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Before Litchi added ground-relative altitude for waypoints in the most recent update, we were using Google Earth to create constant Above-Ground-Level (AGL) paths then importing into Litchi through Mission Hub to achieve constant-height missions over varying terrain.
This workflow was EXCEEDINGLY awkward and time-consuming if you needed to add/move/remove waypoints when planning, which is true 100% of the time. There was no way to do it directly from Litchi, so you were always trying to approximate things from the Earth view to fit into the Litchi view. Also, as soon as you move a waypoint in Litchi, the ground-relative altitude information is no longer valid.
You get the idea.
Now, with ground-relative altitude available directly in Litchi, all planning and adjustment can be done directly in the app, and the resulting flight path can be exported and viewed in Google Earth in 3D, so that potential obstacles and other adjustments can be made -- back in Litchi!! -- then reviewed again in Earth.
With the workflow shown below, the only role Google Earth plays is simply as a 3D viewer with approximately accurate surface data.
Check this out, and please post feedback to improve it. This is the first raw edit of the tutorial, so it has a lot of rough edges. I'm looking for solid feedback to improve it.
This tutorial including the editing was created entirely on an Nvidia Shield K1 using Litchi, Google Earth, and Kinemaster (editor).
This workflow was EXCEEDINGLY awkward and time-consuming if you needed to add/move/remove waypoints when planning, which is true 100% of the time. There was no way to do it directly from Litchi, so you were always trying to approximate things from the Earth view to fit into the Litchi view. Also, as soon as you move a waypoint in Litchi, the ground-relative altitude information is no longer valid.
You get the idea.
Now, with ground-relative altitude available directly in Litchi, all planning and adjustment can be done directly in the app, and the resulting flight path can be exported and viewed in Google Earth in 3D, so that potential obstacles and other adjustments can be made -- back in Litchi!! -- then reviewed again in Earth.
With the workflow shown below, the only role Google Earth plays is simply as a 3D viewer with approximately accurate surface data.
Check this out, and please post feedback to improve it. This is the first raw edit of the tutorial, so it has a lot of rough edges. I'm looking for solid feedback to improve it.
This tutorial including the editing was created entirely on an Nvidia Shield K1 using Litchi, Google Earth, and Kinemaster (editor).
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