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What is a 'Root Node' (Read 847 times)
Reply #15 -
Apr 14
th
, 2009 at 5:42am
Wing Nut
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I think what's confusing me is this:
First, how do you do the process of creating a dummy part?
and
What is the difference between have a plane (or triangle) as a dummy part and having the actual fuselage as one? No matter how many polys they have, or how big they are (Horton Hears a Polygon?) a part is just a part...
Kevin
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Reply #16 -
Apr 14
th
, 2009 at 1:09pm
Fr. Bill
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Wing Nut wrote
on Apr 13
th
, 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. As Felix stated, you name the dummy object whatever you need it to be, such as exterior or interior, or any other name that you might wish to use for organizational purposes.
The
major reason
for creating and using a "root node" though is that...
...every object Linked to that node inherits the x,y,z properties of that node...
In effect, the root node acts an an
anchor
for the entire project.
In theory, you could reverse the direction of a "backwards flying airplane" by simply rotating the y axis of the root node 180º using the Gizmo while the root node is selected.
Bill
Gauge Programming - 3d Modeling Eaglesoft Development Group
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Reply #17 -
Apr 15
th
, 2009 at 8:59am
Felix/FFDS
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A dummy part is merely an anchor, like Fr. Bill says.
Think of it as the tab divider in a school kid's binder - you don't want a "regular" page to be the divider between subjects.
Felix/
FFDS
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Reply #18 -
Apr 15
th
, 2009 at 9:10am
Wing Nut
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Is this what we're talking about? It's not the concept that's throwing me here, it's the methodology...
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Reply #19 -
Apr 15
th
, 2009 at 1:59pm
Fr. Bill
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Yep! That's the "Dummy" object...
...however (I can hear you groaning!), I tend to avoid using them for the most part because...
...in an FS9 compiled model, animations are stripped out of the export stream if any have been applied to a true "Dummy" object.
Rather than run the risk of such occurring, it is
my
practice to use only a pseudo-dummy object that I create myself.
That pseudo-dummy object being a single, tiny, square polygon who's face is downward, so it won't ever be seen.
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
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Reply #20 -
Apr 15
th
, 2009 at 2:06pm
Wing Nut
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So what makes that more suitable to be a dummy than the fuselage?
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Reply #21 -
Apr 15
th
, 2009 at 2:28pm
Fr. Bill
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Wing Nut wrote
on Apr 15
th
, 2009 at 2:06pm:
So what makes that more suitable to be a dummy than the fuselage?
One word: consistency!
As I've stated previously, the entire model "inherits" the properties of the "root node."
One critical property is the precise location of the "root node's" axis, which
must
be the scene's centerpoint (0,0,0). Another critical property is the orientation of the object's axis in the scene's world space; i.e. which "directions" the x, y and z axes point
Think of the "root node" as if it were the keystone of an arch.
All other stones in an arch must have a precise spatial relationship with the "keystone" otherwise the arch cannot be self-supporting; it will collapse as soon as the scaffolding is removed.
In a similar fashion, if you move the "root node" in the scene, every object Linked to it will move in precise formation...
If you rotate the "root node's" axes with the Gizmo and "Affect Pivot Only" selected, you simultaneously affect the pivot point orientation of every object Linked to the "root node."
These two concepts are why I choose to use a very simple object for my "root node(s)" because it's far easier to visualize the centerpoint of a single square polygon (two equilateral triangles) than it is a complex set of polygons such as a fuselage.
Remember always that it is the
pivot point
of an object that's the important and crucial determiner, not the object itself!
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 -
Apr 15
th
, 2009 at 2:33pm
Wing Nut
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I think...
You know, I consider myself a reasonably intelligent guy...
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Reply #23 -
Apr 16
th
, 2009 at 12:05pm
Fr. Bill
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I used to have a life;
now I have GMax!
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Remember that I used the emphatic word "
must
" regarding the x,y,z origin of the root node's axis...
There are some who might quibble and say that this "ain't true 'cause I don't do that and I see the a/c in the sim..."
However, those who might say that don't understand that the sim
assumes
that the model's origin point in 3d space is 0,0,0 and the entire flight design envelope (FDE) is predicated on this being true.
All points in the FDE (flight controls, lights, et cetera) are relative to the relationship of the model's origin (centerpoint) with the sim's world space. If this spatial relationship is
not
in 1:1 correspondence, then all manner of weird and unpredictable things are likely to occur...
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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