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Approaching the evil Graveyard

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Thorsten wrote in Sat Oct 26, 2013 5:58 am:I was actually wondering - is the walker something that could be added to an aircraft easily? Like having the option to step out of a helicopter somewhere and walk around, or explore the aircraft carrier on foot, or... would be a really cool addition.
AndersG wrote in Sat Oct 26, 2013 9:22 am:When extending Stewart's walker you could consider using the constraint classes in Aircraft/Generic/WalkView/walkview.nas for describing the walkable areas inside the aircraft. The version of Stewart's walker I looked at (years ago) didn't have a good way to describe where you could walk inside the aircraft.
DFaber wrote in Sun Oct 27, 2013 8:21 am:Thanks Anders, I was really impressed how you did the inside Walker in the Short Empire. And Yes, Stewarts internal Walker has a hardwired Map specific to the Bliuebird. Back then with the Albatross internal Walker I had a configurable Nasal Map made of square sectors. However the far goal is to have the Walker enter any AI or MP Aircraft. Therefor I need to load an aircraft specific Map, ideally from an XML File.
DFaber wrote in Sun Oct 27, 2013 8:21 am:Another big Problem is the transition from "inside" to "outside". The internal Walker moves within the Aircrafts Coordinate System, while outside he moves in Real World coordinates. there are Functions to convert from world to local and vice-versa, but they are not flawless and seen not to work currently.
But that's way ahead. Right now I'm concentrating on making the Walker Model poseable for Use as Pilot/Co-Pilot/Passenger Use.
AndersG wrote in Sun Oct 27, 2013 10:39 am: I suspect it will be really tricky to get the animations we have to perform well for this. It might be good to try to get better 3d model formats into FG to support this. I wonder if OSG has any inverse kinematics module (which computes joint angles given the position of e.g. a hand and the model skeleton) available?
DFaber wrote in Sun Oct 27, 2013 12:04 pm:The nice thing about the current Animation System is that it can be done completely in FlightGear. I have created an Anim8tor "Aircraft" in which the Model can be loaded for Posing duties.
SmartBody is a character animation platform originally developed at the USC Institute for Creative Technologies. SmartBody provides locomotion, steering, object manipulation, lip syncing, gazing, nonverbal behavior and retargeting in real time.
SmartBody is written in C++ and can be incorporated into most game and simulation engines. SmartBody is a Behavioral Markup Language (BML) realization engine that transforms BML behavior descriptions into realtime animations. SmartBody runs on Windows, Linux, OSx as well as the iPhone and Android devices.
SmartBody provides the following capabilities in real time:
Locomotion (walk, jog, run, turn, strafe, jump, etc.)
Steering – avoiding obstacles and moving objects
Object manipulation – reach, grasp, touch , pick up objects
Lip Syncing – characters can speak with simultaneous lip-sync using text-to-speech or prerecorded audio
Gazing – robust gazing behavior that incorporates various parts of the body
Nonverbal behavior – gesturing, head nodding and shaking, eye saccades
Character physics – ragdolls, pose-based tracking, motion perturbations
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