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What is a 'Root Node' (Read 845 times)
Apr 6th, 2009 at 9:16am

Wing Nut   Offline
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Reply #1 - Apr 6th, 2009 at 12:30pm

Fr. Bill   Offline
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Answered at FS Developer.

Briefly, to recapitulate...

The "root node" is like the root of any disk... it is the lowest level folder...

All aircraft models must have either "exterior" or "interior" as the top, or "root" node name. All other objects in the scene are Linked to that node.

Code:
exterior
   engine
   fuselage
   wings
   etc.
 

 

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 #2 - Apr 6th, 2009 at 12:53pm

Alejandro Rojas L.   Ex Member
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Nah, I never Use the Verify in exportLOD tool,I don't even rename names like "Right Wing or R_Wing, L-Flaps_01 Nah nah.(This is not FS9-SDK anymore). I leave as it is Lines,Object Box chamferbox etc, All I do is LINK what needs to be link , create the animation and make it work fine in FSX ..

But I guess that's me I'm a little bit a mess

By the way you haven't set the friendly name ,won't export like this ,Hit Create "it will make the Gui code" and then hit edit and put a name like "Kevin" or anyname the name of the model..
 
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Reply #3 - Apr 6th, 2009 at 1:41pm

HarvesteR   Offline
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Basically you have to set a link hierarchy for all your parts... to define which are attached to which (as in, ailerons attached to wings, and other parent/child relations such as that)

Cheers
 

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Reply #4 - Apr 7th, 2009 at 1:48pm

Fr. Bill   Offline
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Alejandro Rhodes wrote on Apr 6th, 2009 at 12:53pm:
Nah, I never Use the Verify in exportLOD tool,I don't even rename names like "Right Wing or R_Wing, L-Flaps_01 Nah nah.(This is not FS9-SDK anymore). I leave as it is Lines,Object Box chamferbox etc, All I do is LINK what needs to be link , create the animation and make it work fine in FSX ..


Please, Alex...

I'm trying to teach folks how to build an FSX model that can be easily "downconverted" to FS9...  Wink

Yes, you can cross the street anywhere you want; just don't be surprised if you get hit by the bus!

Pedestrian crosswalks are there for a reason.  Likewise, following the SDK conventions for "part names" per the FS9 SDK even while building for FSX is just a smart thing to do.  Cool
 

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 #5 - Apr 7th, 2009 at 5:09pm

Alejandro Rojas L.   Ex Member
I Love Simviation.

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Fr. Bill wrote on Apr 7th, 2009 at 1:48pm:
Alejandro Rhodes wrote on Apr 6th, 2009 at 12:53pm:
Nah, I never Use the Verify in exportLOD tool,I don't even rename names like "Right Wing or R_Wing, L-Flaps_01 Nah nah.(This is not FS9-SDK anymore). I leave as it is Lines,Object Box chamferbox etc, All I do is LINK what needs to be link , create the animation and make it work fine in FSX ..


Please, Alex...

I'm trying to teach folks how to build an FSX model that can be easily "downconverted" to FS9...  Wink

Yes, you can cross the street anywhere you want; just don't be surprised if you get hit by the bus!

Pedestrian crosswalks are there for a reason.  Likewise, following the SDK conventions for "part names" per the FS9 SDK even while building for FSX is just a smart thing to do.  Cool


Yeah, Embarrassed I'm a person without discipline and order , and I'm planing to release a bit later after fsx release the two citations in FS9-sdk ,Of course I have a bigger problem about the gauges  Embarrassed Undecided
I'll post something about it
 
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Reply #6 - Apr 7th, 2009 at 9:20pm

Wing Nut   Offline
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At any rate, I think I have it now. Smiley  Another 50 or 60 more problems and I may7 have this thing licked...

...


Now about those Missing FSX Shaders... Tongue
 

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Reply #7 - Apr 8th, 2009 at 12:25am

HarvesteR   Offline
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i would link that fuselage part to a dummy (call it exterior), so the dummy is the top node... this way, you can put the dummy at position 0, 0, 0 and move the aircraft about if you need to

makes for greater flexibility  Smiley

Cheers
 

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Reply #8 - Apr 8th, 2009 at 10:47am

Fr. Bill   Offline
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HarvesteR wrote on Apr 8th, 2009 at 12:25am:
i would link that fuselage part to a dummy (call it exterior), so the dummy is the top node... this way, you can put the dummy at position 0, 0, 0 and move the aircraft about if you need to


Well, since it's required for FS9 models, I would too just as a matter of habit...
 

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 #9 - Apr 11th, 2009 at 4:41pm

Wing Nut   Offline
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Can you explain more how to set up a dummy part?
 

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Reply #10 - Apr 12th, 2009 at 11:31am

Fr. Bill   Offline
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Wing Nut wrote on Apr 11th, 2009 at 4:41pm:
Can you explain more how to set up a dummy part?


There are two methods, Kevin.

1. Use the Max/GMax "Helper/Dummy" to create a Dummy object and place it at 0,0,0 in the scene. Name the part as required.

2. Create a tiny planar object at 0,0,0 and name it as required. I typically will rotate the part so it's face is down, to there's absolutely no chance it will ever be seen.

Understand that any animated parts atttached to a true Dummy (a la #1 above) will lose all animations when compiled. For this reason I stick to pseudo-dummy objects a la method #2.

For convenience, I have a defalut hierarchy set of 'pseudo-dummy' objects which I can Merge into any new project. Any additional 'pseudo-dummy' object needed can be cloned from them quickly.
 

Bill
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...
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Reply #11 - Apr 12th, 2009 at 7:22pm

Felix/FFDS   Offline
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Fr. Bill wrote on Apr 12th, 2009 at 11:31am:
Wing Nut wrote on Apr 11th, 2009 at 4:41pm:
Can you explain more how to set up a dummy part?

2. Create a tiny planar object at 0,0,0 and name it as required. I typically will rotate the part so it's face is down, to there's absolutely no chance it will ever be seen.


For this purposes, then will it suffice for the dummy object to have only two points (therefore no polygon to even be remotely visible) or MUST it have at least one 3-point face?


(Note - Rhetorical question, for discussion, since I have the habit of making a very small hidden "cube"  as any dummy object I may need)


 

Felix/FFDS...
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Reply #12 - Apr 13th, 2009 at 11:56am

Fr. Bill   Offline
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The simplest geometric object allowed is a triangle, which by definition has three points...
 

Bill
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...
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Reply #13 - Apr 13th, 2009 at 7:12pm

Wing Nut   Offline
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So I actually name the part 'Dummy' then?  I did that the named the fuselage 'exterior' and the cockpit tub (wich is at the top of that hierarchy) as 'interior'
 

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Reply #14 - Apr 13th, 2009 at 10:53pm

Felix/FFDS   Offline
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Wing Nut wrote on Apr 13th, 2009 at 7:12pm:
So I actually name the part 'Dummy' then?  I did that the named the fuselage 'exterior' and the cockpit tub (wich is at the top of that hierarchy) as 'interior'


No the "dummy"  part is the function.  You would name it "exterior"  or "interior"  (when modelling for FS9).

When modelling for FS-X, since you create and compile a separate model/scene, you can keep the convention, but otherwise ....  name for convenience.
 

Felix/FFDS...
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