http://www.fsdeveloper.com/forum/threads/quote-for-animated-windsock.434400/#post-715092
I have to observe, GaryGB, that from the perspective of a prospective modeler, your post was somewhat confusing. After clicking through the entire lengthy tutorial, I did not see any wind sock
Hi Rick:
Certainly the author does not label the object as a "windsock" in the context of that tutorial.
But, certainly I
asked whether the example object in the context of that tutorial "
may have been used to create his windsock objects":
http://www.fsdeveloper.com/forum/threads/quote-for-animated-windsock.434400/#post-715079
Jörg Dannenberg's "
Flight Port" web site has a tutorial slideshow on "
Bone Animation" (that may have been used to create his windsock objects
?):
I believe it is reasonably apparent that the author presents a "fictional" example 3D object textured with a "grass" material as a 'test of concept', which with some extrapolation, might also reasonably be interpreted as an object that could be slightly modified to create a animated windsock.
I'm personally doubtful the author was creating a test model for a scenery object intended to be a
ex: '
translucent large diameter flexible hose attached to a animated aerodrome maintenance lawn-care power tool that is mowing grass and yielding a massive load of grass clippings at an astonishing rate of volume per second' !
IMHO, one might even wonder if the object in that tutorial might have been textured with grass to "disguise" its true intended use !
< Sorry for that; I felt strangely compelled to "
throw-a-bone" to any (would-be) conspiracy theorists in our midst !

>
; further, the animations are straight key-frame style, with an "ambient" tag that translates to "always on." This type of animation is not at all suited to dynamic environment conditions, which is really hard to code into a cheap little $50 windsock, so I kind of wanted to see how he did it, if that is indeed the case.
Please note in my post above (edited to add a link to the "top" page for clarity), the author cites the tutorial via a link labeled: "
Bone Animation".
http://www.fsdeveloper.com/forum/threads/quote-for-animated-windsock.434400/#post-715079
I would be inclined to assume that the author would not purposely mis-label his tutorial if its content did not actually involve "
Bone Animation".
I know nothing 'yet' of what qualifies as "
Bone Animation" other than what I saw in Stanley Kubrick's movie "
2001: A Space Odyssey", so I would not presume to sit in judgement on whether the author actually presents content involving "
Bone Animation" in that tutorial; however, considering his obvious expertise, I'd personally be inclined to take him at his word.
Assuming this thread at FSDeveloper forums does not regress into the type of behavior seen in the video above, perhaps we might even convince the author of the Windsock objects and the "
Bone Animation" tutorial itself to share his personal insights here ?
So, I dug a little deeper and downloaded the library, found "fp_windsocks_only.bgl" and had a look. The first thing I noticed was that it uses .bmp textures, a format that is backwards compatible from FS2004 into FSX, but not the ideal .dds textures found elsewhere in the library. FS2004 and earlier versions used an environmental variable for wind that was discontinued in FSX and an animation tag that is not identified in FSX will not animate. Opening the .bgl in Notepad reveals this line of code:
Which defines it as an FS9 native model. To my understanding, an FSX model must be linked to SimConnect,re you referring to or some other external client through a preloaded .dll or .exe and be coded as an AI vehicle, in order to animate from variables that are not in the standard list of animation tags. This model appears to conform to the old FS wind variable and if so, would not animate in FSX or P3D regardless of wind conditions.
Are you referring to the original 'legacy' Windsock package I linked to above ? (
link is also in my quote below)
If not, where exactly did you download the "
fp_windsocks_only.bgl" you cited in your post above ?
Hi again, Jim:
http://www.fsdeveloper.com/forum/threads/quote-for-animated-windsock.434400/#post-714820
The original 'animated' windsock from the FSDeveloper Resources section is here:
http://www.fsdeveloper.com/forum/resources/windsock-animated.79/updates
FYI: IIRC, this package was a cooperative project involving Jörg Dannenberg's models, Arno's input with coding access of the animated response to a 'Wind direction' (aka "AMBIENT WIND DIRECTION") MSFS environment variable offset within the FS system memory infrastructure (and Jon Patch for beta testing ?).
I don't recall if the final version of that original package posted here was ever updated by them to address a Heading orientation bug in the 3D model:
http://www.fsdeveloper.com/forum/threads/arnos-windsock-wont-compile.77737/
BTW: I may have mis-interpreted the actual MSFS environment variable offset within the FS system memory infrastructure which that original legacy windsock uses, as today, when I imported it into MCX, I was greeted by a user prompt for this variable / value:
Sorry if my initial mis-interpretation of how the windsock is coded may have caused any confusion.
FYI: Perhaps this info might help shed some further light on the obscure mechanism by which this windsock actually may respond to the wind ?
http://www.fsdeveloper.com/forum/threads/variables-available-in-fs.332/
http://www.aerodynamika.com/cgi-bin/yabb2/YaBB.pl?num=1129741392/all
Regarding
P3D compatibility, my post (also in this thread) cites those
different windsock models ...here:
Hope this helps clear up any confusion you may have in relation to my posts in this thread !
PS: I will do some tests to refresh my memory as to animation functionality for the original 'legacy' windsock Bill Womack used in his Plum Island FSX scenery, as well as what I believe to be the
same 'naked MDLs' posted at FSDeveloper which IIRC, require packaging inside a BGLComp-XML-type scenery object library and which IIUC,
must be placed in "pairs" ...in order to work properly.
I will post further on the issue of intact functionality for the 'legacy' windsock objects in question after I have re-tested them in
both FS9 and FSX.
GaryGB