Tom has a new video on youtube of his just finished Falco. The video shows what screen-shots cannot: that the mouse interactions on the plane are really well crafted.
If you’re just discovering X-Plane (or just discovering that X-Plane’s 3-d cockpits can be very interactive), here’s X-Plane’s “raw” capabilities for manipulation:
- The simplest manipulations are based on mapping the mouse from the 3-d cockpit back to the 2-d panel. This can only be done when the 3-d cockpit is textured using a piece of 2-d panel. This is the oldest way to make a clickable cockpit in X-Plane, dating back to the original X-Plane 3-d cockpits. The advantage of this method is that it’s very easy to set up; the disadvantage is that the mouse click gestures tend to be “flat” in their operation.
- As Tom’s plane demonstrates, you can manipulate just about any dataref or command via a drag along a specific axis. Axes are subject to animation, so there’s a lot of potential for “grabbing” things with this interface.
- X-Plane also supports direct “click” manipulation – this can be handy for buttons where you don’t want to require the user to move the mouse around. There are several types of click manipulation.
Click and drag manipulations can be tied into the plugin system – your plugin sees a manipulation as a change to a plugin-created dataref. This makes it possible to create almost any imaginable mouse effect. If you don’t want to write a plugin, you can still write up the manipulators to any of X-Plane’s datarefs (there are thousands) or commands (we’re getting up toward the 1000 mark on these too).
To create manipulators on your cockpit, you can use the latest plugin for AC3D. A manipulator is a property on a mesh within your object – each mesh can have its own manipulation with its own properties.
X-Plane does not have an IK solver. Rather, movement of “stuff” in your cockpit is indirect.
- Your manipulator changes a dataref as the user drags along an axis.
- The dataref change shows as an animation on your mesh.
Fortunately, ac3d has a “Guess” button for the axis manipulators. If you set a mesh to be manipulated by dragging along an axis, the guess button will examine your animations and suggest an axis that will create the most “natural” looking animation for the manipulation. For example, if you have a throttle handle that rotates, the guess button will provide a drag axis perpendicular to the throttle (to push the levers); if you have a throttle lever that pushes, the guess button will make a drag axis that runs along the lever.