Sorry for the delay. Some control surfaces don't look right since the
beginning, so I had to redo them. Figuring out what to do took me one day;
actually doing it and doing measurments took a day; doing the script took
another.
The script is in the lower half section of this E-mail. Download
On May 12, 2004 02:10 am, Innis Cunningham wrote:
> Hi Ampere
> If I gave the impression that I wanted to do some or all
> of the animations that was not my intention.
> I just ran a bit of animation code to see if FG had any
> problems reading 3DS scripts and it did not.
> I put the code below int
On Tue, 2004-05-11 at 23:16, Durk Talsma wrote:
> On Tuesday 11 May 2004 08:31, Innis Cunningham wrote:
> > Well Ampere the good news is that FG is quite happy
> > to animate using the 3DS file.
>
> Another piece of good news is that the ground trimming problems have been
> solved by Mathias Frol
Giles Robertson wrote:
How often do people need to specify the state of gear etc globally? I can't, offhand, think of a point at which you want all the aircraft in the world how drop the gear. Considering this, is the typo easy enough to make that we ought to change the behaviour? - or is this muck
On Wednesday 12 May 2004 16:20, Andy Ross wrote:
> Mathias Fröhlich wrote:
> > May be this 'do not use a leading slach' should also show up in that
> > model animation HOWTO?
>
> Or even generate a runtime warning during parsing. This is a really
> easy typo to make.
>
I guess both are excellent
Mathias Fröhlich wrote:
> May be this 'do not use a leading slach' should also show up in that
> model animation HOWTO?
Or even generate a runtime warning during parsing. This is a really
easy typo to make.
Andy
___
Flightgear-devel mailing list
[EMA
> From: Andy Ross [mailto:[EMAIL PROTECTED]
> Sent: 12 May 2004 14:21
> To: FlightGear developers discussions
> Subject: Re: [Flightgear-devel] MD-11 Good News
>
> Mathias Fröhlich wrote:
> > May be this 'do not use a leading slach' should also show up in that
> &
Ampere K. Hardraade wrote:
> Weird how the X-axis runs lengthwise in FlightGear, while the Y-axis
> runs sideway.
What convention would you have chosen? :)
Coordinate systems are like cuisines. There's no accounting for
taste, and you can't fix things by mixing them together.
Andy
Mathias Fröhlich wrote:
On Mittwoch, 12. Mai 2004 09:56, Erik Hofman wrote:
Just a heads up for every body again, Don't add the leading slash to the
animation property (/controls/flight/rudder) but
use relative paths instead (controls/flight/rudder)
This allows the AIModel code to animate the mode
On Mittwoch, 12. Mai 2004 09:56, Erik Hofman wrote:
> Just a heads up for every body again, Don't add the leading slash to the
> animation property (/controls/flight/rudder) but
> use relative paths instead (controls/flight/rudder)
>
> This allows the AIModel code to animate the model based on th
Durk Talsma wrote:
Hi Ampere,
I just tried your animation file. All I had to change were the lines
that read /controls/rudder to
/controls/flight/rudder and then I saw a nicely
animated rudder appearing.
Just a heads up for every body again, Don't add the leading slash to the
animation property (
On Tue, May 11, 2004 at 07:04:03PM -0400, Ampere K. Hardraade wrote:
> Weird how the X-axis runs lengthwise in FlightGear, while the Y-axis runs
> sideway.
No, that's not weird, that's standard in aeronautical engineering!
(with the z-axis pointing down, btw.)
Cheers,
-Gerhard
--
Gerhard Wesp
On Tuesday 11 May 2004 08:31, Innis Cunningham wrote:
> Well Ampere the good news is that FG is quite happy
> to animate using the 3DS file.
Another piece of good news is that the ground trimming problems have been
solved by Mathias Frolich. His proposed solution is currently under
investigation
Hi Ampere
If I gave the impression that I wanted to do some or all
of the animations that was not my intention.
I just ran a bit of animation code to see if FG had any
problems reading 3DS scripts and it did not.
I put the code below into the animation file and it
seems to work fine if that is any
Hi Ampere,
I just tried your animation file. All I had to change were the lines that read
/controls/rudder to
/controls/flight/rudder
and then I saw a nicely animated rudder appearing.
>
> Weird how the X-axis runs lengthwise in FlightGear, while the Y-axis runs
> sideway.
>
IIRC, this is a kn
Okay, let try something simple first.
URudder and LRudder pass through the following coordinates:
[54.3,0,6.25] [58.3,0,12.24]
Displacement of the two points in vector is:
[4,0,5.99]
I believe the XML will be this:
rotate
URudder
/controls/rudder
18
54.30
0.0
6.25
4.0
0.0
5
There is no need to reposition the pivots, and I would like to avoid doing
that if possible.
http://flightgear.org/Docs/fgfs-model-howto.html
Search for the phrase "For the point through which the axis passes, you use
the /center/x-m, /center/y-m, and /center/z-m properties to specify a
positi
On Tuesday 11 May 2004 07:31, Innis Cunningham wrote:
> Well Ampere the good news is that FG is quite happy
> to animate using the 3DS file.
> I just did a quick check using the elevator code out
> of the 737 and what was animated moved just the
> pivot point was all wrong but the surfaces moved
>
Well Ampere the good news is that FG is quite happy
to animate using the 3DS file.
I just did a quick check using the elevator code out
of the 737 and what was animated moved just the
pivot point was all wrong but the surfaces moved
ok.So what you need to do is work out the pivot
system in 3DS and
19 matches
Mail list logo