Released Tutorial: how to place flares using blender/desmos

flip889

local ror driver

flares are lights on vehicles that rotate with the camera & are placed on them using a chosen triangle of nodes;​

your chosen nodes should form a right (L shaped) triangle with the ref node

flexbodies/props share the same principle

the flares2 syntax should be as follows:

ref node, X node, Y node, decimal percentage to X node (left right), percentage to Y node (up down), Z distance from ref node (back forth), type, control number (ctrl + number if applicable), blink/flash delay in milliseconds, size, tracks/your material​


1749515529106.png


since your x & y offsets are percentages, you could pull this off in blender with a bit of mathematical help; so using an example, here’s a step by step text tutorial on how to do that using desmos & blender 2.79

1749604811311.png


on your mesh display (N menu) check length & visualize indices; if you don’t have that [index visualizer addon], just check indices, although blender’s built in index viewer isn’t that easy to see

1749604855276.png


1st, we have to pick our nodes; remember our nodes should preferably form an L shape & encompass or be closest to where your flare or mesh should be (this applies to flexbodies/props too)

we’ll of course fill out our flares section in our text editor per the syntax

1749604915043.png
1749604918406.png


1749604928964.png


on our n/b, it’s 106, 108, & 110.

1749604946329.png


duplicate the selected triangle of nodes & keep it close by; these will be used for measuring

1749604960482.png



duplicate a singular vertex as well; this will help pinpoint your flare or mesh.

(if mesh placement/flare placement on object origin)​

tab out of edit mode & select your mesh
1749605000400.png



snap the cursor to your object, which will snap it to its origin

then go back into edit mode for your n/b



(if flare placement on a mesh but not on an origin)​

[in object mode]​


select the mesh you want to snap a flare to & enter edit mode

select that whole mesh or an edge loop & snap the cursor to it
1749605032471.png


back to main tutorial​

snap your singular vertex to your cursor, which should be exactly where your mesh is
1749605081827.png


if you don’t want to snap your cursor/snap to your cursor, move your vertex roughly to where you want the flare/mesh



now for your measurement triangle, move the outer vertices by their corresponding axis (g + your axis) while holding ctrl for snapping to the lone vertex

1749605106027.png



to find your Z offset, just take your ref node & extrude it on your back n’ forth axis while of course snapping to your lone vertex; the length of that should be your Z offset

in our case that’s 0.01909

1749605135018.png


in desmos, fill out our blender info accordingly;​


X/Y variables (& thus our big/b variables) are the lengths from the node triangle

our s or small variables are the lengths from the measuring triangle

& the fractions are the small over bigs which will get us our X/Y offsets

when you get those nailed down, copy the outputs from the fractions to fill out our flares/props line



it should now look like this:
106, 108, 110, 0.505496453901, 0.196960926194, .01909, l, -1, 341, 1.0 default

feel free to use a custom flare material at the end, or use a blink delay

1749605166061.png


and there's your flare!

happy modding, & if you want more information, you could always use voulk's video tutorial from 2011:​



the basic principle is small divided by BIG


if i got any information wrong, please feel free to correct me

i might make a part II of this where we cover tricky stuff like diagonals
 
Last edited:

flares are lights on vehicles that rotate with the camera & are placed on them using a chosen triangle of nodes;​

your chosen nodes should form a right (L shaped) triangle with the ref node

flexbodies/props share the same principle

the flares2 syntax should be as follows:

ref node, X node, Y node, decimal percentage to X node (left right), percentage to Y node (up down), Z distance from ref node (back forth), type, control number (ctrl + number if applicable), blink/flash delay in milliseconds, size, tracks/your material​


View attachment 26100

since your x & y offsets are percentages, you could pull this off in blender with a bit of mathematical help; so using an example, here’s a step by step text tutorial on how to do that using desmos & blender 2.79

View attachment 26108

on your mesh display (N menu) check length & visualize indices; if you don’t have that [index visualizer addon], just check indices, although blender’s built in index viewer isn’t that easy to see

View attachment 26109

1st, we have to pick our nodes; remember our nodes should preferably form an L shape & encompass or be closest to where your flare or mesh should be (this applies to flexbodies/props too)

we’ll of course fill out our flares section in our text editor per the syntax

View attachment 26110View attachment 26111

View attachment 26112

on our n/b, it’s 106, 108, & 110.

View attachment 26113

duplicate the selected triangle of nodes & keep it close by; these will be used for measuring

View attachment 26114


duplicate a singular vertex as well; this will help pinpoint your flare or mesh.

(if mesh placement/flare placement on object origin)​

tab out of edit mode & select your mesh
View attachment 26115


snap the cursor to your object, which will snap it to its origin

then go back into edit mode for your n/b



(if flare placement on a mesh but not on an origin)​

[in object mode]​


select the mesh you want to snap a flare to & enter edit mode

select that whole mesh or an edge loop & snap the cursor to it
View attachment 26116

back to main tutorial​

snap your singular vertex to your cursor, which should be exactly where your mesh is
View attachment 26117

if you don’t want to snap your cursor/snap to your cursor, move your vertex roughly to where you want the flare/mesh



now for your measurement triangle, move the outer vertices by their corresponding axis (g + your axis) while holding ctrl for snapping to the lone vertex

View attachment 26118


to find your Z offset, just take your ref node & extrude it on your back n’ forth axis while of course snapping to your lone vertex; the length of that should be your Z offset

in our case that’s 0.01909

View attachment 26119

in desmos, fill out our blender info accordingly;​


X/Y variables (& thus our big/b variables) are the lengths from the node triangle

our s or small variables are the lengths from the measuring triangle

& the fractions are the small over bigs which will get us our X/Y offsets

when you get those nailed down, copy the outputs from the fractions to fill out our flares/props line



it should now look like this:
106, 108, 110, 0.505496453901, 0.196960926194, .01909, l, -1, 341, 1.0 default

feel free to use a custom flare material at the end, or use a blink delay

View attachment 26120

and there's your flare!

happy modding, & if you want more information, you could always use voulk's video tutorial from 2011:​



the basic principle is small divided by BIG


if i got any information wrong, please feel free to correct me

i might make a part II of this where we cover tricky stuff like diagonals

is that a new flip bus i see?!
anyways good tutorial
 

How to place flares in blender: part II


the seeming complication of placing a flare is one thing, but there may come a time when you’ll need to place them en masse; using what we learned in part I, we can scale it up using some handy tricks in blender

it depends on where the origin is, but if the origin is in the center, you could pull something off​

1756420723333.png


1756420735824.png


let’s place these dome lights for example; since the origin’s in the center, you could rotate it however you like, & you could do an array modifier to make as many copies as you need
1756420778768.png

first we’ll make a “vertex beacon” to signal where the origin is

1756420843821.png


  • shift + s to snap the cursor to the selected object (it’ll snap to the origin)
  • then in edit mode, shift d on a single vertex, & shift + s to snap it to the cursor
  • extrude it upward to make the beacon more visible & obvious
  • on your n/b, using what we learned in part I, snap your lone node to denote an origin to the bottom (or wherever the origin is) of your beacon
  • practice what we did in part I, and copy the rotations from blender, to your mesh; in blender x is side to side, z is up-down, y is front-back
  • in RoR/ogre, x is front-back, y is up-down, z is side to side

    keep repeating the steps in part I, with all the other ones in the array; just snap your measuring nodes to the other beacons in the array
    1756420984759.png
  • your placements should now look like this:
    1756421196869.png
  • 82, 70, 76, 0.782168827063, 0.840365682138, -.08754, 26, 0, 0, WardDomeLight.mesh
    our x is the same as blender, & the -90 on z is covered by where our nodes are facing.

part III coming soon on diagonals,​

happy modding!

 
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