Skin And Bones Function

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Re: Skin And Bones Function

Postby Fr. Bill » Sat Sep 09, 2006 10:58 am

Oh.

But still, can u use 3dsmax instead of gmax now?


Well, FP Beta users can't, because the SDKs included are incomplete.

"Official" Beta users are testing out the new tools with mixed results so far.  It ain't soup yet!  ;D
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Re: Skin And Bones Function

Postby Ashton Lawson » Sun Sep 10, 2006 2:52 am

At least its gonna be soup! ;D
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Re: Skin And Bones Function

Postby Sterk » Mon Sep 11, 2006 5:20 am

On top of that, IK was not listed in the list of FSX features. So, for all I know, I could be wrong.


Why?IK was listed as a FSX feature and mentioned several times in intreviews with developers.What I cant say about skinning feature and bones.Never heard that FSX supports vertex animation(wich the skinning is).
Cause supporting IK feature does not automatically means supporting skinning-these are two completely
different things.But if FSX will really support vertex animation its great.
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Re: Skin And Bones Function

Postby Katahu » Mon Sep 11, 2006 10:16 am

Why?IK was listed as a FSX feature and mentioned several times in intreviews with developers.


Pardon me, but I have read most of the reviews [especially the major ones] and I have yet to have find any mention of them. From what n4gix pointed out and from what I have gathered, it seems to have only been mentioned in just the video listed above [which isn't obvious at first] and in the FSX Beta SDKs [which I don't have obviously].

If it was mentioned in the reviews and interviews then I need a visit to the eye doctor.
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Re: Skin And Bones Function

Postby Fr. Bill » Mon Sep 11, 2006 10:43 am


Why?IK was listed as a FSX feature and mentioned several times in intreviews with developers.What I cant say about skinning feature and bones.Never heard that FSX supports vertex animation(wich the skinning is).
Cause supporting IK feature does not automatically means supporting skinning-these are two completely
different things.But if FSX will really support vertex animation its great.


You know the saying that "a picture speaks a thousand words?"

Apparently it doesn't always... I posted a screenshot of I-K animation complete with vertex animation (animated flag) as displayed in Max8 previously in this thread.

Here then is an animated GIF file showing the complete rig IN FSX...
Last edited by Fr. Bill on Mon Sep 11, 2006 10:45 am, edited 1 time in total.
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Re: Skin And Bones Function

Postby Katahu » Mon Sep 11, 2006 10:47 am

Nice. How long did it take you to put that together?
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Re: Skin And Bones Function

Postby Fr. Bill » Mon Sep 11, 2006 10:52 am

Nice. How long did it take you to put that together?


Which? The oil-rig or the animated GIF?

The oil-rig is a "test .max file" supplied with the SDK to allow folks to test their installation and compile tools. It took about a half hour to get set up, export and place the oil-rig at KSEA.

The animated GIF took about ten minutes... ;)

Note also the shadows & illumination cast by the 'beacon' of the Bell 206 on the empennage and stabilizers.

Please believe me that when I speak of things "FSX," I'm doing so from actual knowledge, not merely supposition or conjecture...  :P
Last edited by Fr. Bill on Mon Sep 11, 2006 10:55 am, edited 1 time in total.
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Re: Skin And Bones Function

Postby Sterk » Mon Sep 11, 2006 8:03 pm

n4gix

I didnt say I dont believe you that FSX supports skinning-I just said I never read about supporting this feature by FSX before...Anyway-this is great news and means extremely new level of addons...

For Katahu-note the date:

http://blogs.msdn.com/sebby1234/archive ... 68204.aspx

p.s.by the way-n4gix-why crane's hook is moving-is it affected by wind or just animated manually?
If it's moved by wind daz it mean that ALL elements of enviroment or aircraft,wich skinned and boned properly will be affected by wind in the sim?
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Re: Skin And Bones Function

Postby Ashton Lawson » Mon Sep 11, 2006 11:12 pm

Lets hope so.  That'll be cool!  (except for the people who cant IK properly...)
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Re: Skin And Bones Function

Postby Fr. Bill » Tue Sep 12, 2006 1:47 pm

p.s.by the way-n4gix-why crane's hook is moving-is it affected by wind or just animated manually?
If it's moved by wind daz it mean that ALL elements of enviroment or aircraft,wich skinned and boned properly will be affected by wind in the sim?


As Sebby noted in his blog entry, any part may now have more than one 'animation' trigger/track applied, which means that yes, the crane's hook is 'swinging' according to the ambient wind's direction and speed.

I'm looking forward to actually learning the full potential of this new technique, so that I can rebuild the CAPS (Cirrus Airframe Parachute System) for our Eaglesoft SR20 and SR22 aircraft.  In FS9 I was limited to modeling essentially a chained series of animations that only provide an illusion of rocket deployment, chute opening, descent and collapse...

Now, I should be able to generate a single sequence that will smoothly transition from 'deployment rocket' to 'chute collapse'...  ;D
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Re: Skin And Bones Function

Postby USMC_BEANS » Tue Sep 12, 2006 3:10 pm

You guys are all brilliant! :o  I can't wait to see what you all come up with in FSX.  Thank you all for your hard work and tireless dedication to making a great game even better (and usually doing it for free!).
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Re: Skin And Bones Function

Postby Ashton Lawson » Wed Sep 13, 2006 10:37 pm

Cool stuff.  FSX is gonna be extremely advanced and realistic...
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Re: Skin And Bones Function

Postby SkyNoz » Thu Sep 14, 2006 12:00 am

Nice, this may possibally add the function of movable ground characters loading, bag's and also doing little mechanical duties around the aircraft lol. It will be very interessting to see the outcome and universal output behind every option of design.

possibally ground animals, will be [cough]altered and modified to perform human like functions lol[/cough]

;D 8)
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Re: Skin And Bones Function

Postby Ashton Lawson » Thu Sep 14, 2006 4:09 am

It would be funny if someone made a human character, and accidently made the bones react to wind... ;D

Hey!
About the towline thing, is that using bones?  Cuz if it is, then people can then simulate both probe and drogue mid-air refueling.  With drogue, use lots of bones, with probe, single.  Or the other way around (i'm not quite sure which is which...)
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Re: Skin And Bones Function

Postby JBaymore » Thu Sep 14, 2006 8:35 am

Nice, this may possibally add the function of movable ground characters loading, bag's and also doing little mechanical duties around the aircraft lol. It will be very interessting to see the outcome......


Oh boy.... this means that some virtual baggage handler can now throw some virtual suitcase 10 feet down to the steel deck of the virtual baggage cart, thereby breaking the virtual contents.  As real as it gets!   ;D


best,

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