A while ago @Crazyman32 made a fin module that properly applied forces (lift/drag) to bricks to simulate pretty well how a surface would react to air forces being applied to it. Some of the values and restrictions used in the module were not realistic and I could tell that they may have just kinda “thrown” in there to make it work alright with the biplane its coupled with. Things like excessive drag at 0 speed were being applied and crazy high cl numbers with oddly low co multipliers. There was a line that took any angle of attack over 30 and just applied 0 cl to it to make a stall happen. Although this isnt the case in real life. The cl of an airfoil after its crtical angle of attack doesnt flat line to 0 it looks more like this:
I used data supplied here: http://prod.sandia.gov/techlib/access-control.cgi/1980/802114.pdf and then used polynomial regression to come up with a formula that gives cl accurately from a certain angle of attack… This makes stalling with it 1000% more realistic.
Also added fun things like wind. Heres a glider attached to a rope, and a flag I made, both with 100 studs/s wind being applied to them.
I will, only think that’s fair to give everyone the benefit of accurate flight characteristics for airfoils if they wish to use them in their aircraft. Im working on some other things right now, namely wind changes, pressure altitude changes, dynamic airfoil changes (see super simple cl graph below for flaps down vs flaps up)
Along with modular “accuracy models” that could be increased by using more vector forces along the surface (When an aircraft turns the outside wing is flying faster than the inside wing, resulting in more lift being applied to the outer wing, increasing vector instances would only make this effect plus others more realistic) Xplane does something similar with its vector force system, note the green lines representing lift, and the red lines at the top representing drag (Notice how theres more drag on the vectors near the flaps since they are extended):
I had it on the center of the hand in an earlier gif (check my twitter)
I moved it to the thumb-area since that’s the part of the hand that will ‘grip’ the gun. The solution to your target center issue is to move the target over by relative x distance (ex: For my character rig I’d move the target 0.425 studs in X axis relative to torso as that’s where the IK is solved from). Don’t forget to account for your extra distance in the IK solver, though.
Working on a retro restaurant/bar scene with sci-fi elements in it for an uni assignment. Still consists out of rough block-ish parts for most parts but the image is getting there.
Combined both of these using some tweening to make sure I have the ideal formula in every situation, so now I get some really human-like movement (check out the part where he moves his hand from behind his back to the front of his face).
Also got it hooked up to my animator in just a few minutes