Howto:Animate models: Difference between revisions

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The real world is full of motion. To simulate this in [[FlightGear]], '''models must be animated'''.
The real world is full of motion. To simulate this in [[FlightGear]], '''models must be animated'''.


This document provides basic information for all kind of animations. For more complex animations, you are advised to check the available [[aircraft]] for examples.
FlightGear allows you to animate models in response to property changes: for example, the propellers can spin when the engine is on and the elevators can move up and down with your controller. There is no fixed limit on what parts can be animated: the only requirements are that the part is named in the 3D model file, and that there is a property in the main tree that you can use to get the positioning information.  


== A note about animation order ==
This document provides basic information for all kind of animations. When animating your model, it is very helpful to find an aircraft with parts similar to yours and use it as an example. Cut and paste the code into your wrapper file and then edit to suit.
{{stub}}


== Notes ==
=== File name of main model and animation XML file ===
{{main article|Aircraft-set.xml#Not used for loading multiplayer aircraft}}
The file name of the main model and animation XML file, or the .ac file if there is no XML file, (in essence the property <code>/sim/model/path</code>) will be the name of the aircraft that is transmitted when using [[multiplayer]] and will also be used for loading multiplayer aircraft.
There is also a mechanism to substitute a full aircraft model with a simpler AI aircraft model if one is available at the same file path (including for example <code>Models/Boeing-797-800.xml</code>), but in <code>[[$FG_ROOT]]/'''AI'''/Aircraft/</code> instead of <code>$FG_ROOT/Aircraft/</code>.
=== .ac files ===
{{Main article|AC files: Understanding and changing .ac code#Identifying an object}}
When referring to an .ac file in your xml animation, it is important that the <code><object name></code> exactly matches the object named in the .ac file (this includes cases!).
'''Note for SketchUp users:''' when exporting to AC3D in Sketchup, the .ac file will name the objects in your model to "blah" by default. You need to amend the relevant object names in your .ac file using text edit, so that the xml will work.
=== Animation order ===
Animations are executed by FlightGear in the order that they are read in the model's .xml file. Therefore, it is very important to pay attention to the order, especially when multiple animations are applied to the same object(s).
Animations are executed by FlightGear in the order that they are read in the model's .xml file. Therefore, it is very important to pay attention to the order, especially when multiple animations are applied to the same object(s).


== Special code parts ==
== Tags used in most animations ==
=== Name ===
With a name animation, you can group multiple objects.
 
<source>
<animation>
  <name>Collection1</name>
  <object-name>Object1</object-name>
  <object-name>Object2</object-name>
  <object-name>Object3</object-name>
</animation>
</source>
 
The example above creates a "virtual object" with the name Collection1. In animation, we can animate this group of objects, by using:
 
<source>
<object-name>Collection1</object-name>
</source>
 
=== Object-name ===
These names are set in the 3D model. Each single object has a unique name; for easy identification it is advised to use descriptive names (LeftElevator, Rudder etc.). Animations are only applied to those objects that are mentioned in an object-name line (one object per line!). Animations lacking those, will be applied to the entire model.
 
=== Property ===
Each animation must be associated with exactly one property from the main FlightGear property tree (remember that the properties in the wrapper file are not part of the main tree), using <code><property></code> to provide the property path:
 
<source>
<animation>
  <type>rotate</type>
  <object-name>Rudder</object-name>
  <property>controls/rudder</property>
</animation>
</source>
 
Note the omission of the leading slash '/' when reffering to the property. This assures that when the model is used for AI or multiplayer traffic the animations will follow that of the AI controller instead of that of the user.
 
=== Axis ===
=== Axis ===
An axis part is required in every animation that involves a rotating or moving thing.
An axis part is required in every animation that involves a rotating or moving thing.
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=== Center ===
=== Center ===
Various animations ([[#Rotate|rotate]], [[#Spin|spin]]) move around a center point.
Various animations ([[#Rotate|rotate]], [[#Spin|spin]], [[#Scale|scale]]) move around a center point.


<source>
<source>
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The axis are similar to the ones of the 3D model, so finding coordinates is easily done in 3D modeling software.
The axis are similar to the ones of the 3D model, so finding coordinates is easily done in 3D modeling software.


== Additional tags that can be used in most animations ==
=== Conditions ===
=== Conditions ===
Multiple animations can make use of a conditional. Check <tt>$FGDATA/Docs/README.conditions</tt> for some more details.
Multiple animations can make use of a conditional. Check <tt>$FGDATA/Docs/README.conditions</tt> for some more details.
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You can add as many entries as you need. Interpolation tables are often used for gear animations (eg. to open doors during gear-movements and close them again once the gear is either retracted or fully extended).
You can add as many entries as you need. Interpolation tables are often used for gear animations (eg. to open doors during gear-movements and close them again once the gear is either retracted or fully extended).


=== Name ===
=== Expressions ===
With a name animation, you can group multiple objects.  
For some animations it is possible to define complex animations by using [[Expressions|Expressions]]. This even allows to drive the animation from multiple properties without the need for additional Nasal scripts. Here is an example for a translate animation depending on two properties and the cosine function:
 
<syntaxhighlight lang="xml">
<source>
  <animation>
  <animation>
  <name>Collection1</name>
    <type>translate</type>
  <object-name>Object1</object-name>
    <expression>
  <object-name>Object2</object-name>
      <product>
  <object-name>Object3</object-name>
        <property>/my/factor-property</property>
        <cos>
          <deg2rad>
            <property>/my/angular-property</property>
          </deg2rad>
        </cos>
      </product>
    </expression>
    [..]more elements[..]
  </animation>
  </animation>
</source>
</syntaxhighlight>


The example above creates a "virtual object" with the name Collection1. In animation, we can animate this group of objects, by using:
Animations which can utilize [[Expressions|Expressions]] are:  
* [[Howto:Animate_models#Translate|Translate]]
* [[Howto:Animate_models#Rotate|Rotate]]
* [[Howto:Animate_models#Scale|Scale]]
* [[Howto:Animate_models#Range|Range]]
* [[Howto:Animate_models#Blend|Blend]]


<source>
See more detailed info at [[Expressions|Expressions]]
<object-name>Collection1</object-name>
</source>
 
=== Object-name ===
These names are set in the 3D model. Each single object has a unique name; for easy identification it is advised to use descriptive names (LeftElevator, Rudder etc.). Animations are only applied to those objects that are mentioned in an object-name line (one object per line!). Animations lacking those, will be applied to the entire model.


== Animation types ==
== Object animations ==
=== Alpha-test ===
=== Alpha-test ===
<source>
<source>
Line 186: Line 242:
  </animation>
  </animation>
</source>
</source>
This "animation" is a way to set an alpha test on a model branch. The effect is to avoid depth buffer writing of pixel that are not seen because they are transparent. This is particulary useful when modeling a metallic structure or a tree with a billboard. The threshold of transparency is set with the <alpha-factor> element.  See also [[Pixel testing in effects]].
=== Blend ===
Blends an object with the surrounding. Comparable to a translucency animation.
<source>
<animation>
  <type>blend</type>
  <property>/velocities/airspeed-kt</property>
  <factor>0.00025</factor>
  <min>0.2</min>
  <max>0.7</max>
</animation>
</source>
* '''property:'''
* '''factor:'''
* '''min:'''
* '''max:'''
* '''[[Howto:Animate_models#Expressions|expression]]:''' is optional. For more details see [[Expressions|Expressions]]


=== Billboard ===
=== Billboard ===
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</source>
</source>


=== Enable-hot ===
You can optionally add [[#Center|&lt;center&gt;]] coordinates, to scale the object around that point.
Scenery objects are automatically defined as solid by FlightGear, meaning that an aircraft can taxi on them and/or crash when touching. For certain objects (groundmarkings, beacon light-beams etc.) this might be an unwanted feature. The solidness can be disabled with the following animation:


<source>
=== Flash ===
<animation>
  <object-name>Object</object-name>
  <enable-hot type="bool">false</enable-hot>
</animation>
</source>


* '''enable-hot:''' can be either true or false. Remember that objects are automatically solid, so it should not be nesecarily to set this at all when wanting solidness.
Used to scale an object based on the cosine of the angle between the axis provided in the animation and the view vector.


=== Flash ===
<source>
<source>
  <animation>
  <animation>
Line 263: Line 332:
* '''factor:'''
* '''factor:'''
* '''power:'''
* '''power:'''
* '''two-sides:'''
* '''two-sides:''' if false, nothing is drawn if the cosine is negative.
* '''min:'''
* '''min:'''
* '''max:'''
* '''max:'''


=== Interactions ===
scale = factor * pow( cosine, power ) + offset
<source>
<animation>
  <type>interaction</type>
  <object-name>Object</object-name>
  <interaction-type>carrier-wire</interaction-type>
</animation>
</source>


* '''interaction-type:''' can have the following values:
scale is then clamped between min and max.
** '''carrier-catapult:'''
** '''carrier-wire:''' makes the object act as an arresting wire, as used on [[aircraft carrier]]s.


=== Material ===
and this scale factor is applied to the object, from the center specified. It works best if scale is less than 1. Otherwise, there will be clipping issues.
An animation type that can be used in various ways. Of course you can combine the below mentiond systems into one (big) animation.


<source>
=== Noshadow ===
<animation>
This animation is used to make sure an object will cast no shadow.
  <type>material</type>
  <object-name>Object</object-name>
  <property-base>sim/model/c172p/material</property-base>
  <global type="bool">true</global>
  ...
  lines as mentioned below
  ...
</animation>
</source>
 
'''Optional:'''
* '''property-base:''' when using prop(erties), you might want to set a property-base. All props will be relative to this path.
* '''global:''' by setting this to <tt>true</tt>, all objects using the same material as the defined object(s) (via <tt><object-name></tt>) will be affected by the animation. This is preferred to listing several objects in <object-name> tags. It's not only faster, but also doesn't break animations by forcing objects together.
 
'''Notes:'''
* Numbers are clamped to 0.0-1.0, except "shininess", which is clamped to 0-128.
* By appending <tt>-prop</tt> each of the material properties can read its value from another property.


==== Ambient ====
<source>
  <ambient>
  <red>1.0</red>
  <green>0.2</green>
  <blue>0.0</blue>
  </ambient>
</source>
==== Diffuse ====
<source>
  <diffuse>
  <red>1.0</red>
  <green>0.2</green>
  <blue>0.0</blue>
  </diffuse>
</source>
==== Emission ====
{{Main article|Howto: Illuminate faces}}
<source>
  <emission>
  <red>1.0</red>
  <green>0.2</green>
  <blue>0.0</blue>
  <factor-prop>controls/lighting/panel-norm</factor-prop>
  </emission>
</source>
Emission colors are multiplied by the factor-prop value. 1 is maximum color intensity, while 0 is the minimum. Colors are calculated according to the [http://en.wikipedia.org/wiki/RGB_color_model RGB color model].
==== Shininess ====
Shininess is clamped to 0-128.
<source>
  <shininess>105</shininess>
</source>
==== Specular ====
<source>
  <specular>
  <red>1.0</red>
  <green>0.2</green>
  <blue>0.0</blue>
  </specular>
</source>
==== Texture ====
Used for the [[Livery over MP]] system.
<source>
  <property-base>sim/model/livery</property-base>
  <texture-prop>engine</texture-prop>
  <texture>KLM.png</texture>
</source>
==== Transparency ====
<source>
  <transparency>
  <alpha-prop>rotors/tail/rpm</alpha-prop>
  <factor>-0.0015</factor>
  <offset>1</offset>
  </transparency>
</source>
==== Threshold ====
<source>
  <threshold>0.001</threshold>
</source>
=== Noshadow ===
<source>
<source>
  <animation>
  <animation>
Line 380: Line 352:
</source>
</source>


=== Pick ===
=== Range ===
{{Main article|Howto: Make a clickable panel#Pick}}
: ''See also [[Modeling - Getting Started#Level of Detail (LOD)]].''


=== Range ===
To prevent objects -like instruments- being drawn when the aircraft is actually too far away for them to be seen anyway, a range animation is used.  
To prevent objects -like instruments- being drawn when the aircraft is actually too far away for them to be seen anyway, a range animation is used.  


<source>
<syntaxhighlight lang="xml">
  <animation>
  <animation>
   <type>range</type>
   <type>range</type>
Line 392: Line 363:
   <max-m>30</max-m>
   <max-m>30</max-m>
  </animation>
  </animation>
</source>
</syntaxhighlight>


* '''min-m:''' the shortest distance (in meters) from the object center at which it is visible.
* '''min-m:''' the shortest distance (in meters) from the object center at which it is visible.
Line 398: Line 369:


You could also use the generic level of detail (LOD) properties, which can be set by the user through View > Adjust LOD rangers:  
You could also use the generic level of detail (LOD) properties, which can be set by the user through View > Adjust LOD rangers:  
* <tt>/sim/rendering/static-lod/bare</tt> distance at which only a rough exterior model is required.
{| class="wikitable"
* <tt>/sim/rendering/static-lod/rough</tt> distance at which most should be visible.
! Property
* <tt>/sim/rendering/static-lod/detailed</tt> distance at which all details should be visible.
! Description
! Default value
|-
|<tt>/sim/rendering/static-lod/bare</tt>
| only a rough exterior model
| 30,000 m
|-
|<tt>/sim/rendering/static-lod/rough</tt>  
| most should be visible
| 9,000 m
|-
|<tt>/sim/rendering/static-lod/detailed</tt>  
| all details should be visible
| 1,500 m
|}


The animation code will look like this:
The animation code will look like this:
<source>
<syntaxhighlight lang="xml">
  <animation>
  <animation>
   <type>range</type>
   <type>range</type>
Line 409: Line 394:
   <max-property>sim/rendering/static-lod/bare</max-property>
   <max-property>sim/rendering/static-lod/bare</max-property>
  </animation>
  </animation>
</source>
</syntaxhighlight>


You can have both ranges (max and min) bound to a property, or just one of them.
You can have both ranges (max and min) bound to a property, or just one of them.
* '''min-property:'''  
* '''min-property:'''  
* '''max-property:'''
* '''max-property:'''
* '''[[Howto:Animate_models#Expressions|expression]]:''' is optional. For more details see [[Expressions|Expressions]]


=== Rotate ===
=== Rotate ===
Line 422: Line 408:
   <object-name>Object</object-name>
   <object-name>Object</object-name>
   <type>rotate</type>
   <type>rotate</type>
   <property>suface-positions/left-aileron-pos-norm</property>
   <property>surface-positions/left-aileron-pos-norm</property>
   <factor>25</factor>
   <factor>25</factor>
   <offset-deg>25</offset-deg>
   <offset-deg>25</offset-deg>
Line 440: Line 426:
* '''factor:''' is optional.
* '''factor:''' is optional.
* '''offset-deg:''' is optional. Offset in degrees.
* '''offset-deg:''' is optional. Offset in degrees.
* '''[[Howto:Animate_models#Expressions|expression]]:''' is optional. For more details see [[Expressions|Expressions]]


=== Scale ===
=== Scale ===
Line 471: Line 458:


* x.offset: the scale factor.
* x.offset: the scale factor.
* Add [[#Center|&lt;center&gt;]] coordinates, to scale the object around that point.
* '''You can optionally use an [[Howto:Animate_models#Expressions|expression]] in the <factor> or <offset> inputs.''' For more details see [[Expressions|Expressions]]


=== Select ===
=== Select ===
Line 524: Line 513:


* '''factor:''' is optional.
* '''factor:''' is optional.
=== Textranslate ===
A very important animation for cockpits! This animation moves textures over a surface.
<source>
<animation>
  <type>textranslate</type>
  <object-name>Object</object-name>
  <property>autopilot/settings/target-speed-kt</property>
  <factor>0.001</factor>
  <step>100</step>
  <axis>
  <x>0</x>
  <y>1</y>
  <z>0</z>
  </axis>
</animation>
</source>
* '''factor:'''
* '''step:'''
property * factor * step * texture width/height = the amount of pixels that the texture should be translated. If your texture is 256 pixels, an textranslate of 0.1 will result in the texture moving with 26 pixels, into the direction specified by the axis settings.


=== Timed ===
=== Timed ===
Line 560: Line 527:
  </animation>
  </animation>
</source>
</source>
=== Tracking ===
The new (in 2.11) [[Tracking animation|'''locked-track animation''']] can do exactly the same thing as the [http://wiki.blender.org/index.php/Doc:2.6/Manual/Constraints/Tracking/Locked_Track Locked Track constraint] available in Blender. However it can also be used to simulate simple inverse kinematic systems consisting of two bones connected with a revolute joint (aka hinge). See [[Tracking animation|detailed explanantion]]


=== Translate ===
=== Translate ===
The same as [[#Textranslate|textranslate]], but this animation moves a whole object (so including fixed textures). The example below will move an object 5 meters in the y-direction.
The same as [[#Textranslate|textranslate]], but this animation moves a whole object (so including fixed textures). The example below will move an object in the y-direction:
 
{| class="wikitable" border="0" cellspacing="0"
!Property value
!Output
|-
| -1
| -2.5
|-
| 0
| 2.5
|-
| 1
| 7.5
|}


<source>
<source>
Line 570: Line 554:
   <property>controls/seat/pilot/position-norm</property>
   <property>controls/seat/pilot/position-norm</property>
   <factor>5</factor>
   <factor>5</factor>
  <offset-m>2.5</offset-m>
   <axis>
   <axis>
   <x>0</x>
   <x>0</x>
Line 578: Line 563:
</source>
</source>


==References==
* '''factor:''' is optional.
* [http://www.opensubscriber.com/message/flightgear-devel@flightgear.org/958955.html "material" animation (and the bo105 as an example)]
* '''offset-m:''' is optional. Offset in meters.
by Melchior Fanz, March 22 2005.
* '''[[Howto:Animate_models#Expressions|expression]]:''' is optional. For more details see [[Expressions|Expressions]]
 
== Material animation ==
An animation type that can be used in various ways. Of course you can combine the below mentiond systems into one (big) animation.
 
<source>
<animation>
  <type>material</type>
  <object-name>Object</object-name>
  <property-base>sim/model/c172p/material</property-base>
  <global type="bool">true</global> <!-- This tag is no longer supported -->
  ...
  lines as mentioned below
  ...
</animation>
</source>
 
'''Optional:'''
* '''property-base:''' when using prop(erties), you might want to set a property-base. All props will be relative to this path.
* '''global (depreciated):''' by setting this to <tt>true</tt>, all objects using the same material as the defined object(s) (via <tt><object-name></tt>) will be affected by the animation. This is preferred to listing several objects in <object-name> tags. It's not only faster, but also doesn't break animations by forcing objects together. <span style="color:red; text-decoration: underline;">This tag is no longer supported</span>
 
'''Notes:'''
* Numbers are clamped to 0.0-1.0, except "shininess", which is clamped to 0-128.
* By appending <tt>-prop</tt> each of the material properties can read its value from another property.
 
=== Ambient ===
<source>
  <ambient>
  <red>1.0</red>
  <green>0.2</green>
  <blue>0.0</blue>
  </ambient>
</source>
 
=== Diffuse ===
<source>
  <diffuse>
  <red>1.0</red>
  <green>0.2</green>
  <blue>0.0</blue>
  </diffuse>
</source>
 
=== Emission ===
{{Main article|Howto: Illuminate faces}}
<source>
  <emission>
  <red>1.0</red>
  <green>0.2</green>
  <blue>0.0</blue>
  <factor-prop>controls/lighting/panel-norm</factor-prop>
  </emission>
</source>
 
Emission colors are multiplied by the factor-prop value. 1 is maximum color intensity, while 0 is the minimum. Colors are calculated according to the [http://en.wikipedia.org/wiki/RGB_color_model RGB color model].
 
=== Shininess ===
Shininess is clamped to 0-128.
<source>
  <shininess>105</shininess>
</source>
 
=== Specular ===
<source>
  <specular>
  <red>1.0</red>
  <green>0.2</green>
  <blue>0.0</blue>
  </specular>
</source>
 
=== Texture ===
Used for the [[Livery over MP]] system.
 
<source>
  <property-base>sim/model/livery</property-base>
  <texture-prop>engine</texture-prop>
  <texture>KLM.png</texture>
</source>
 
=== Transparency ===
<source>
  <transparency>
  <alpha-prop>rotors/tail/rpm</alpha-prop>
  <factor>-0.0015</factor>
  <offset>1</offset>
  </transparency>
</source>
 
=== Threshold ===
<source>
  <threshold>0.001</threshold>
</source>
 
== Texture Animations ==
 
Applying different matrix transformations to the textures of an object.
 
=== Textranslate ===
A very important animation for cockpits! This animation moves textures over a surface.
 
<source>
<animation>
  <type>textranslate</type>
  <object-name>Object</object-name>
  <property>autopilot/settings/target-speed-kt</property>
  <bias>0.0001</bias>
  <factor>0.001</factor>
  <step>100</step>
  <axis>
  <x>0</x>
  <y>1</y>
  </axis>
</animation>
</source>
 
* '''bias:''' Adds an offset to the property before factor/step. A small value is needed to compensate for [http://en.wikipedia.org/wiki/Floating_point#Accuracy_problems floating point accuracy].
* '''factor:''' property * factor * texture width/height = the amount of pixels that the texture should be translated. If your texture is 256 pixels, an textranslate of 0.1 will result in the texture moving with 26 pixels, into the direction specified by the axis settings.
* '''step:''' the step size at which the texture is translated. If this is set to 0.1, the texture will only be translated at 0.1, 0.2, 0.3 etc.
* '''axis:''' the direction in which the texture is translated. Y is up/down, while X is left/right.
 
=== Texrotate ===
 
<source>
<animation>
  <object-name>Object</object-name>
  <type>texrotate</type>
  <property>some/property/path</property>
  <factor>25</factor>
  <offset-deg>25</offset-deg>
  <center>
    <x>0.5</x>
    <y>0.5</y>
    <z>0</z>
  </center>
  <axis>
    <x>0</x>
    <y>0</y>
    <z>1</z>
  </axis>
</animation>
</source>
 
=== Textrapezoid ===
 
<source>
<animation>
  <type>textrapezoid</type>
  <object-name>HUD.l.canvas</object-name>
  <property>/hud/trapezoid-correction</property>
  <side>bottom</side>
</animation>
</source>
 
* '''side''': side of quad which should be scaled (''top'' (default)/''right''/''bottom''/''left'')
 
=== Texmultiple ===
 
Only one texture matrix can be applied to each object. With ''textmultiple'' multiple texture animations can be combined into a single matrix, applied to the specified object.
 
<source>
<animation>
  <type>texmultiple</type>
  <object-name>HUD.l.canvas</object-name>
  <transform>
    <subtype>textranslate</subtype>
    <property>/hud/offset-x</property>
    <axis>
    <x>1</x>
    <y>0</y>
    <z>0</z>
  </axis>
  </transform>
  <transform>
    <subtype>textranslate</subtype>
    <property>/hud/offset-y</property>
    <axis>
    <x>0</x>
    <y>1</y>
    <z>0</z>
  </axis>
  </transform>
  <transform>
    <subtype>textrapezoid</subtype>
    <property>/hud/trapezoid-correction</property>
  </transform>
</animation>
</source>
 
== Object interaction animations ==
=== Enable-hot ===
Scenery objects are automatically defined as solid by FlightGear, meaning that an aircraft can taxi on them and/or crash when touching. For certain objects (groundmarkings, beacon light-beams etc.) this might be an unwanted feature. The solidness can be disabled with the following animation:
 
<source>
<animation>
  <object-name>Object</object-name>
  <enable-hot type="bool">false</enable-hot>
</animation>
</source>
 
* '''enable-hot:''' can be either true or false. Remember that objects are automatically solid, so it should not be necessary to set this at all when wanting solidness.
 
=== Interactions ===
<source>
<animation>
  <type>interaction</type>
  <object-name>Object</object-name>
  <interaction-type>carrier-wire</interaction-type>
</animation>
</source>
 
* '''interaction-type:''' can have the following values:
** '''carrier-catapult:'''
** '''carrier-wire:''' makes the object act as an arresting wire, as used on [[aircraft carrier]]s.
 
== Direct manipulation animations ==
=== Knob / slider (v. 2.11-) ===
{{Main article|Knob / slider animation}}
 
=== Pick ===
{{Main article|Howto: Make a clickable panel#Pick}}
 
== Shadow Handling ==
There exist several possibilites for handling of shadows. <br />
See '''[[ALS_technical_notes|ALS Technical Notes]]''' and more specific '''[[ALS_technical_notes#ALS_fuselage_shadow_effect|Fuselage Shadow Effect with ALS]]''' for a relatively simple shadow handling.<br />
See '''[[Project Rembrandt]]''' which - amongst other functionality - implements a very realistic shadow mapping.
 
== References ==
{{Appendix|all|
* {{cite web |url=http://www.opensubscriber.com/message/flightgear-devel@flightgear.org/958955.html |title="material" animation (and the bo105 as an example) |first=Melchior |last=Franz |date=22 March 2005 |work=FlightGear-devel mailinglist }}
* {{cite web |url=http://www.mail-archive.com/flightgear-devel@lists.sourceforge.net/msg01546.html |title=flash animation |first=Frederic |last=Bouvier |date=22 Feb 2006 |work=FlightGear-devel mailinglist }}
}}
 


[[Category:Aircraft enhancement|Animate models]]
[[Category:Aircraft enhancement|Animate models]]
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