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Author Topic: Flugzeuge aus WK2  (Read 136530 times)

aWac9

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Re: Flugzeuge v. WK2
« Reply #90 on: August 10, 2015, 01:26:17 pm »

very well.
Thanks for your time
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CaptTrego

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Re: Flugzeuge v. WK2
« Reply #91 on: August 10, 2015, 02:49:24 pm »

WoW.....WoW.....   =D
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Acetone

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Re: Flugzeuge v. WK2
« Reply #92 on: August 10, 2015, 03:45:53 pm »

Wow, incredible work!
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Revolver

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Re: Flugzeuge v. WK2
« Reply #93 on: August 10, 2015, 10:56:20 pm »

Many thanks to all for your trust in us. :)

...one more...


mer info über Fw190A-3 können sie hier in unseren DLW-Archiv vorfinden...
http://www.deutscheluftwaffe.de/Flugzeuge/Jeager/Fw190A3/cockpit/analyse/Hauptbeschr.htm
http://www.deutscheluftwaffe.de/Flugzeuge/cockpitprofile/web/new%20site/frames2/Deutsche%20Cockpits.htm
« Last Edit: August 10, 2015, 11:39:05 pm by AH-DG »
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KW71

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Re: Flugzeuge v. WK2
« Reply #94 on: August 11, 2015, 02:26:08 am »

Bravo!!! Great!!! That bird is coming out beautiful!
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Revolver

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Re: Flugzeuge v. WK2
« Reply #95 on: August 13, 2015, 02:20:20 am »

Bravo!!! Great!!! That bird is coming out beautiful!

THX, Amigo. :)
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PytonPago

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Re: Flugzeuge v. WK2
« Reply #96 on: August 13, 2015, 02:50:56 am »

Animations are done trough 3DSMax, or just math in script as usual (gear handling i mean - specially tat little rubber tubing in front part of the gear-arm, seems like stretching of a mesh) ?
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Revolver

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Re: Flugzeuge v. WK2
« Reply #97 on: August 13, 2015, 05:13:02 am »

Animations are done trough 3DSMax, or just math in script as usual (gear handling i mean - specially tat little rubber tubing in front part of the gear-arm, seems like stretching of a mesh) ?

Hi PP,

tut mir Leid, aber ich kann Dir das nicht beantworten da ich nicht mit Animation
beschäftigt bin. Mußt Du den Levi fragen was er da vor zaubert. :) In der Sache
bin ich ein "noob" und kann nur die polys zusammen binden...he-he =D

Gruß,
Stefan
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PytonPago

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Re: Flugzeuge v. WK2
« Reply #98 on: August 13, 2015, 12:20:39 pm »

Hi PP,

tut mir Leid, aber ich kann Dir das nicht beantworten da ich nicht mit Animation
beschäftigt bin. Mußt Du den Levi fragen was er da vor zaubert. :) In der Sache
bin ich ein "noob" und kann nur die polys zusammen binden...he-he =D

Gruß,
Stefan

:D ... ok, ich wende mich an Levi dann.
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We are still undeveloped as long as we don´t realize, that all our science is still descriptive, and than beyond that description lies a whole new world we just haven´t even started to fully understand.

CaptTrego

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Re: Flugzeuge v. WK2
« Reply #99 on: August 13, 2015, 01:26:19 pm »

Nice work AH-DG!
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Levi

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Re: Flugzeuge v. WK2
« Reply #100 on: August 13, 2015, 02:16:48 pm »

Animations are done trough 3DSMax, or just math in script as usual (gear handling i mean - specially tat little rubber tubing in front part of the gear-arm, seems like stretching of a mesh) ?
It's all made by script. For that little rubber tubing I'm applying the same technique I used for the ASK-13's wings.
And that's dividing it in several pieces, make custom vertex normals to hide the seams after the cuts, and then using a move translation for each piece based on the landing gear compression. That simple. :)
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PytonPago

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Re: Flugzeuge v. WK2
« Reply #101 on: August 13, 2015, 02:48:20 pm »

Animations are done trough 3DSMax, or just math in script as usual (gear handling i mean - specially tat little rubber tubing in front part of the gear-arm, seems like stretching of a mesh) ?
It's all made by script. For that little rubber tubing I'm applying the same technique I used for the ASK-13's wings.
And that's dividing it in several pieces, make custom vertex normals to hide the seams after the cuts, and then using a move translation for each piece based on the landing gear compression. That simple. :)

wow ... must have been a pain to do that rubber thingy ... doe, looks really great ! Nothig to suspect it to be split into several pieces.
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Levi

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Re: Flugzeuge v. WK2
« Reply #102 on: August 13, 2015, 04:22:12 pm »

wow ... must have been a pain to do that rubber thingy ... doe, looks really great ! Nothig to suspect it to be split into several pieces.
Believe it or not, this was actually one of the easiest parts to animate!

This is the code for the left side:
Code: [Select]
gear_compression({bone: 'b_leitung_l12', axis: {z:-1}, gear_unit: 0, transformation: "move", multiplier: 0.17});
gear_compression({bone: 'b_leitung_l11', axis: {z:-1}, gear_unit: 0, transformation: "move", multiplier: 0.06});
gear_compression({bone: 'b_leitung_l10', axis: {z:-1}, gear_unit: 0, transformation: "move", multiplier: 0.04});
gear_compression({bone: 'b_leitung_l09', axis: {z:-1}, gear_unit: 0, transformation: "move", multiplier: 0.06});
gear_compression({bone: 'b_leitung_l08', axis: {z:-1}, gear_unit: 0, transformation: "move", multiplier: 0.06});
gear_compression({bone: 'b_leitung_l07', axis: {z:-1}, gear_unit: 0, transformation: "move", multiplier: 0.06});
gear_compression({bone: 'b_leitung_l06', axis: {z:-1}, gear_unit: 0, transformation: "move", multiplier: 0.06});
gear_compression({bone: 'b_leitung_l05', axis: {z:-1}, gear_unit: 0, transformation: "move", multiplier: 0.06});
gear_compression({bone: 'b_leitung_l04', axis: {z:-1}, gear_unit: 0, transformation: "move", multiplier: 0.06});
gear_compression({bone: 'b_leitung_l03', axis: {z:-1}, gear_unit: 0, transformation: "move", multiplier: 0.06});
gear_compression({bone: 'b_leitung_l02', axis: {z:-1}, gear_unit: 0, transformation: "move", multiplier: 0.06});
gear_compression({bone: 'b_leitung_l01', axis: {z:-1}, gear_unit: 0, transformation: "move", multiplier: 0.06});
gear_compression({bone: 'b_leitung_l00', axis: {z:-1}, gear_unit: 0, transformation: "move", multiplier: 0.06});

gear_compression(); is a simple and useful function I would say, that I wrote and added in a function library file, which is then included in the aircraft script using $include();

This is the function itself:
Code: [Select]
// Gear Compression
function gear_compression(input){
var move_axis;
var property = 'gear/unit[0]/compression-ft';
var val = (jsb[property.replace('0', input.gear_unit)]*0.3048)*input.multiplier;
if      (input.axis.x ==  1) move_axis = {x: val};
else if (input.axis.y ==  1) move_axis = {y: val};
else if (input.axis.z ==  1) move_axis = {z: val};
else if (input.axis.x == -1) move_axis = {x:-val};
else if (input.axis.y == -1) move_axis = {y:-val};
else if (input.axis.z == -1) move_axis = {z:-val};
if (input.transformation == "move")geom.move_joint_orig(geom.get_joint(input.bone), move_axis);
else if (input.transformation == "rotate")geom.rotate_joint_orig(geom.get_joint(input.bone), val, input.axis);
}
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PytonPago

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Re: Flugzeuge v. WK2
« Reply #103 on: August 14, 2015, 01:40:09 am »

 ... scriptly easy, i thought ya had to sit at it for a whyle till ya find the proper multiplyer ...  didnt think it would look so good whyte a constant one for all !  ... also, any plans for a damage-model ?
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Revolver

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Re: Flugzeuge v. WK2
« Reply #104 on: August 14, 2015, 02:59:20 am »

...also, any plans for a damage-model ?

Moin PP,

um DM zu machen musst zuerst die Ballistik-Cod gemacht werden sein...denke ich mal. ::)

Gruß,
Stefan
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