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Skin And Bones Function (Read 2128 times)
Reply #15 - Sep 9th, 2006 at 11:58am

Fr. Bill   Offline
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Quote:
Oh.

But still, can u use 3dsmax instead of gmax now?


Well, FP Beta users can't, because the SDKs included are incomplete.

"Official" Beta users are testing out the new tools with mixed results so far.  It ain't soup yet!  Grin
 

Bill
... Gauge Programming - 3d Modeling Eaglesoft Development Group Intel Core 2 Quad Q6600-4GB DDR2 Crucial PC6400-800 GB SATA-ATI Radeon HD2400 Pro 256MB DX10 NOTE: Unless explicitly stated in the post, everything written by my hand is MY opinion. I do NOT speak for any company, real or imagined...
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Reply #16 - Sep 10th, 2006 at 3:52am

Ashton Lawson   Offline
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At least its gonna be soup! Grin
 

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Reply #17 - Sep 11th, 2006 at 6:20am

Sterk   Offline
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On top of that, IK was not listed in the list of FSX features. So, for all I know, I could be wrong.


Why?IK was listed as a FSX feature and mentioned several times in intreviews with developers.What I cant say about skinning feature and bones.Never heard that FSX supports vertex animation(wich the skinning is).
Cause supporting IK feature does not automatically means supporting skinning-these are two completely
different things.But if FSX will really support vertex animation its great.
 

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Reply #18 - Sep 11th, 2006 at 11:16am

Katahu   Offline
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Why?IK was listed as a FSX feature and mentioned several times in intreviews with developers.


Pardon me, but I have read most of the reviews [especially the major ones] and I have yet to have find any mention of them. From what n4gix pointed out and from what I have gathered, it seems to have only been mentioned in just the video listed above [which isn't obvious at first] and in the FSX Beta SDKs [which I don't have obviously].

If it was mentioned in the reviews and interviews then I need a visit to the eye doctor.
 
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Reply #19 - Sep 11th, 2006 at 11:43am

Fr. Bill   Offline
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Quote:
Why?IK was listed as a FSX feature and mentioned several times in intreviews with developers.What I cant say about skinning feature and bones.Never heard that FSX supports vertex animation(wich the skinning is).
Cause supporting IK feature does not automatically means supporting skinning-these are two completely
different things.But if FSX will really support vertex animation its great.


You know the saying that "a picture speaks a thousand words?"

Apparently it doesn't always... I posted a screenshot of I-K animation complete with vertex animation (animated flag) as displayed in Max8 previously in this thread.

Here then is an animated GIF file showing the complete rig IN FSX...  Although only five frames captured in no particular sequence, it's clearly demonstrating that I-K animation and vertex animation is supported... 8)

Note that the flag is aligned with the wind, as can be seen by the cloud movement...  Grin

...
 

Bill
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Reply #20 - Sep 11th, 2006 at 11:47am

Katahu   Offline
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Nice. How long did it take you to put that together?
 
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Reply #21 - Sep 11th, 2006 at 11:52am

Fr. Bill   Offline
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Nice. How long did it take you to put that together?


Which? The oil-rig or the animated GIF?

The oil-rig is a "test .max file" supplied with the SDK to allow folks to test their installation and compile tools. It took about a half hour to get set up, export and place the oil-rig at KSEA.

The animated GIF took about ten minutes... Wink

Note also the shadows & illumination cast by the 'beacon' of the Bell 206 on the empennage and stabilizers.

Please believe me that when I speak of things "FSX," I'm doing so from actual knowledge, not merely supposition or conjecture...  Tongue
 

Bill
... Gauge Programming - 3d Modeling Eaglesoft Development Group Intel Core 2 Quad Q6600-4GB DDR2 Crucial PC6400-800 GB SATA-ATI Radeon HD2400 Pro 256MB DX10 NOTE: Unless explicitly stated in the post, everything written by my hand is MY opinion. I do NOT speak for any company, real or imagined...
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Reply #22 - Sep 11th, 2006 at 9:03pm

Sterk   Offline
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n4gix

I didnt say I dont believe you that FSX supports skinning-I just said I never read about supporting this feature by FSX before...Anyway-this is great news and means extremely new level of addons...

For Katahu-note the date:

http://blogs.msdn.com/sebby1234/archive/2006/04/08/568204.aspx

p.s.by the way-n4gix-why crane's hook is moving-is it affected by wind or just animated manually?
If it's moved by wind daz it mean that ALL elements of enviroment or aircraft,wich skinned and boned properly will be affected by wind in the sim?
 

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Reply #23 - Sep 12th, 2006 at 12:12am

Ashton Lawson   Offline
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Lets hope so.  That'll be cool!  (except for the people who cant IK properly...)
 

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Reply #24 - Sep 12th, 2006 at 2:47pm

Fr. Bill   Offline
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Quote:
p.s.by the way-n4gix-why crane's hook is moving-is it affected by wind or just animated manually?
If it's moved by wind daz it mean that ALL elements of enviroment or aircraft,wich skinned and boned properly will be affected by wind in the sim?


As Sebby noted in his blog entry, any part may now have more than one 'animation' trigger/track applied, which means that yes, the crane's hook is 'swinging' according to the ambient wind's direction and speed.

I'm looking forward to actually learning the full potential of this new technique, so that I can rebuild the CAPS (Cirrus Airframe Parachute System) for our Eaglesoft SR20 and SR22 aircraft.  In FS9 I was limited to modeling essentially a chained series of animations that only provide an illusion of rocket deployment, chute opening, descent and collapse...

Now, I should be able to generate a single sequence that will smoothly transition from 'deployment rocket' to 'chute collapse'...  Grin
 

Bill
... Gauge Programming - 3d Modeling Eaglesoft Development Group Intel Core 2 Quad Q6600-4GB DDR2 Crucial PC6400-800 GB SATA-ATI Radeon HD2400 Pro 256MB DX10 NOTE: Unless explicitly stated in the post, everything written by my hand is MY opinion. I do NOT speak for any company, real or imagined...
...
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Reply #25 - Sep 12th, 2006 at 4:10pm

USMC_BEANS   Offline
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You guys are all brilliant! Shocked  I can't wait to see what you all come up with in FSX.  Thank you all for your hard work and tireless dedication to making a great game even better (and usually doing it for free!).
 
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Reply #26 - Sep 13th, 2006 at 11:37pm

Ashton Lawson   Offline
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Cool stuff.  FSX is gonna be extremely advanced and realistic...
 

...&&FS Water Configurator+ has new modifications in the works, plus DirectX 10, Service Pack&&1, and Radeon HD 3+ Series support.
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Reply #27 - Sep 14th, 2006 at 1:00am

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Nice, this may possibally add the function of movable ground characters loading, bag's and also doing little mechanical duties around the aircraft lol. It will be very interessting to see the outcome and universal output behind every option of design.

possibally ground animals, will be [cough]altered and modified to perform human like functions lol[/cough]

Grin 8)
 

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Reply #28 - Sep 14th, 2006 at 5:09am

Ashton Lawson   Offline
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It would be funny if someone made a human character, and accidently made the bones react to wind... Grin

Hey!
About the towline thing, is that using bones?  Cuz if it is, then people can then simulate both probe and drogue mid-air refueling.  With drogue, use lots of bones, with probe, single.  Or the other way around (i'm not quite sure which is which...)
 

...&&FS Water Configurator+ has new modifications in the works, plus DirectX 10, Service Pack&&1, and Radeon HD 3+ Series support.
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Reply #29 - Sep 14th, 2006 at 9:35am

JBaymore   Offline
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Nice, this may possibally add the function of movable ground characters loading, bag's and also doing little mechanical duties around the aircraft lol. It will be very interessting to see the outcome......


Oh boy.... this means that some virtual baggage handler can now throw some virtual suitcase 10 feet down to the steel deck of the virtual baggage cart, thereby breaking the virtual contents.  As real as it gets!   Grin


best,

...........john




 

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