12 Jun 2018 13:05 - 12 Jun 2018 13:29#38892by ScottBouch
Biggest stumbling block will be making items of flying clothing / equipment from scratch (all existing kit I've seen in fgfs is not worth utilising as you'd end up inheriting errors)... that person in the cockpit (once I got the hang of it after a few trys) only took 10 mins.
Just a thought.. one good thing about building your aircrew in Makhuman, is that the body underneath the clothing does not get exported, saving overheads.
Not sure how the Makehuman clothing devs have made it so that the clothing does this, but it may be worth looking into. No need for the FGFS sim PC to create parts you won't see.
Could use this feature of MH by adopting a design procedure of:
Finalise cockpit, seat etc.
Try a generic MakeHuman person in the cockpit, get Rig to suit cockpit and seat, save pose (and xyz location, size, orientation etc).
Somehow get this rig pose back into MH as the seated pose for that aircraft.
Build your pilot in MH with a library of flying equipment / clothing.
In MH apply the pose previously set for your aircraft.
Export to Blender to try in the cockpit.
Once the aircrew is in the cockpit, they still can be manipulated though.
No idea on making the rig move with the controls or turning parts off depending on the view.
I did think making the rig respond to G forces would also be pretty cool! But maybe a step too far!
Although I have a fair bit of experience of manipulating meshes in the normal course of FG aircraft construction, there was stuff going on in that Blender file that I had never seen before. I could not adjust the "rig", and trying to put the figure into Edit mode resulted in him growing huge, no longer being seated or facing the right way, and not showing up as having any vertices...
Also, once the position is settled, can you still make changes to the person? I haven't yet played with MakeHuman very much, but I'm quite keen on trying to add crewmembers of both genders and various appearances to the Victor...
Yes, I spent a while figuring out how to use blender and most of the manupulation of the rig was done in situ using the "pose" mode, which allows you to manipulate the individual rig parts. out of pose mode, you can only move and resize.
One question: Are you saying you able to export bones to Flightgear using the official AC export script for blender and you are actually able to transform the bones rotations and the meshes weighting is used to deform the mesh in real-time?
Thought this was not a feature of Flightgear but hey, that would be actually cool!