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Welcome to the Blog, where I'll be posting progress updates, work-in-progress screenshots, information about the progress I'm making with active projects, as well as anything else I feel is worth mentioning. Hopefully more frequent updates here will make the wait for upcoming releases more bearable! News from 2008, all the way back to 2001, can be found in the News Archive. YouTube ChannelMy openBVE videos and other comments from users and myself can also be found via my YouTube channel.

Blog and Progress Updates

Animated, Segmented Objects

Posted by Anthony Bowden on 6th December 2008 at 10:00 pm

While creating the swinging cable objects demonstrated in the recent openBVE Object Animation/X-City South video (see the 1st December 2008 entry below), I opted to keep things simple and just rotate each 50m length of cable around it’s Z-axis to create the swinging effect I wanted; this was appropriate and sufficient for the types of cables in question. However, it’s also possible to split such an object up into segments, which can each be rotated and translated individually, to create more complex motion, bouncing, or to create the impression of elastic properties. When I was thinking about how best to animate the cables, it occurred to me that there was a rather nice application for the segmented object approach, in the form of people with animated limbs and simulated joints. I’ve been working on a slightly more ambitious animated object this time, namely a walking person which appears to have articulated limbs (please forgive the temporary placeholder objects comprising the figure, this is just an experiment and an early demonstration):

Download openBVE / X-City South video - please use the YouTube links to the right

Video: openBVE v0.9.1.15 and X-City South v1.4 (work in progress)

Animated, segmented bouncing cables; plus animated person with simulated articulated limbs (temporary meshes only)

Note: This video is now included as part of a compilation on YouTube.

« [YouTube “High Quality” version] | [YouTube “High Definition” version]

Each 50m long bouncing cable is comprised of 8 segment objects, each individually rotated and translated to create the overall movement shown. The animated person as a whole is comprised of 15 separate component parts, which means the upper and lower arms, upper and lower legs, upper and lower torso, feet, neck and head can be manipulated individually to create certain animated movements. It would be possible to have the figure waving, or moving one of his/her arms to check the time on a wrist watch, for example. The tricky part now, will be creating more detailed geometry and textures for the animated people which I hope to include in Cross-City South v1.4.

Finally, if you find the above interesting, then I recommend you visit the » openBVE homepage « and download the latest version of the program, along with the updated DemoRoute1. In another stroke of genius, Michelle has added both a working signal with a flashing aspect, and a working lower quadrant semaphore signal to the route, complete with lamp and damped semaphore arm motion. Highly impressive! As she mentions in her » Developer Log «, the .AnimatedObj command can now reference sections in a similar way to the .SigF command, and an animated object can get the state of that section, therefore the flashing aspects found on the signals approaching the New Ledburn and Hanslope Junctions on my Watford to Rugby route can now be implemented realistically. I’ll be having a play with this new functionality during the next few days.

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