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Orbiter Shipyard Project, alpha release 090927:
http://orbides.1gb.ru/orbf/osh-090927-win32-alpha.php
A bug fix up-front, unzip over:
http://orbides.1gb.ru/orbf/osh-090927-win32-alpha-fix_2.zip
What is Orbiter Shipyard?
Orbiter Shipyard project aims at creating a graphical Orbiter vessel editor and creator.
One make the mesh in whatever mesh making program he likes, then fire up the Orbiter Shipyard program, that allows him to define vessel interactions in graphical drag&drop way.
Define animations, define docking ports and gears, define VC surfaces and panel structures, define UMMU ports and parameters, engine locations and exhausts, etc.
Then, the output from the program will be a vessel dll that makes it all work in Orbiter, no ini's or cfg's like spacecraft3, and no coding involved.
Hopefully, it will allow all the graphic artists that make great meshes but can't code a calculator to make add-ons with interactivity as good as the ones made by programmers who can't make a mesh of a cube.
Older discussion thread: http://www.orbiter-forum.com/showthread.php?t=5378
Relationships:
-Includes Kulch's Payload manager add-on, and uses it for payload manager in the generated vessels, if one is specified.
-Requires UMMU, if you define a crew for the vessel.
Install into Orbiter directory!
Controls:
-Mouse like in Orbiter
-Middle button pans the view
-F11 - OGLA keys menu
-The rest is click and drag interface
So far, the documentation is quite lacking, so the obviousness of the GUI will be put to the test.
Best way to find how something is done is to ask here or figure it out.
The project is still very much in development, so be prepared to grind your expectations with some reality.
The purpose of this alpha release is to show the progress so far to the public view and gather productive feedback.
Simply speaking, ideas and bug reports are welcome.
The flagship feature of the program is animation definition, which is obtrusively patchy (translation: unusable) in this release, ideas on how to do it best (or better) are most welcome.
The draft of the To-Do list:
A small FAQ:
-3D controls menu allows to directly input the position of the element moved
-To convert from SC3 vessel select spacecraft3 in the file type drop-down of load menu.
-To drag the objects press and drag the axes lines
-Changing the type in generate menu type drop-down does not change the extension of the file written, you should change it yourself
Screenshots:
---------- Post added at 10:23 PM ---------- Previous post was at 06:33 PM ----------
A bug fix up-front:
http://orbides.1gb.ru/orbf/osh-090927-win32-alpha-fix_2.zip
Unzip into Orbiter directory, over the shipyard alpha.
-Fixed mesh loading on acient GPU's
-Fixed negative number input
-Fixed some SC3 animations import
http://orbides.1gb.ru/orbf/osh-090927-win32-alpha.php
A bug fix up-front, unzip over:
http://orbides.1gb.ru/orbf/osh-090927-win32-alpha-fix_2.zip
What is Orbiter Shipyard?
Orbiter Shipyard project aims at creating a graphical Orbiter vessel editor and creator.
One make the mesh in whatever mesh making program he likes, then fire up the Orbiter Shipyard program, that allows him to define vessel interactions in graphical drag&drop way.
Define animations, define docking ports and gears, define VC surfaces and panel structures, define UMMU ports and parameters, engine locations and exhausts, etc.
Then, the output from the program will be a vessel dll that makes it all work in Orbiter, no ini's or cfg's like spacecraft3, and no coding involved.
Hopefully, it will allow all the graphic artists that make great meshes but can't code a calculator to make add-ons with interactivity as good as the ones made by programmers who can't make a mesh of a cube.
Older discussion thread: http://www.orbiter-forum.com/showthread.php?t=5378
Relationships:
-Includes Kulch's Payload manager add-on, and uses it for payload manager in the generated vessels, if one is specified.
-Requires UMMU, if you define a crew for the vessel.
Install into Orbiter directory!
Controls:
-Mouse like in Orbiter
-Middle button pans the view
-F11 - OGLA keys menu
-The rest is click and drag interface
So far, the documentation is quite lacking, so the obviousness of the GUI will be put to the test.
Best way to find how something is done is to ask here or figure it out.
The project is still very much in development, so be prepared to grind your expectations with some reality.
The purpose of this alpha release is to show the progress so far to the public view and gather productive feedback.
Simply speaking, ideas and bug reports are welcome.
The flagship feature of the program is animation definition, which is obtrusively patchy (translation: unusable) in this release, ideas on how to do it best (or better) are most welcome.
The draft of the To-Do list:
Code:
###### Major done features list:
-Many vessel systems definitions in GUI
-Exporting to DLL, Add-on ZIP, txt file
-Importing from DLL (made by shipyard)
-Importing Spacecraft3.dll vessels
###### Beta plans:
-lights editor
-Help page
-Documentation
-Animations editor
--Animations tied into some functions.
--option to merge different animations into one
--all the visual controls for scaling, rotating and moving groups, combined with a "keyframe capture"
--a speed modifier where you can define how long it should take for the keyframe to be reached.
Editing may happen in two ways:
-direct manipulation, you move the time slider, move the objects and animation keys appear on the time line
-indirect manipulation, separate lines for each axis (x,y,z) translation and rotation, keys can be manually inserted and moved
In both cases keys can be linear or bezier, with tangential angle, and indipenent derivative amplitude.
Also in modern 3d software, object bonding is widely used in order to esabilish kinetic limits and hierarchies.
I think the best way to customize animations would be to give people two points.
###### Release plans:
-Adding reentry effects
-deleting meshes (with confirm)
-locations menu and some locations
-Panels editor
-VC editor
-A set of pre-made templates to start working from.
-exhausts editor
--customizable exhaust texture
-3D editor tools
--multiselect
--"snap the direction to axes" for preventing tiny mouse movement skill requirements
--"align RCS thrusters on opposing sides of action"
-Generate menu
--C++ code output
--more things to export to txt file
###### Future plans:
-A set of autopilots
-be able to jump into simulation with the ship within seconds directly from the shipyard.
-.obj and .3ds
-Anim8or format .an8
-Attachment points
-life support or consumables like O2, CO2
-heating and cooling of the ship
-random failure generator
-better crew control
-Better touchdown points controls
A small FAQ:
-3D controls menu allows to directly input the position of the element moved
-To convert from SC3 vessel select spacecraft3 in the file type drop-down of load menu.
-To drag the objects press and drag the axes lines
-Changing the type in generate menu type drop-down does not change the extension of the file written, you should change it yourself
Screenshots:
---------- Post added at 10:23 PM ---------- Previous post was at 06:33 PM ----------
A bug fix up-front:
http://orbides.1gb.ru/orbf/osh-090927-win32-alpha-fix_2.zip
Unzip into Orbiter directory, over the shipyard alpha.
-Fixed mesh loading on acient GPU's
-Fixed negative number input
-Fixed some SC3 animations import
Last edited: