013-05-08 Thread Thomas Geymayer
Hi Ahmad,

2013/5/8 grtuxhangar team hohora...@gmail.com:
 Congratulation for the work, the team is giving a try, with one of our most
 complex landing gear.
 Though,  like Vivian, we are not Blender user.
 However since :

Currently the alternate form is not possible.
 We will want to define and to draw the ojects/group animation related,  out
 of the aircraft main model, with the parent strut XYZ axis set to zero,

 AND only at the end to include that animated ojects/group within the
 aircraft main model.

  model
  nameRightGearAnimated/name
  pathAircraft/MyAircraft/Models/RightGear.xml/path
  offsets
  x-m-0.800652/x-m
  y-m0.658753/y-m
  z-m-0.683991/z-m
  pitch-deg3.289/pitch-deg
  roll-deg1.2528/roll-deg
  /offsets
  /model

I'm not completely sure if I fully understand you, but if you want to
include an animated submodel into your main model it should still
work. There is no difference compared to the other existing
animations. Also using the offsets transformations should work,
although I have not tested it.

 Which makes most of the landing gears to be redrawn.

I think I don't really understand what you mean. Every object is drawn
once. If you include your landing gear twice, it will be drawn twice.

Tom

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Re: [Flightgear-devel] New features for 3.0 (?) presentation

2013-05-08 Thread grtuxhangar team
Hello, Thomas

Sorry my question was not clear, and i probably misunderstood the feature.
So,
just a question: how do you define the main parent actuator  axis rotation ?
that one which trigger every other child components.
 Most of them are not rotating with a pure xyz axis rotation but very often
according to those alternate form (cf Vivian) .
That the point  i was asking for, and the solution i was looking for.
I could be on the wrong way.
Thank
ahmad


On 8 May 2013 14:49, Thomas Geymayer tom...@gmail.com wrote:

 Hi Ahmad,

 2013/5/8 grtuxhangar team hohora...@gmail.com:
  Congratulation for the work, the team is giving a try, with one of our
 most
  complex landing gear.
  Though,  like Vivian, we are not Blender user.
  However since :
 
 Currently the alternate form is not possible.
  We will want to define and to draw the ojects/group animation related,
  out
  of the aircraft main model, with the parent strut XYZ axis set to zero,
 
  AND only at the end to include that animated ojects/group within the
  aircraft main model.
 
   model
   nameRightGearAnimated/name
   pathAircraft/MyAircraft/Models/RightGear.xml/path
   offsets
   x-m-0.800652/x-m
   y-m0.658753/y-m
   z-m-0.683991/z-m
   pitch-deg3.289/pitch-deg
   roll-deg1.2528/roll-deg
   /offsets
   /model

 I'm not completely sure if I fully understand you, but if you want to
 include an animated submodel into your main model it should still
 work. There is no difference compared to the other existing
 animations. Also using the offsets transformations should work,
 although I have not tested it.

  Which makes most of the landing gears to be redrawn.

 I think I don't really understand what you mean. Every object is drawn
 once. If you include your landing gear twice, it will be drawn twice.

 Tom


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Re: [Flightgear-devel] New features for 3.0 (?) presentation

2013-05-08 Thread Thomas Geymayer
2013/5/8 grtuxhangar team hohora...@gmail.com:
 Hello, Thomas

 Sorry my question was not clear, and i probably misunderstood the feature.
 So,
 just a question: how do you define the main parent actuator  axis rotation ?
 that one which trigger every other child components.

I am using the normal rotate animation to rotate the main strut. Every
attached hydraulic cylinder, link, etc. is then animated using the
locked-track animation. For a hydraulic cylinder the piston and the
cylinder housing each are animated using a locked-track animation
tracking each other. For a gear scissor, a locked-track animation
tracks from a point attached to the strut to a point on the axis. Two
objects can be attached to the animation, allowing to animate a
scissor. (The object and the slave object, are rotated such that the
exactly fill the space between the two attachment points of the
scissor). For the second type of animation I will add some pictures to
the wiki later on.

  Most of them are not rotating with a pure xyz axis rotation but very often
 according to those alternate form (cf Vivian) .

There is no difference in terms of what you can express. Both
notations allow you exactly the same thing. For the animation a center
point and an orientation (axis) are required to calculate the location
and orientation of the rotation. Think of the center as the location
of the hinge somewhere in space and of the axis as the actual
orientation of the hinge.
You can now either specify the position of the hinge and the
orientation of its axis or (the alternate form) two points on the axis
of the hinge, which are then used to calculate the center and
orientation of the hinge. (If you use the alternate form the center
and axis are automatically calculated from the two given points).

There is no rotation that you can not describe with a single axis
given by its xyz coordinates.

 That the point  i was asking for, and the solution i was looking for.
 I could be on the wrong way.

Tom

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Re: [Flightgear-devel] New features for 3.0 (?) presentation

2013-05-08 Thread Thomas Geymayer
Am 2013-05-07 14:10, schrieb Renk Thorsten:
 * Canvas instances can now be placed on scenery objects. This allows
   for example creating animated signs/monitors. I've started to create
   a Visual Docking Guidance System, which is not fully functionally yet
   but should be complete enough to be used for a screenshot (eg. azimuth
   guidance is missing)
 
 If I could get a screenshot from you, that'd be nice.

I have updated the VDGS a bit and created some screenshots:

https://www.dropbox.com/sh/jswmmj6inh1k3go/cpj5XpD6KA

Maybe we should create a timeline of the VDGS (inside one/multiple of
the larger cockpit/outside views).

Tom

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Re: [Flightgear-devel] New features for 3.0 (?) presentation

2013-05-07 Thread Thomas Geymayer
2013/5/7 Vivian Meazza vivian.mea...@lineone.net:
 The tracking animation sounds useful - do you have any documentation
 available? In due course it should end up in fgdata/Docs/model-howto.html
 with all the other animations.

I have now added some examples and a basic documentation to the wiki:

http://wiki.flightgear.org/Tracking_animation

I will add some more info and images once I find some time for it.

Tom

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Re: [Flightgear-devel] New features for 3.0 (?) presentation

2013-05-07 Thread Renk Thorsten
 * Canvas instances can now be placed on scenery objects. This allows
   for example creating animated signs/monitors. I've started to create
   a Visual Docking Guidance System, which is not fully functionally yet
   but should be complete enough to be used for a screenshot (eg. azimuth
   guidance is missing)

If I could get a screenshot from you, that'd be nice.

   If you want I can create a video of my work in progress C-130J making
   use of these animations.

This sounds very neat!

Hm, I guess one could make a video presentation of all animated features (like 
the trees moving in the wind, or the storm blows dust /leaves effect I'm 
working on), but maybe someone else should do that - video is not really my 
area of expertise...

* Thorsten
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Re: [Flightgear-devel] New features for 3.0 (?) presentation

2013-05-07 Thread Vivian Meazza
Tom

 Sent: 07 May 2013 10:06
 To: FlightGear developers discussions
 Subject: Re: [Flightgear-devel] New features for 3.0 (?) presentation
 
 2013/5/7 Vivian Meazza vivian.mea...@lineone.net:
  The tracking animation sounds useful - do you have any documentation
  available? In due course it should end up in
  fgdata/Docs/model-howto.html with all the other animations.
 
 I have now added some examples and a basic documentation to the wiki:
 
 http://wiki.flightgear.org/Tracking_animation
 
 I will add some more info and images once I find some time for it.
 

Thanks, interesting. As a non-Blender user (it makes my brain hurt) the
references are a bit obscure.

Are the various axes always orthogonal? Can they also be specified in the
alternate form:

axis
x1-m5.1821/x1-m
y1-m0.221496/y1-m
z1-m0.794147/z1-m
x2-m4.99208/x2-m
y2-m0.114133/y2-m
z2-m0.842884/z2-m
/axis

If non-orthogonal  axes are allowed they are difficult in the
center/axis form in the example in the wiki.

Perhaps, when you have time, the information could be consolidated in 

http://wiki.flightgear.org/Howto:Animate_models and
fgdata/Docs/model-howto.html

Looks like valuable work to me: gear scissor links were very difficult with
the existing animations.

Vivian
 



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[Flightgear-devel] New features for 3.0 (?) presentation

2013-05-06 Thread Renk Thorsten

I thought it'd be a nice idea to present one or two articles on the FG project 
page about things to expect from the next release (3.0?). These would be 
features which have appeared on GIT since 2.10 or are epected to appear before 
the release. Consider the articles as advertisement material, so they should be 
visual, exciting and be at the forefront of what FG can do. 

I have flagged for the purpose

* tooltips and the gnome-themed new popup windows
* Heiko's devel version of the EC-135
* Stuarts work on AAR with new tanker planes 
* improvements with regional textures and trees
* (my own stuff on weather, light and hires procedural texturing)
* (what about the linear texture work on roads and railways?)

If you know of anything else which makes good publicity and can be explained in 
a picture and a paragraph of text, let me know or better let me have the 
picture and paragraph of text (preferably by the end of the week).

* Thorsten
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Re: [Flightgear-devel] New features for 3.0 (?) presentation

2013-05-06 Thread Thomas Geymayer
Am 2013-05-06 10:35, schrieb Renk Thorsten:
 If you know of anything else which makes good publicity and can be
 explained in a picture and a paragraph of text, let me know or better
 let me have the picture and paragraph of text (preferably by the end
 of the week).

* Canvas instances can now be placed on scenery objects. This allows
  for example creating animated signs/monitors. I've started to create
  a Visual Docking Guidance System, which is not fully functionally yet
  but should be complete enough to be used for a screenshot (eg. azimuth
  guidance is missing)

* The new tracking animation (similar to Blender's locked-track
  constraint) allows easily animating complex kinematic systems. For
  examples gear scissors, landing gear doors attached to struts (also
  with links and joints in between) or also torque struts connecting
  multiple gears with independent compression while still tracking each
  other can be realized. Also any type of strut for eg. cargo ramps can
  be easily animated.
  If you want I can create a video of my work in progress C-130J making
  use of these animations.

Tom

-- 
Thomas Geymayer  www.tomprogs.at / C-Forum und Tutorial: www.proggen.org

Institute for Computer Graphics and Vision
  Graz University of Technology
--- Austria 

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Re: [Flightgear-devel] New features for 3.0 (?) presentation

2013-05-06 Thread Vivian Meazza
Tom

 Sent: 06 May 2013 23:11
 To: flightgear-devel@lists.sourceforge.net
 Subject: Re: [Flightgear-devel] New features for 3.0 (?) presentation
 
 Am 2013-05-06 10:35, schrieb Renk Thorsten:
  If you know of anything else which makes good publicity and can be
  explained in a picture and a paragraph of text, let me know or better
  let me have the picture and paragraph of text (preferably by the end
  of the week).
 
 * Canvas instances can now be placed on scenery objects. This allows
   for example creating animated signs/monitors. I've started to create
   a Visual Docking Guidance System, which is not fully functionally yet
   but should be complete enough to be used for a screenshot (eg. azimuth
   guidance is missing)
 
 * The new tracking animation (similar to Blender's locked-track
   constraint) allows easily animating complex kinematic systems. For
   examples gear scissors, landing gear doors attached to struts (also
   with links and joints in between) or also torque struts connecting
   multiple gears with independent compression while still tracking each
   other can be realized. Also any type of strut for eg. cargo ramps can
   be easily animated.
   If you want I can create a video of my work in progress C-130J making
   use of these animations.
 
The tracking animation sounds useful - do you have any documentation
available? In due course it should end up in fgdata/Docs/model-howto.html
with all the other animations.

Vivian 



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leaders in the field. The early access version is available now. 
Download your free book today! http://p.sf.net/sfu/neotech_d2d_may
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