_o_OOOO_oo-Kanawha wrote:Looks good, mr Rennie. You are from the UK, right? Have you visited the real FEF?
That's right, I'm an Englishman, born accidentally in Wales, moved to England, lived for many years in Scotland from age 9, then in England again, and 21 years ago I came to Spain (not the wisest decision of my life). I feel a bit ashamed to have to admit that despite having family in the US (my sister lives not far from Truckee), I've never been to the USA myself. To model the FEF, I'm relying on drawings, photos, videos and anything that my good friends here can send my way.
_o_OOOO_oo-Kanawha wrote:One questing concerning realism, do you think it is possible to animate the reverser position into the valve gear movement? Not the cut off setting per se, but rather the forwards, neutral and reverse position of the Walschaert's gear?
I looked at this when I was doing the Connie but it's highly impractical (virtually impossible). To get a smooth animation of the running gear and valve gear for a given position of the reverser, I have to split each 360 degree revolution into 40 steps (it's just like cartoon animation, where things move a small distance between each animation frame). In each step, I have to position each moving part (and there are many) manually. The automatic animation plug-ins simply can't handle it, except for the wheel rotation (where I place four frames, for each 90 degree rotation and let 3DC fill in the gaps), so I have to do it manually. This is very tricky and sometimes involves changing the position of the group centres to overcome a floating-point bug in 3DC that causes inaccuracies leading to jumps in the animation. It can take a couple of days to complete the animation for just one position of the reverser. Now, to do that for every position of the reverser (which is also split into 40 frames), it would take months. The result would be a set of 40 animation timelines, one per reverser position. But then there's another problem. The animation of the wheels + running gear + valve gear are done together, but the animation of the reverser cannot be included in the same animation - it has to be done separately. Then the problem is how to enable the correct animation from that set of 40, when the reverser position changes, and how to transition between them smoothly, without the animation starting from the beginning (this would be seen as the wheels instantly jumping to the start position each time the reverser is moved, which would look awful).
Something I might experiment with is to just have three animation timelines, for full reverse, neutral and fully forward, but only if I solve the problem of how to set dynamically the start frame for the animations, to avoid the wheels instantly rotating to frame #1 in the timelines.