Re: [Flightgear-devel] AC Modeling
WillyB wrote: I have a 3 view of the AC .. is it best to start from the front view and get a general circlesh outline of the fusilage and extrude back? From other postings I know to make the wings seperate as well as the flight surfaces.. but it's getting the first general shapes that Im wondering about. Basically what I'm asking for are a few Tips from the Experienced ;) Do you know that you can put an image in the background of a 3D view that zoom with the rest of the model ? What I do is to split the main view in 4 (2x2), convert my 3 view into 3 jpeg images cropped at the exact with of the model and add one of them in each view in the '=' menu, with the exact width entered in blender. Look here to see what I am trying to mean : http://perso.wanadoo.fr/frbouvi/flightsim/a320-blender.png You have to tweak the height of the images and the position of the plane in it in order that the 3 views match with each order, because blender always center the image at (0,0) in the view. -Fred ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
Re: [Flightgear-devel] AC Modeling
On Thursday 10 July 2003 23:43, Frederic Bouvier wrote: WillyB wrote: I have a 3 view of the AC .. is it best to start from the front view and get a general circlesh outline of the fusilage and extrude back? From other postings I know to make the wings seperate as well as the flight surfaces.. but it's getting the first general shapes that Im wondering about. Basically what I'm asking for are a few Tips from the Experienced ;) Do you know that you can put an image in the background of a 3D view that zoom with the rest of the model ? What I do is to split the main view in 4 (2x2), convert my 3 view into 3 jpeg images cropped at the exact with of the model and add one of them in each view in the '=' menu, with the exact width entered in blender. Look here to see what I am trying to mean : http://perso.wanadoo.fr/frbouvi/flightsim/a320-blender.png You have to tweak the height of the images and the position of the plane in it in order that the 3 views match with each order, because blender always center the image at (0,0) in the view. -Fred I found that out from the blender chatroom actually :) I have not tried cropping the images though, but I do copy each view into seperate images... I use gimp and just move it around and then see what it looks like, then move it a little more You can see the black edges around the sides. Here's what it looks like at the moment, I still need to adjust the front view a little as it is not lined up correctly yet. I'll have to do that before I go any further now. http://24.121.17.106/fgfs/cassutt-racer/bld-ss1.png You can probably spot some other things I've started to do wrong. The 3 view is not quite architect quality either :) The going is slow, but I'm still plugging along. Thanks for the reply! WillyB ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
Re: [Flightgear-devel] AC Modeling
WillyB wrote: http://24.121.17.106/fgfs/cassutt-racer/bld-ss1.png You can probably spot some other things I've started to do wrong. Ok, you already got the idea, but I would rotate the images in gimp ( top and front ) to have horizontals and verticals. If you crop the top view to the wings extremities and you already know the wingspan, it is easy to calibrate the image because the size you enter in blender is just wingspan / 2. Same for the other views. -Fred ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
Re: [Flightgear-devel] AC Modeling
I get a three view drawing, make the fuselage and 1 wing. Then I convert to mesh and optimise the mesh if necessary. Then I remove half of my extruded profile for the fuselage and duplicate and mirror the remaining half to make sure I've a symmetrical object (assuming the a/c is symmetrical). To make the wing I produce cut sections of the wing and then skin them as I think is mentioned in one of Bart's tutorials for blender (I think it's a cave one) a great source for these is model a/c plans. I think the boolean tools could be very useful (but these weren't available when I started using blender). They could be used to get a good cutout quicker than editing the vertices to put in the u/c bay. I made realistic looking wheels by making a high poly-count model of a wheel and adjusting material properties etc to give an almost photorealistic wheel... I then used this by making a texture from it and putting it on a low polycount wheel (no one looks that much closely at the wheels anyway). On Fri, 2003-07-11 at 10:23, Frederic BOUVIER wrote: WillyB wrote: http://24.121.17.106/fgfs/cassutt-racer/bld-ss1.png You can probably spot some other things I've started to do wrong. Ok, you already got the idea, but I would rotate the images in gimp ( top and front ) to have horizontals and verticals. If you crop the top view to the wings extremities and you already know the wingspan, it is easy to calibrate the image because the size you enter in blender is just wingspan / 2. Same for the other views. -Fred ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel -- Christopher S Horler [EMAIL PROTECTED] ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
Re: [Flightgear-devel] AC Modeling
WillyB [EMAIL PROTECTED] said: I found that out from the blender chatroom actually :) I have not tried cropping the images though, but I do copy each view into seperate images... I use gimp and just move it around and then see what it looks like, then move it a little more You can see the black edges around the sides. Here's what it looks like at the moment, I still need to adjust the front view a little as it is not lined up correctly yet. I'll have to do that before I go any further now. http://24.121.17.106/fgfs/cassutt-racer/bld-ss1.png You can probably spot some other things I've started to do wrong. The 3 view is not quite architect quality either :) The going is slow, but I'm still plugging along. I've finally figured out that it really pays to fuss with those 3-Views a lot. Make sure they are cropped and scaled right. Fix angular problems. Using gimp, ad reference points to make lining things up easier. Make use of the layers feature in gimp for checking sizes and alignment. Fill in or enhance missing or faded lines. It really made a difference and saved a lot of time doing the p-51d. Best, Jim ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
Re: [Flightgear-devel] AC Modeling
On Friday 11 July 2003 05:53, Jim Wilson wrote: WillyB [EMAIL PROTECTED] said: I found that out from the blender chatroom actually :) I have not tried cropping the images though, but I do copy each view into seperate images... I use gimp and just move it around and then see what it looks like, then move it a little more You can see the black edges around the sides. Here's what it looks like at the moment, I still need to adjust the front view a little as it is not lined up correctly yet. I'll have to do that before I go any further now. http://24.121.17.106/fgfs/cassutt-racer/bld-ss1.png You can probably spot some other things I've started to do wrong. The 3 view is not quite architect quality either :) The going is slow, but I'm still plugging along. I've finally figured out that it really pays to fuss with those 3-Views a lot. Make sure they are cropped and scaled right. Fix angular problems. Using gimp, ad reference points to make lining things up easier. Make use of the layers feature in gimp for checking sizes and alignment. Fill in or enhance missing or faded lines. It really made a difference and saved a lot of time doing the p-51d. Best, Jim Ok... I'll do that. Thanks :) Re's WillyB ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
Re: [Flightgear-devel] AC Modeling
On Friday 11 July 2003 02:23, Frederic BOUVIER wrote: WillyB wrote: http://24.121.17.106/fgfs/cassutt-racer/bld-ss1.png You can probably spot some other things I've started to do wrong. Ok, you already got the idea, but I would rotate the images in gimp ( top and front ) to have horizontals and verticals. Ok. Yeah, plus when I used the middle mouse button in the front view I saw that the model is 180 degrees off.. :/ I have the rear of the plane forward but the 3 view has the front of it forward. If you crop the top view to the wings extremities and you already know the wingspan, it is easy to calibrate the image because the size you enter in blender is just wingspan / 2. Same for the other views. ah.. I see.. the wingspan of this RAC (real aircraft) is 15 feet, so I'd want to change the number for size in the = window to be 7.5 ( I have it at 15 at the moment ). That would turn out a model twice the size, if I'm following what you said. WillyB -Fred WillyB ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
Re: [Flightgear-devel] AC Modeling
On Thursday 10 July 2003 21:27, Lee Elliott wrote: On Thursday 10 July 2003 23:50, David Megginson wrote: WillyB writes: What is the Best way to approach starting a brand new model? I have a 3 view of the AC .. is it best to start from the front view and get a general circlesh outline of the fusilage and extrude back? More or less. I usually start with the widest part of the fuselage, then extrude in both directions, using the side and top views for guidance. You'll want to make the wings the same way -- start with the side view to get their outline at the wing root (the thickest part), then extrude outwards. All the best, David -- David Megginson, [EMAIL PROTECTED], http://www.megginson.com/ That's pretty much the way I do it too. If the fuselage has a more complex shape (front to back - not x-section) and I have some profiles I might make the fuse in several sections, and then worry about matching them up, or I might start at the most complex x-section part of the fuselage so I know I've got enough points. LeeE There are the air intakes (not sure exactly what to call them) that come off the front of the engine to the sides.. I'll have do those seperately. Thanks :) WillyB ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
Re: [Flightgear-devel] AC Modeling
WillyB writes: Yeah, plus when I used the middle mouse button in the front view I saw that the model is 180 degrees off.. :/ I have the rear of the plane forward but the 3 view has the front of it forward. At the bottom left of each 3d view, when you see the grid, there is an indication of the coordinate system. Something like ( ascii art ) ^ Z | +-- X Ctrl+NUM 3 give you the inverted view than NUM 3. Same for the other. ah.. I see.. the wingspan of this RAC (real aircraft) is 15 feet, so I'd want to change the number for size in the = window to be 7.5 ( I have it at 15 at the moment ). Beware, units are in meter ! 1 blender unit is one meter otherwise, you will have a giant plane, but you have the idea. To be sure, count the square of the grid, or select a vertex in edit mode and hit 'n' to have the coordinates That would turn out a model twice the size, if I'm following what you said. Exactly, if the units were feet, but they are meter if fg -Fred ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
Re: [Flightgear-devel] AC Modeling
On Friday 11 July 2003 05:58, Christopher S Horler wrote: I get a three view drawing, make the fuselage and 1 wing. Then I convert to mesh and optimise the mesh if necessary. Then I remove half of my extruded profile for the fuselage and duplicate and mirror the remaining half to make sure I've a symmetrical object (assuming the a/c is symmetrical). That's the way I did my 'Experimental UFO model' which I'm using to experiment and develope my texturing skills. To make the wing I produce cut sections of the wing and then skin them as I think is mentioned in one of Bart's tutorials for blender (I think it's a cave one) a great source for these is model a/c plans. I have links in bookmarks for about 50 or so Blender tutorials. I think I've seen the cave one, I'll go and check them out again. I think the boolean tools could be very useful (but these weren't available when I started using blender). They could be used to get a good cutout quicker than editing the vertices to put in the u/c bay. I have not delved into the world of booleans yet, at least not in Blender. I made realistic looking wheels by making a high poly-count model of a wheel and adjusting material properties etc to give an almost photorealistic wheel... I then used this by making a texture from it and putting it on a low polycount wheel (no one looks that much closely at the wheels anyway). Yeah.. the wheels are one of those details that no one notices when they are right, but if they are off somehow it sticks out like a sore thumb. Thanks for the input :) I think when this thread is all said and done with I'll cull it out and put it in the Wiki. Re's WillyB On Fri, 2003-07-11 at 10:23, Frederic BOUVIER wrote: WillyB wrote: http://24.121.17.106/fgfs/cassutt-racer/bld-ss1.png You can probably spot some other things I've started to do wrong. Ok, you already got the idea, but I would rotate the images in gimp ( top and front ) to have horizontals and verticals. If you crop the top view to the wings extremities and you already know the wingspan, it is easy to calibrate the image because the size you enter in blender is just wingspan / 2. Same for the other views. -Fred ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
Re: [Flightgear-devel] AC Modeling
On Friday 11 July 2003 08:04, Frederic BOUVIER wrote: WillyB writes: Yeah, plus when I used the middle mouse button in the front view I saw that the model is 180 degrees off.. :/ I have the rear of the plane forward but the 3 view has the front of it forward. At the bottom left of each 3d view, when you see the grid, there is an indication of the coordinate system. Something like ( ascii art ) ^ Z +-- X Ctrl+NUM 3 give you the inverted view than NUM 3. Same for the other. I didn't know about the ctrl+num3 .. Cool! ah.. I see.. the wingspan of this RAC (real aircraft) is 15 feet, so I'd want to change the number for size in the = window to be 7.5 ( I have it at 15 at the moment ). Beware, units are in meter ! 1 blender unit is one meter otherwise, you will have a giant plane, but you have the idea. To be sure, count the square of the grid, or select a vertex in edit mode and hit 'n' to have the coordinates That would turn out a model twice the size, if I'm following what you said. Exactly, if the units were feet, but they are meter if fg Ok, that helps a lot! :) thanks WillyB -Fred ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
Re: [Flightgear-devel] AC Modeling
WillyB writes: That would turn out a model twice the size, if I'm following what you said. Exactly, if the units were feet, but they are meter if fg Ok, that helps a lot! :) One more thing: from your blender screenshot, I see you don't choose the right axis for your model and it will not line up with the fdm if you don't rotate it. The convention for JSBSim is : X : 0 at the nose tip, positive toward the tail Z: Up Y: 0 at the center, positive toward the left -Fred ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
Re: [Flightgear-devel] AC Modeling
I wrote : WillyB writes: That would turn out a model twice the size, if I'm following what you said. Exactly, if the units were feet, but they are meter if fg Ok, that helps a lot! :) One more thing: from your blender screenshot, I see you don't choose the right axis for your model and it will not line up with the fdm if you don't rotate it. The convention for JSBSim is : X : 0 at the nose tip, positive toward the tail Z: Up Y: 0 at the center, positive toward the left Ooops. Y to the right. Look here : http://perso.wanadoo.fr/frbouvi/flightsim/a320-blender.png -Fred ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
Re: [Flightgear-devel] AC Modeling
On Friday 11 July 2003 09:00, Frederic BOUVIER wrote: I wrote : WillyB writes: That would turn out a model twice the size, if I'm following what you said. Exactly, if the units were feet, but they are meter if fg Ok, that helps a lot! :) One more thing: from your blender screenshot, I see you don't choose the right axis for your model and it will not line up with the fdm if you don't rotate it. The convention for JSBSim is : X : 0 at the nose tip, positive toward the tail Z: Up Y: 0 at the center, positive toward the left Ooops. Y to the right. Look here : http://perso.wanadoo.fr/frbouvi/flightsim/a320-blender.png -Fred I noticed you had set up your windows and views differently than I had, now I understand why. I'm starting over again after getting all the great tips from everyone. Thanks :) WillyB ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
[Flightgear-devel] AC Modeling
I am getting ready to fire up Blender. I have a question for the experienced AC models. What is the Best way to approach starting a brand new model? I have a 3 view of the AC .. is it best to start from the front view and get a general circlesh outline of the fusilage and extrude back? From other postings I know to make the wings seperate as well as the flight surfaces.. but it's getting the first general shapes that Im wondering about. Basically what I'm asking for are a few Tips from the Experienced ;) TIA WillyB ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
re: [Flightgear-devel] AC Modeling
WillyB writes: What is the Best way to approach starting a brand new model? I have a 3 view of the AC .. is it best to start from the front view and get a general circlesh outline of the fusilage and extrude back? More or less. I usually start with the widest part of the fuselage, then extrude in both directions, using the side and top views for guidance. You'll want to make the wings the same way -- start with the side view to get their outline at the wing root (the thickest part), then extrude outwards. All the best, David -- David Megginson, [EMAIL PROTECTED], http://www.megginson.com/ ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
Re: [Flightgear-devel] AC Modeling
On Thursday 10 July 2003 15:50, David Megginson wrote: WillyB writes: What is the Best way to approach starting a brand new model? I have a 3 view of the AC .. is it best to start from the front view and get a general circlesh outline of the fusilage and extrude back? More or less. I usually start with the widest part of the fuselage, then extrude in both directions, using the side and top views for guidance. You'll want to make the wings the same way -- start with the side view to get their outline at the wing root (the thickest part), then extrude outwards. All the best, David Thank ya Sir :-) Sounds like a good place to start. WillyB ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
Re: [Flightgear-devel] AC Modeling
On Thursday 10 July 2003 23:50, David Megginson wrote: WillyB writes: What is the Best way to approach starting a brand new model? I have a 3 view of the AC .. is it best to start from the front view and get a general circlesh outline of the fusilage and extrude back? More or less. I usually start with the widest part of the fuselage, then extrude in both directions, using the side and top views for guidance. You'll want to make the wings the same way -- start with the side view to get their outline at the wing root (the thickest part), then extrude outwards. All the best, David -- David Megginson, [EMAIL PROTECTED], http://www.megginson.com/ That's pretty much the way I do it too. If the fuselage has a more complex shape (front to back - not x-section) and I have some profiles I might make the fuse in several sections, and then worry about matching them up, or I might start at the most complex x-section part of the fuselage so I know I've got enough points. LeeE ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel