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What is a 'Root Node' (Read 848 times)
Apr 6th, 2009 at 9:16am

Wing Nut   Offline
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... and why do they hate me so much?

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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
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...
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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)

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

Alejandro Rojas L.   Ex Member
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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

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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
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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

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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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Reply #15 - Apr 14th, 2009 at 5:42am

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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 14th, 2009 at 1:09pm

Fr. Bill   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. 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
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Reply #17 - Apr 15th, 2009 at 8:59am

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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 15th, 2009 at 9:10am

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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... Smiley

...
 

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Reply #19 - Apr 15th, 2009 at 1:59pm

Fr. Bill   Offline
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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
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Reply #20 - Apr 15th, 2009 at 2:06pm

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So what makes that more suitable to be a dummy than the fuselage?  Undecided
 

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Reply #21 - Apr 15th, 2009 at 2:28pm

Fr. Bill   Offline
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Wing Nut wrote on Apr 15th, 2009 at 2:06pm:
So what makes that more suitable to be a dummy than the fuselage?  Undecided


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
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...
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Reply #22 - Apr 15th, 2009 at 2:33pm

Wing Nut   Offline
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...

I think...   Cool


You know, I consider myself a reasonably intelligent guy...
 

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Reply #23 - Apr 16th, 2009 at 12:05pm

Fr. Bill   Offline
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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...  Shocked
 

Bill
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...
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