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Thread: Re: Some New Group Knowledge

  1. #1
    woodside Guest

    Default Re: Some New Group Knowledge

    earlier stuff snipped for brevity
    However, Attaching the arms to the rudder worked fine. Then the axis of
    rotation worked exactly as I expected.
    All in good fun. (Jeez, did it take this long for me to learn FSFS??) (Yes,
    it did, but that was long ago, and I was very young then.)
    -- Dennis S, FSEngEd@aol.com
    Are you going to run control wires to the arms? That's the bit I'm stuck on
    right now..

    bones

  2. #2
    flattop Guest

    Default Re: Some New Group Knowledge

    snipped for brevity

    Hello, Dave,
    You sure got that right. I've learned that Grouping can be downright deadly
    for animation. Here's what occurred: I have a rudder and added its control arms
    on either side. I could make everyting one element either by Grouping or by
    Attaching the arms to the rudder. (And I needed one or the other to get the
    arms moving in unison with the rudder.)
    I tried Grouping because it offered me separate default colors. But I found
    the Grouped rudder impossible in trying to align its axis of rotation. In
    particular, FS2002 did NOT portray the axis shown graphically by Hierarchy
    Pivot techniques. I have no idea why.
    However, Attaching the arms to the rudder worked fine. Then the axis of
    rotation worked exactly as I expected.
    All in good fun. (Jeez, did it take this long for me to learn FSFS??) (Yes,
    it did, but that was long ago, and I was very young then.)
    -- Dennis S, FSEngEd@aol.com
    Dennis,

    Just ask bones (woodside) about grouping for animation, he's already
    experienced your pain. Have you tried linking? Linking will allow your parts
    to be independent for self-animation and materials, yet still be animated with
    the "parent" part. Using this method allows for the creation of fairly complex
    overall animation (for example, the steering linkage in a car), and still lets
    you manipulate individual parts. By the way, linking is not the same as
    attaching one piece of geometry to another, which is done through the modify
    palette, or attaching a part to a group, which is done through the grouping
    pulldown menu. If the above text serves only to add to your confusion and
    dismay, you could "chunk out" your rudder parts as another gmax file and ship
    it to me. I'd be happy to demonstrate, although it might take a few days for
    me to get to it. At least it might give you a good visual reference for future
    creations.

    Don't feel like the "Lone Ranger", we were all young once... The part that
    scares me the most is that I feel older than I am, at least physically. As for
    my mental state, I think I'm regressing.

    Regards,
    Dave

  3. #3
    enged Guest

    Default Re: Some New Group Knowledge

    earlier stuff snipped for brevity
    However, Attaching the arms to the rudder worked fine. Then the axis of
    rotation worked exactly as I expected.
    All in good fun. (Jeez, did it take this long for me to learn FSFS??) (Yes,
    it did, but that was long ago, and I was very young then.)
    -- Dennis S, FSEngEd@aol.com
    Are you going to run control wires to the arms? That's the bit I'm stuck on
    right now..

    bones
    Hello, bones,
    I've considered control wires but I would still have to learn how to animate
    their motion, both fore/aft and in an arc as well. I suspect there's a way to
    do this, but I sure don't know it yet.
    Dave's comments below are extremely helpful. I must try Linking for
    something, just to learn how to use it. I suspect Linking will give me the
    Bleriot's working front suspension, though there I have the challenge of
    deciding whether I can model both its jounce/rebound and castor action.
    Think of it this way: This may be the last FS model I ever build.... Sort of
    my Winchester House...
    Regards. -- Dennis

  4. #4
    enged Guest

    Default Re: Some New Group Knowledge

    snipped for brevity
    Don't feel like the "Lone Ranger", we were all young once... The part that
    scares me the most is that I feel older than I am, at least physically. As for
    my mental state, I think I'm regressing.

    Regards,
    Dave
    Hello, Dave,
    I look at it this way: I'm a 17-year-old kid in a (slightly rumpled)
    59-year-old man suit. Thanks for the Linking information. -- Dennis

  5. #5
    flattop Guest

    Default Re: Some New Group Knowledge

    snipped because I'm feeling sassy
    Hey guys,

    A couple of other things to ponder. Both 3DS Max and Gmax have a feature
    called "bones" (not to be confused with bones the designer). I found this
    feature invaluable when animating in 3DS Max, especially when dealing with
    linkage-type animation. The big issue with "bones" is, whether or not it is
    supported by the FS model. I suspect it might not be, but have yet to test
    this theory. One feature that I'm 99.9% sure is not supported by the FS model
    is any type of scaling in animation. This will produce an error for each
    guilty part on export. My guess is that there are even more features available
    in Gmax that aren't supported by FS, but have yet to come across them in my own
    work. I find that the more simple you keep things in terms of the mechanics of
    your animation, the better off you'll be. Thats not to say that you can't have
    complex animation, just be careful how you actually "setup" the animation in
    Gmax. If all features available in Gmax worked in the FS model, the complexity
    of animation would likely have no upper limit. But alas, we live in an
    imperfect world, governed by the powers of Microsoft (AKA - the "evil empire").
    Oh s#*t guys, I think Dave's whipping out his trusty soap box again... Nah,
    I'll spare you another one of my tirades.

    If I can't manage to find the time, I'll try to put something together to
    illustrate some animation concepts. Maybe some type of simplified aircraft
    model with animation. If I can find the time... As mentioned in a previous
    post to Dennis, if you guys come across a particularly perplexing problem with
    animating parts, select the offending parts and do a "save selected as", and
    ship the created Gmax part file to me. This will take less time and likely
    serve you better than my mindless ramblings posted here. Email addy is below
    if you're interested.

    Keep on pluggin' boys, you'll get it hammered out sooner or later.

    Dave

  6. #6
    flattop Guest

    Default Re: Some New Group Knowledge

    Email addy is below if you're interested.
    Oops. Forgot the email address. It's "daveharbold@hfdd.com". Just put
    something in the subject line regarding Gmax so I can weed it out of my
    business mail.

    Dave

  7. #7
    woodside Guest

    Default Re: Some New Group Knowledge

    Dave's comments below are extremely helpful. I must try Linking for
    something, just to learn how to use it. I suspect Linking will give me the
    Bleriot's working front suspension, though there I have the challenge of
    deciding whether I can model both its jounce/rebound and castor action.
    Think of it this way: This may be the last FS model I ever build.... Sort of
    my Winchester House...
    Regards. -- Dennis
    Yes, I'll be looking at linking too now.

    Compression and castor should not be too difficult should it? The pivot is
    going to be around the vertical axis (easy enough) but that axis will have a
    vertical movement too.

    bones

  8. #8
    woodside Guest

    Default Re: Some New Group Knowledge

    snipped for brevity
    Don't feel like the "Lone Ranger", we were all young once... The part that
    scares me the most is that I feel older than I am, at least physically. As for
    my mental state, I think I'm regressing.

    Regards,
    Dave
    Hello, Dave,
    I look at it this way: I'm a 17-year-old kid in a (slightly rumpled)
    59-year-old man suit. Thanks for the Linking information. -- Dennis
    You lucky man! How do you get just the rumpled look? I passed that stage years
    ago... <g>

    bones

  9. #9
    woodside Guest

    Default Re: Some New Group Knowledge

    snipped because I'm feeling sassy
    Hey guys,

    A couple of other things to ponder. Both 3DS Max and Gmax have a feature
    called "bones" (not to be confused with bones the designer). I found this
    feature invaluable when animating in 3DS Max, especially when dealing with
    linkage-type animation. The big issue with "bones" is, whether or not it is
    supported by the FS model. I suspect it might not be, but have yet to test
    this theory. One feature that I'm 99.9% sure is not supported by the FS model
    is any type of scaling in animation. This will produce an error for each
    guilty part on export. My guess is that there are even more features available
    in Gmax that aren't supported by FS, but have yet to come across them in my own
    work. I find that the more simple you keep things in terms of the mechanics of
    your animation, the better off you'll be. Thats not to say that you can't have
    complex animation, just be careful how you actually "setup" the animation in
    Gmax. If all features available in Gmax worked in the FS model, the complexity
    of animation would likely have no upper limit. But alas, we live in an
    imperfect world, governed by the powers of Microsoft (AKA - the "evil empire").
    Oh s#*t guys, I think Dave's whipping out his trusty soap box again... Nah,
    I'll spare you another one of my tirades.

    If I can't manage to find the time, I'll try to put something together to
    illustrate some animation concepts. Maybe some type of simplified aircraft
    model with animation. If I can find the time... As mentioned in a previous
    post to Dennis, if you guys come across a particularly perplexing problem with
    animating parts, select the offending parts and do a "save selected as", and
    ship the created Gmax part file to me. This will take less time and likely
    serve you better than my mindless ramblings posted here. Email addy is below
    if you're interested.

    Keep on pluggin' boys, you'll get it hammered out sooner or later.

    Dave
    If I sat down and looked at it a bit more calmly everything should really drop
    into place. For control wires you are basically looking at a wire that moves
    along its longitudinal axis. OK, I know the end is attached to a control horn
    sticking out a couple of inches from the elevator and that will be a circular
    motion - but most elevator have around 45 degrees of travel at the most. It's
    basically a crank action...

    Where's those tutorials..... and my glasses..

    bones

  10. #10
    enged Guest

    Default Re: Some New Group Knowledge

    snipped because I'm feeling sassy
    Hey guys,

    A couple of other things to ponder. Both 3DS Max and Gmax have a feature
    called "bones" (not to be confused with bones the designer). I found this
    feature invaluable when animating in 3DS Max, especially when dealing with
    linkage-type animation. The big issue with "bones" is, whether or not it is
    supported by the FS model. I suspect it might not be, but have yet to test
    this theory. One feature that I'm 99.9% sure is not supported by the FS model
    is any type of scaling in animation. This will produce an error for each
    guilty part on export. My guess is that there are even more features available
    in Gmax that aren't supported by FS, but have yet to come across them in my own
    work. I find that the more simple you keep things in terms of the mechanics of
    your animation, the better off you'll be. Thats not to say that you can't have
    complex animation, just be careful how you actually "setup" the animation in
    Gmax. If all features available in Gmax worked in the FS model, the complexity
    of animation would likely have no upper limit. But alas, we live in an
    imperfect world, governed by the powers of Microsoft (AKA - the "evil empire").
    Oh s#*t guys, I think Dave's whipping out his trusty soap box again... Nah,
    I'll spare you another one of my tirades.

    If I can't manage to find the time, I'll try to put something together to
    illustrate some animation concepts. Maybe some type of simplified aircraft
    model with animation. If I can find the time... As mentioned in a previous
    post to Dennis, if you guys come across a particularly perplexing problem with
    animating parts, select the offending parts and do a "save selected as", and
    ship the created Gmax part file to me. This will take less time and likely
    serve you better than my mindless ramblings posted here. Email addy is below
    if you're interested.

    Keep on pluggin' boys, you'll get it hammered out sooner or later.

    Dave
    Hello, Dave,
    I enjoy your tirades. Please keep 'em coming.
    I also appreciate the offer of sending stuff along, but believe the learning
    curve is a personal trip. I recall that FSFS took me a couple years before I
    stopped chasing bleedthrough haphazardly at 2 a.m. I've been fooling with GMax
    only since late January, and never at 2.m., so I shouldn't complain.
    I'll give Bones a try. (One personal hangup: I've done only two GMax
    tutorials, the mace and the p38. The other ones looked too ... how to say this
    politely... too unlike a 59-year-older. Sort of like learning the guitar by
    playing only heavy metal.)
    Maybe I should just remember that I'm really 17-going-on-59 and get on with
    the program.
    All in good fun. -- Dennis S, FSEngEd@aol.com

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