NoMrBond Posted May 20, 2014 Author Share Posted May 20, 2014 (edited) After some initial confusion concerning the GE-129 on certain models of the 15Kinner CVT petal prototype[Edit] inner+outer assembliesOuter petals also rigged for using constrainlookFX so in game there will be the actuation pistons (eventually) for the CVT action and petal flexing[Edit2] In game flex test for CVT bundlesJavascript is disabled. View full albumGimballing in already, no pictures of that though. Edited May 20, 2014 by NoMrBond Link to comment Share on other sites More sharing options...
NoMrBond Posted May 21, 2014 Author Share Posted May 21, 2014 (edited) Some progress with the actuation armsJavascript is disabled. View full album[Edit] The actual F100 doesn't do CVT (well there are models that do, but they have large vectoring assemblies) so by default this value would be set very low, or disabled[Edit2] Should move the actuator arm origins on the lip of the engine body, and put in a placeholder texture Edited May 21, 2014 by NoMrBond Link to comment Share on other sites More sharing options...
NoMrBond Posted May 22, 2014 Author Share Posted May 22, 2014 Moved the origins for the arms to the body/rim to matchUnfortunately this throws off some positioning, have to fix the petal animations for the new length/position of the arms as they're not currently meeting the petal origin correctly any more Link to comment Share on other sites More sharing options...
NathanKell Posted May 22, 2014 Share Posted May 22, 2014 (edited) That...looks pretty awesome!A question: are you later adding the exterior shell? As the petals at the top of the post seem to lay on the outside, and also be a bridge.(basing off this) Edited May 22, 2014 by NathanKell Link to comment Share on other sites More sharing options...
NoMrBond Posted May 22, 2014 Author Share Posted May 22, 2014 (edited) I'm not sure, what I read about the F100 said that that 'turkey feather' covers were left off because they would sometimes fall off. I wasn't sure if that was ever rectified as even some pictures of the latest SLAM/15K version with possibly the 229EEP had that look, while some of them might have been the ROK variant with the GE-129.I'll do a F110/GE129 style slat cover version after finishing the one without (which should be quick considering how much of the rigging could be reused), then people can use what they like[Edit] there are a couple of flex/constrictor bands which I haven't added yet either (one where the arms meet the petals and one further back), mostly because I have no idea how to implement them yet Edited May 22, 2014 by NoMrBond Link to comment Share on other sites More sharing options...
NoMrBond Posted May 22, 2014 Author Share Posted May 22, 2014 (edited) Petal motion now properly matches fixed actuation arm length from rim Javascript is disabled. View full albumI think...Now on to trying to put the two collars on there and the inner petal flares[Edit] Some constriction bands and some innardsJavascript is disabled. View full albumBands are a bit of a kludge and don't conform properly with the petal angle at max open, not sure what I can do about that right now[Edit2]Moved the neck past the body/rim as it was insideAdded some more internalsChanged the animation flex to be more cantileveredJavascript is disabled. View full albumSurprising difference Edited May 22, 2014 by NoMrBond Link to comment Share on other sites More sharing options...
NoMrBond Posted May 23, 2014 Author Share Posted May 23, 2014 (edited) Whoops, forgot that you can only have one texture per model, I wanted to abuse transparency for the constriction bands and have specular everyone else, oh well they're pretty small anywayJavascript is disabled. View full albumOn to UV sorting and texturing (well, what passes for texturing in my case anyway).Officially there's a bunch of widgets below the second constrictor band and above the body which twist to pull the plates together during motion, I have no idea what to do with/about those.[Edit] Actually it's not even 2k triangles yet, maybe I do have room to do those[Edit2] Afterburner cycleJavascript is disabled. View full albumI tried to make it a gif but it was ginormous [GFYCAT link instead] Edited May 23, 2014 by NoMrBond Link to comment Share on other sites More sharing options...
NathanKell Posted May 23, 2014 Share Posted May 23, 2014 Wow. I *love* the burner FX. Shaping up very nicely!...I still think it'd look better with petals though :] Link to comment Share on other sites More sharing options...
NoMrBond Posted May 23, 2014 Author Share Posted May 23, 2014 (edited) Wow. I *love* the burner FX. Shaping up very nicely!...I still think it'd look better with petals though :]Yeah yeah yeah , GE-F110 version with turkeyfeather covers is up next[Edit] Better afterburner vid Edited May 23, 2014 by NoMrBond Link to comment Share on other sites More sharing options...
NoMrBond Posted May 25, 2014 Author Share Posted May 25, 2014 (edited) Some texturing progress (outer petals)Javascript is disabled. View full albumReally need to figure out why my normal baking isn't working, user error most likely[Edit] Oops, they're cut wrong, better fix that...[Edit2] BettererJavascript is disabled. View full albumTo widget or not, also the afterburner is possibly a bit much, might tone that down, and move it back a bit too Edited May 25, 2014 by NoMrBond Link to comment Share on other sites More sharing options...
NathanKell Posted May 25, 2014 Share Posted May 25, 2014 AB looks right, actually. It might be a bit bright during the day, but it's perfect in twilight/night.I thought the petals actually attached to the trunk (the same place as those wires/guides/actuators). Link to comment Share on other sites More sharing options...
NoMrBond Posted May 25, 2014 Author Share Posted May 25, 2014 I'm not entirely sure, I know they have at least one joint back there, the petals should really also be flexing at the 'waist' to so that the final one actually stays parallel during 0-66 instead of ending up canting inwards a bit as I've ended up doing just to make things a bit simplerI was thinking of having the armatures and shank ends as part of the animation too (instead of with constrainlookFX) but then they wouldn't really work with gimballing, not that the F100 actually does gimballing in this setup, shall ponderI could try setting up the petals/arms as an actual armature/bone setup for the correct flex (since it's only 1.7kT I might be able to add the twist/pull plates as well) but I might leave that for later (as I've never used armatures in blender before and there could be a bit of delay) and just finish a v1 release (and the GE-F110 aeroshell covered version) first so at least there's something available while I'm learning something else Link to comment Share on other sites More sharing options...
NathanKell Posted May 25, 2014 Share Posted May 25, 2014 Makes sense to me.Wish I could help with blender, but never touched it myself. If you were using max, now... Link to comment Share on other sites More sharing options...
NoMrBond Posted May 25, 2014 Author Share Posted May 25, 2014 Unfortunately 3DSMax costs almost $4000 here so that's a non-starter on my budgetGiven how hilariously bad I still am with Blender I think I still have a while to go before the software is the limiting factor and not PEBKAC Link to comment Share on other sites More sharing options...
Mekan1k Posted May 26, 2014 Share Posted May 26, 2014 Words cannot describe how SEXY that looks. Link to comment Share on other sites More sharing options...
Helix935 Posted May 26, 2014 Share Posted May 26, 2014 hmm what happened to the old rover body part you had for this? Link to comment Share on other sites More sharing options...
adalast Posted May 26, 2014 Share Posted May 26, 2014 Unfortunately 3DSMax costs almost $4000 here so that's a non-starter on my budgetGiven how hilariously bad I still am with Blender I think I still have a while to go before the software is the limiting factor and not PEBKAC http://www.wings3d.com/Incredibly powerful poly modeler that is completely free and open source. Or if you are feeling adventurous, you can look at Houdini, which has a free learning edition that can output .obj files exceptionally well. http://www.sidefx.com/index.php?option=com_download&Itemid=208&task=apprentice Link to comment Share on other sites More sharing options...
NoMrBond Posted May 26, 2014 Author Share Posted May 26, 2014 Words cannot describe how SEXY that looks.Thanks, hopefully will be able to get the last two things textured tonight and the config sorted-ish and have a alpha download of it tonight after work, unless the forums go down before then and I can't post it :\I'll put a link up on /r/kerbalspaceprogram if that happens thoughhmm what happened to the old rover body part you had for this?That should still be in the download as SRV.zip I think, let me know if it's not otherwise I'll check when I get home. Sadly the v2 of that still isn't any closer to being finished, although I could/should change the v1 from the .cfg assembled state (which does not play well with symmetry in some cases) to model/unity side assembly.http://www.wings3d.com/Incredibly powerful poly modeler that is completely free and open source. Or if you are feeling adventurous, you can look at Houdini, which has a free learning edition that can output .obj files exceptionally well. http://www.sidefx.com/index.php?option=com_download&Itemid=208&task=apprenticeI don't think you can do rigging or animation with Wings3D though, although what I'm doing is rudimentary at best with keyframes, the next iteration should use more complicated actuation and armatures as I learn them, or more likely parented empties with constraints which was recommended for mechanical animations instead of armaturesI'll keep it in mind if I ever outgrow Blender though Link to comment Share on other sites More sharing options...
NoMrBond Posted May 27, 2014 Author Share Posted May 27, 2014 Dun dun dunnnnnnnnnnnnnnnnWay less done over lunch that hoped, kids are hard Link to comment Share on other sites More sharing options...
NoMrBond Posted May 27, 2014 Author Share Posted May 27, 2014 (edited) YeahhhhJavascript is disabled. View full albumAlmost done[Edit] The F15E is by 足浴盆620 (Baidu Tieba) with stock turbojets swapped off for the F100 test model Edited May 27, 2014 by NoMrBond Link to comment Share on other sites More sharing options...
adalast Posted May 27, 2014 Share Posted May 27, 2014 I don't think you can do rigging or animation with Wings3D though, although what I'm doing is rudimentary at best with keyframes, the next iteration should use more complicated actuation and armatures as I learn them, or more likely parented empties with constraints which was recommended for mechanical animations instead of armaturesI'll keep it in mind if I ever outgrow Blender thoughIndeed, wings is strictly a modeler and UV mapper, but it is powerful for those things. Houdini can handle everything. It has some really incredible autorig tools and you can do dynamic simulations then force them to keyframes. I haven't done this one yet, but I know it is possible. I also know it is possible to export the rigging, though again, I am not a rigger so I have not flexed this feature.I am working on mastering crowd simulations right now, so my skills aren't exactly useful for KSP at the moment. Link to comment Share on other sites More sharing options...
NoMrBond Posted May 29, 2014 Author Share Posted May 29, 2014 A little bit of tweaking;Javascript is disabled. View full albumok, for anyone wanting to try the F100 alpha oon a strickly AIWI basis you can download it hereYou will need the latest release of HotRockets for the exhaust effects, and I strongly recommend updating to the 2.0.1 release of SmokeScreen alsoConfig details need fixing, but feedback and suggestions welcomeOh, and I left the gimbal turned on, I suggest disabling that either by tweak in-game, or setting the range to 0 in the cfg since I forgot to do that Link to comment Share on other sites More sharing options...
NoMrBond Posted May 30, 2014 Author Share Posted May 30, 2014 Updated F100 alpha, disabled gimbal (set to zero in config, enable at your own tolerance) and set for single mode (air breathing only). Link to comment Share on other sites More sharing options...
NoMrBond Posted June 18, 2014 Author Share Posted June 18, 2014 Made for Eyes Turned Skyward but other people might want to dump some heat tooJavascript is disabled. View full album Link to comment Share on other sites More sharing options...
Stone Blue Posted February 27, 2016 Share Posted February 27, 2016 @NoMrBond Just wondering if you've given up development of this mod? Theres some pretty sweet parts here! If you are NOT planning on doing anything with this, anychance you would just re-release it as-is, but with an open license so maybe someone else could pick it up?... Seems a shame to let all these parts and hard work just disappear... Link to comment Share on other sites More sharing options...
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