User talk:Hvengel: Difference between revisions

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[[User:I4dnf|I4dnf]] ([[User talk:I4dnf|talk]]) 09:09, 11 July 2014 (UTC)
[[User:I4dnf|I4dnf]] ([[User talk:I4dnf|talk]]) 09:09, 11 July 2014 (UTC)
Like you I avoid Nasal if there is an XML way to handle things.  With a JSBSim FDM you can do a lot of things in XML that require Nasal in a YASim aircraft and, at least for a JSBSim FDM, you should almost never need Nasal for animations unless they are VERY complex or are not FDM specific (IE. intended for use in any aircraft regardless of FDM).  The K-14A gun sight reticle animations are an example of something complex enough to be beyond doing it with XML only but it is also intended to be FDM independent as well so using JSBSim to drive the animations was not an option. 
Also in JSBSim you can setup XML functions specifically to drive animations.  For example, I do this to throttle the gun animations as frame rates fall below certain thresholds.  But I don't use any JSBSim stuff for the prop animation. When you use XML you are relegating things to either the FDM or to FG itself which will generally be more efficient and "safer" than rolling your own Nasal and much of this will actually happen in C++ space.  Also if you do this using FDM XML you take this out of the main loop which is generally a good thing.
Yesterday evening I pulled the prop disk and a second copy of the spinner into a separate model and did some cleanup on the models (the blades and the disk were not running true so I fixed that issue).  Looks OK.
Right now I only have two stages to the prop animation and I am trying (unsuccessfully) to use a transparency animation on the blades to simulate the blurred blades phase.  In fact I have been unable to get the transparency animation working in a number of contexts with recent versions of FG and I am not sure what the issue really is (probably something I am doing).  I can get things to have a fixed transparency by setting the material to a certain gamma and using a texture with a gamma but I have been unable to change the transparency at run time using the transparency or blend animation.
The other issue here is that in the blurred blade phase the blades should be darker/less transparent closer to the hub/spinner because they are traveling way slower than at the tips of the blades.  A blurred blade phase specific model and texture would probably make this possible. 
At this point I have more important stuff to tackle than the blurred blase phase stuff so it will have to wait until later as the prop animations are "good enough" for now.
[[User:Hvengel|Hvengel]] ([[User talk:Hvengel|talk]]) 16:16, 12 July 2014 (UTC)


== Ubershader Issues ==
== Ubershader Issues ==
167

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