FlightGear is back, and rendering to Blender.

A motion synthesis tool for the indie developer

Moderator: chriscalef

8 posts Page 1 of 1
chriscalef
Posts: 375
Joined: Mon Feb 09, 2015 7:48 pm
by chriscalef » Mon Feb 26, 2018 7:51 am
Well, it's been a little while, but the helicopters are back in the mix! What you're seeing is a Russian Ka50 attack helicopter, (model by Emmanuel Baranger), being piloted (if you can call it that) by yours truly in the FlightGear flight simulator, which exports a stream of UDP aircraft data packets that are read into Megamotion, preserved as a dsq sequence in Torque and then exported via XML into Blender for final rendering.

Rotor blades not included. Maybe next time.

http://vimeo.com/257445597

https://vimeo.com/257446165
JeffR
Steering Committee
Steering Committee
Posts: 816
Joined: Tue Feb 03, 2015 9:49 pm
 
by JeffR » Sat Mar 03, 2018 4:17 am
Very cool!
Rotor blades not included. Maybe next time.
Just say that it was that shutter-speed effect where the rotor cyclic rate matches the shutter rate :P
chriscalef
Posts: 375
Joined: Mon Feb 09, 2015 7:48 pm
by chriscalef » Sat Mar 03, 2018 11:32 pm
Just say that it was that shutter-speed effect where the rotor cyclic rate matches the shutter rate
Ha, not a bad idea, lol.

But anyway, first attempt here. Still needs work on rotation speed and transparency.

https://vimeo.com/258438039
Timmy
Posts: 351
Joined: Thu Feb 05, 2015 3:20 am
by Timmy » Mon Mar 05, 2018 1:21 pm
Nice work chris :mrgreen:
chriscalef
Posts: 375
Joined: Mon Feb 09, 2015 7:48 pm
by chriscalef » Tue Mar 06, 2018 6:36 pm
Thanks Timmy!

More good times:

https://vimeo.com/258451613

Almost to the point of herding a crowd of virtual humans around the level with my attack helicopter. Does this make me a bad person? :twisted:
chriscalef
Posts: 375
Joined: Mon Feb 09, 2015 7:48 pm
by chriscalef » Fri Mar 09, 2018 9:36 pm
What, did somebody mention herding a crowd of virtual humans with a helicopter? In other news, pretty sure I'm going to hell.

https://vimeo.com/259394189

EDIT: Btw, does anyone have any suggestions for increasing the update rate on the shadows? I would be very happy to devote a few more cycles to smooth moving shadows, given how sharp they are on everything but the time axis. I took a look around in the engine a few days ago but quickly got overwhelmed doing a Find in Files for "shadow". :-) Figured I should ask around here first. All the shapes you see casting shadows are PhysicsShapes.
OTHGMars
Posts: 17
Joined: Fri Jul 14, 2017 2:19 am
by OTHGMars » Sat Mar 10, 2018 1:05 am
Is castDynamicShadows = true; set for the material on the rotor and helicopter? If not, that's probably the problem. Looking great btw.
chriscalef
Posts: 375
Joined: Mon Feb 09, 2015 7:48 pm
by chriscalef » Sat Mar 10, 2018 1:34 am
Thanks, and thanks!! castDynamicShadows did the trick! (And that's a damn nice thing to know about.)
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