Re: Question about pick animation

Josh Davidson <[email protected]>
Newsgroups gmane.games.flightgear.devel
Message-ID <DS7PR07MB77348343C309CAB7C44613B2CCDA2@DS7PR07MB7734.namprd07.prod.outlook.com>
Okay,
Let me investigate this and I'll report back.

I'll open a ticket if I find something out of the ordinary.

As far as I know the geometry shouldn't be anything special. It's pretty basic because I'm not a very good 3D modeler. Unless I just goofed something up.

--
Josh Davidson
________________________________
From: James Turner <[email protected]>
Sent: Friday, 14 August 2026 03:12:03
To: FlightGear developers discussions <[email protected]>
Subject: Re: [Flightgear-devel] Question about pick animation



On 12 Aug 2026, at 14:46, Josh Davidson <[email protected]> wrote:

Is not the issue. Yes, works fine. When the thing is rotated a bit, the bindings work fine. The problem is the pick actuation. In fact I added that nasal binding in the debug process, initially it wasn't there.


Does it all work if you delete some other animations?

Since yeah an animation ‘in front’ can stop the pick to the ones ‘behind’, I think?

I’m 90% sure if moving fixes the issue, then you have some (invisible / weird) geometry which is interfering with the line of sight.

Another test is to add tooltip animations, which ‘only’ use the line-of-sight for hit testing : if you can’t trigger the tooltip, then again you have some other geometry blocking the hit-test somehow.

This might *still* be a bug of course. Maybe worth making a ticket for it?

Kind regards,
James

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