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"Bridgeofstraws" <bri### [at] inboxcom> wrote:
> It's good to know someone else takes interest in jets as much as I do. :) To
> answer your questions, I do intend to add control surfaces, landing gear,
> weapons, a fully automatable cockpit, and a pilot. This project will take
> quite a while but I imagine it will be worth it. I've already developed a way
> to do the flight path animation. I used 2 spline to do this. One spline is
> used to adjust the jet's roll while the second spline is for actually moving
> the jet. I used the Reorient_Trans with the direction my jet normally faces
> (before moving it or rotating it) and a rough approximation of the derivative
> of the spline at the current point in time. The reason I used this instead of
> the spline_trans is because I had to move the smoke trail in a way not possible
> with the spline_trans macro. The spline_macro should work great if you are just
> moving the jet. Even if you wanted a lot of control on the banking you could
> use the spline_trans with no banking and use a separate spline to roll, similar
> to what I did.
>
> I can understand why you're making the aircraft as meshes. If I was much better
> at mesh modeling I would too. They`d certainly make longer animations more
> possible because they are so fast to render. Something that may interest you
> is that half the rendering time was spent on the smoke trail because of the
> high max trace level I had to use to remove artifacts and the amount of media
> the smoke uses.
>
> Bridgeofstraws
That sounds pretty similar to what I've been looking at in terms of movement. I
wanted to take it a step further by making the control surface orient themselves
and making vapor trails appear at the right times (by computing curvature &
speed, then placing media containers if the path curvature falls within a
certain range).
I've already cut up and parametrized the control surfaces so that they can be
animated by supplying a value in the range [-1,1], but I haven't done the
landing gear yet, which will be slightly more complex, but not significantly
so. One issue that I have encountered is the loose tie between frames and real
world time. I want things like the aircraft navigation lights to flash at a
specific real-world interval, but some scenes may require additional frames for
motion blur averaging.
What are you doing for the engines? I started by using an emission media, but I
wasn't satisfied with the appearance. I am considering using a partially
transparent textured cone (or more than one).
Also, if you are still considering a mesh-based approach, I may be able to help
if you are using Wings.
-Reactor
P.S. Attached is an untextured view of the model in progress. The mesh file is
about 1.4 MB, stats on a P4 3.0GHz (single core):
Peak memory used: 35522439 bytes
Total Scene Processing Times
Parse Time: 0 hours 0 minutes 0 seconds (0 seconds)
Photon Time: 0 hours 0 minutes 0 seconds (0 seconds)
Render Time: 0 hours 5 minutes 32 seconds (332 seconds)
Total Time: 0 hours 5 minutes 32 seconds (332 seconds)
CPU time used: kernel 10.88 seconds, user 313.52 seconds, total 324.39 seconds
Render averaged 1109.77 PPS over 360000 pixels
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