#Basic wingflex
151 messages · Page 1 of 1 (latest)
this is different
i mean like old roblox planes
where it would make one part invisible
and one part visible
no animation needed
Say hi to floating point and tri density for me
if im not mistaken if wing flex were to be a thing you would need to export a send wing alongside the model
4 wings on the model
No
probably the best chance to do this would be some bone model whatever the fuck
but meh not worth it for what feels mostly subtle and less fitting for Aeronautica
how could it be implemented
i was thinking lie uhm
uuhr
like static things on planes
tornado wings example
No
Exactly like this
https://youtu.be/OCu6CjbXLug?si=95_hWID2z9w8ZxrV
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If the invi...
The official documentation on it feels kinda lacking though
You see, bones control the vertices’ transform properties (pos, rot, scale)
And a face contains 3 vertices
triagnles contain three
A square or quad contains 4, and can only deform on their corners
2 corners only to be exact
This means that topology now plays a very important role
yeah shift two max or it breaks lol
Aeronautica does not give a shit about topology, but rather optimization and shading
no bone needed
meh if you want it done right then yes
Get out
If devs were to use conventional methods (using seperate parts to rotate), there willl be geometries that will merge/converge/overlap with each other
the wing root shouldn't even rotate anyway
it's mostly the wing flexing in an "arch", the further from the root of the wing the further it would move
Is wingflex feasible? Fuck no
Do devs here know how to do such shit? Fuck no
Do devs even know rigging? a bit
not sure how that would be implemented but would probably be a pain since all these different meshes would need to perfectly flex accordingly
Topology sire
Dense specifically
new wings are dense enough
eh I would claim it is feasible, but eitherway it just doesn't fit my idea of how realistic aeronautica should be
But topology aint optimized for rigging/deformations
i know
I wouldn't know on that...
i said you can do it that way not that itd work well for us
Has anyone even considered experimenting with something like this ingame yet?
I myself have rigged various vehicles and hairs, although the former just rigs their controls, the latter takes a shit amount of time and physical(irl) effort and time just to finish it
Fuck no
It is possible, then again floating point
what
eh
yes
old coding dev tried it when editable meshes first released
nice
And why was it not implemented for production?
Let me guess, the same dev did the angled gears on the a330
or perhaps what were the findings of the attempt?
it didnt work well or else it wouldve been implemented
plus having to calculate how the all the meshes contour with the wing (engines, pylons, winglets, etc)
oh wow wasn't thinking about engines lol
this suggestion name is an oxymoron since there is no "basic" wingflex
Everything on the wing will
how do you think this would work
@slate arrow answer this
OP has posted multiple skibidi tiers
You have to defend why this must be added, not just a simple statement
i think like no animation
how old roblox doors work
like landing gear
it just makes a part invisible
and another part visible
So just seperating each portion of the wing and make them rotatable?
That is very unoptimized
you would have to do that for every single mesh connected to the wing
make another model of wings in blender
Which will amplify part count, and amplify it’s unoptimization
not worth it unfortunately
lemme see if i can find it
No one wants a snappy animation
@jade mason whats your take on this as a modeler who hasnt rigged a plane before?
i think so
And
@jade mason nothing fancy needed
no
Do you plan on making your wing topology dense and structred?
this one is def no
also no
Exactly
to be fair you don't need to make it much more dense
but still
would you backtrack all 600 models, half of which aren't even available anymore as modelers left long ago, to rework every single one of them?
it's not even 600 anymore
Uh it’s def needed so as to make the bend not polygon visible
Mmm no most of their works are barely on aero standards and will be replaced by actual modellers
And def no
Contributors are people who contribute or make things voluntarily
reward as in game ig
either way it requires way too much effort for the sake of it
i had an idea
besides say hello to the floating point which destroys anything animation relate
Literally what the first thing i said
so uh, while being neat thing i'd say no for plethora of reasons
ok
We dont have the knowledge, nor would like to, to rig a plane for aeronautica
We know how to rig in blender
But not to roblox studio
i didnt mean animation
i mean make a seperate wing in blender
and import them together
just swapping wings models looks wack
We know your point and are denying it for aero
ok thats fine
andrew already put denied tag long ago
i think even before you pinged me
If you are experiencing drifting or sliding around while taxiing, this is called floating point error. It is an issue that is hard-built into ROBLOX's engine so there is nothing we can do to help it.
Floating point error happens the further away you are from the center of the map. This is why you will see no drifting at Clarence but find a lot at Valois.
UwU
yeah lol that's the part that would suck
