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FSXA IK JETWAY STILL NOT WORKING

Paul Domingue

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DG, that is exactly what I have been saying. The pivot doesn't move after uniform scale therefore any animations remain in the same coordinates as the pivot.

Mirroring does not move the pivot. Mirroring takes the pivot coordinates of the object being mirrored as relative 0,0,0.
 
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DG, that is exactly what I have been saying. The pivot doesn't move after uniform scale therefore any animations remain in the same coordinates as the pivot.

Mirroring does not move the pivot. Mirroring takes the pivot coordinates of the object being mirrored as relative 0,0,0.

You said "Now resize the door to 5m square. The pivot point is now out of place" which is uniform scale.

Anyways the only time you have to move the pivot is when mirroring and like you said it depends on where the center of the scene is. So if the parts pivot is already at center then the pivot will remain in the same location. Other wise is offsets based on how far it is from the 0,0,0.
 
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jtanabodee

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Hey guys, I don't want to interrupt your discussion but it is not relevant to the animated jetway at all.

Actually, bone and skin model does not use center of the model or pivot at all.
You need to animate the bone, not the model. So pivot of the bone is the main point of animation.

If you build bone and assign the vertices correctly, the skin will move with its bones.
Moreover, in animated jetway, we don't do any animation. We just make skin and bone and IK solvers. The game will provide animation to the jetway to the door of airplane.
 

Paul Domingue

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You said "Now resize the door to 5m square. The pivot point is now out of place" which is uniform scale.

Anyways the only time you have to move the pivot is when mirroring and like you said it depends on where the center of the scene is. So if the part pivots is already at center then the pivot will remain in the same location. Other wise is offsets based on how far it is from the 0,0,0.
We are both in agreement. It's sometimes difficult texting about concepts in 3ds. Two people can be talking about the same thing but sound different on their explanation. Even on TeamSpeak it can be difficult explaining verbally. I really like using TeamViewer, it's one of the best freeware communication tools for expressing ideas.
 

Paul Domingue

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Hey guys, I don't want to interrupt your discussion but it is not relevant to the animated jetway at all.

Actually, bone and skin model does not use center of the model or pivot at all.
You need to animate the bone, not the model. So pivot of the bone is the main point of animation.

If you build bone and assign the vertices correctly, the skin will move with its bones.
Moreover, in animated jetway, we don't do any animation. We just make skin and bone and IK solvers. The game will provide animation to the jetway to the door of airplane.
I don't understand how that works, not having to do any animations. An IK solver links joints, you still have to manipulate the bones, that's animation. How else would the SIM know in what direction to move the bones. I also don't understand how the SIM can interpret non-keyframed animation. Can you explain it a little further or point to some information about it?
 

jtanabodee

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There is no key frames or time frame for animating the jetway. We just provide the bone and Skin and handles. But we don't do "Animation" (set up key frames, turns to left or right, or up down etc.) We just do "preparation" for the game. FSX will animated the jetway. You can imagine when you park the airplane, it can be any distance to the jetway. If you do the animation (setup time frame, move it by yourself), how can jetway move to the door of different aircrafts? So, the information of the jetway and information of the door position of aircraft will make the game provide movement of jetway to the door. We DO NOT animate the jetway but the game does.
 
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Paul Domingue

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There is no key frames or time frame for animating the jetway. We just provide the bone and Skin and handles. But we don't do "Animation" (set up key frames, turns to left or right, or up down etc.) We just do "preparation" for the game. FSX will animated the jetway. You can imagine when you park the airplane, it can be any distance to the jetway. If you do the animation (setup time frame, move it by yourself), how can jetway move to the door of different aircrafts? So, the information of the jetway and information of the door position of aircraft will make the game provide movement of jetway to the door. We DO NOT animate the jetway but the game does.
I see, so the jetway must be made in a very particular way for it to work properly. Does this also work for aircraft related ground vehicles such as an APU or anything that uses an attach point on the aircraft?
 

jtanabodee

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Does this also work for aircraft related ground vehicles such as an APU or anything that uses an attach point on the aircraft?
I don't think so.
The jetway has to be place in AFCAD file to each parking. It needs parking radius and aircraft information too.
There is an information in Aircraft.cfg about the position of the door. So it does nothing with other vehicles at all. But it interact with AI as well if those AI's have position of the door in there Aircraft.cfg.
 

arno

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I agree, I don't think it works for anything but jetways. There are only 3 IK handles that are supported and they all relate to the jetway.

But it could probably be used to let an vehicle with stairs drive to a door on parking when there is no jetway.

The jetway bones do have constraints assigned that tell FS the maximum translation and rotation that's allowed for each bone. But the real animation is made by the sim.
 

mskhan1991

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pakistan
Guys, I reset the X-form and scale of the mesh and re-applied the bones and the abs effect but it seems that the mesh always appears the way I have shown in the picture as if collapsed to the center of the pivot point! any ideas what else could be the problem?

atleast I by now remember the way to create an animated jetway by heart!
 

mskhan1991

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pakistan
They are working now but look something like this?

1.jpg
 

jtanabodee

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You are almost there. But I think there are some vertice are not assigned to the bone.
 
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unitedstates
Use the edit envelope to make sure you have all vertices covered. Any not covered will stretch out like you see in your sample.
 

jtanabodee

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Have a look at SODE yet? There is a tool that convert your jetway into bone-skin model automatically. SODE controls jetway better than the default. It is not easy to do but the result might be better.
 
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unitedkingdom
How do you actually get to the first point? I am quite confused as when I tried to watch Adrian's video on the IK Jetway, it might sound stupid but I don't know where the heck he got the first design from! :( Hope some of you will be able to help!
 

Bambi_007

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germany
Have a look at SODE yet? There is a tool that convert your jetway into bone-skin model automatically. SODE controls jetway better than the default. It is not easy to do but the result might be better.

I have 2012 worked with the Video of Adian - and till today I have not solved to become a moving Jetways.

With SODE I have worked 3 Days and the Jetways worked all fine now.
 
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