4/16/2023 0 Comments Flex gif animator key![]() ![]() In blender when you model your wings segments… make sure the armatures are parented correctly with the root of your wing being the highest in parent order… (wing tips children)… Load up your plane in xplane11 and select weather “clear”… then with your plane at rest with no wind, use a dataref tool to find the value of gforce_normal while you are parked… let this be your midpoint… then fly the plane with the dataref values showing when you pull up and when you nose down… take notes of the high and low values for gforce_normal… The small imperfections that may come from the divisions and animations won't be noticed once the plane is in motion. You don't want the segments or divides to be visible when the wing is at rest. The more segments, the more animations work for you, and the more FPS lost to the animation, but the more seamless it will look. I would also recommend making the default overall shape (before divisions and animations) the shape that the wing has as it sits on the runway (at rest) since it the the shape that will get the most scrutiny (during the walk-around). Then by trial and error in Blender, I used the reference templates to shape each segment for the most appropriate angle to match the overall desired shape. Obviously the datarefs used for a rotor blade will be different than a wing, but I am pretty sure the process is exactly the same.Ī rotor blade flexes a lot more than the wing of a plane, but dividing the length of approx 17 feet in 10 segments practically made the segments invisible. From pictures, I made three guide-templates for a blade: one at rest, one kind of half-loaded, and one for the most extreme flex. Because all the segments are tied together (I use parenting for that purpose), the angle of the root segment affects all segments further out but the angle of the tip segment only affect the last (tip) segment. I used different angles for each segment of a rotor blade for a helicopter. It depends on the shape you are trying to create at the most extreme flex, and in between. I want tp make good wing flex animation as in real life. P.S Of course I can make wing flex as it did FF with their 777 - just rotate wings along fuselage without any shape deformation, but this looks poor. As you can see each of them have their own plain axes which are in charge of animation and datarefs. How should I connect deformation of wing with deformations of all other parts especially with plain axes? And yes, which datarefs can ve used for wing flex? If there is any other way to make wing flex animation - just let me know. ![]() The 2-nd question is: on 2-nd screen you can see deformated wing, the wing is deformated, but other parts - no. The 1-st is: I have no idea how to use datarefs for wing flex animation, where i should write them to mesh or somehow for plainaxes - I completely don't understand that. Basing on all said earlier I have several questions. And as I said earlier "simple transformation" modifier works only with mesh, but mesh can't be used for prescribing datarefs ( if I'm wrong at this moment and mesh can be used for datarefs - say about it ). The key moment is: I use plain axes as for animations, as location for datarefs ( prescribing datarefs not into mesh but into plain axes in "object properties" tab ). So, what should I do with them? For the completeness of understanding I'll describe process of animation that I use: First of all, plain axes are used as "rails" for animations movements, they are joined to mesh objects as parents, then I make keyframes for animation, add datarefs, values, after that I export scene as X-Plane OBJ aaand voila - I have animation in XP. And there is new problem: for wing flex animation I use modifier "simple transform" and this modifier works only with mesh, it doesn't work with those plain axes ( even though they are paranted to mesh objects ). As you can see on 1-st screen, I use empty plain axes for animations. Ok, I've figured out how to deformate each part, but this is not the end. which should be also "deformated" with wing ( all parts of mechanisation are separated from each other of course and can't be deformated with wing itself as 1 object ) . The problem is: I have a lot of wing mechanisation such as slats, flaps, ailerons, speedbrakes e.t.c. So, I'm making Aircraft for XP ( I use Blender 2.92 for modelling and animating ) and ran into a problem with wings. ![]()
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