Flight Paths Panel

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The “Flight Paths” sub-panel is the most complex of TerrainView™s functions. Basically, a flight path is defined by setting a number of control points, which apart from their position may also be provided with a local frame (consisting of a forward pointing and an upwards pointing vector). By applying a suitable interpolation method, a smooth path is created which passes through all control points at constant or variable speed. The interpolation method calculates the positions of the attached objects between the control points. Furthermore, each control point can be assigned an orientation, and another interpolation method is used to interpolate these orientations between the control points. Every flight path can be assigned to a group to facilitate the bundling of related paths.

There are two types of objects that can be attached to a flight path: the camera or 3D models. That way it is possible to “fly” along the path, or to animate an airplane along a predefined path.



In order to create a new flight path, the button “New” above the flight path list must be pressed. A new flight path with a name like “NewPath_02” will then be inserted at the top of the list. New flight paths are always assigned to a group called “Main”. More meaningful names and group names can be set in the “General” sub-panel described below.

Every flight path can be played forwards and backwards by using the buttons below the list:

Rewind the path to the first control point.

Play the path backwards, starting from the current time.

Pause.

Play the path forwards, starting from the current time.

Set the path to the last control point.


For each flight path there are various configuration items which are accessible through the sub-sub-panels named “General”, “Control Points”, and “Attached Objects”.