Re: [Flightgear-devel] AC Modeling

2003-07-11 Thread Frederic Bouvier
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



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Re: [Flightgear-devel] AC Modeling

2003-07-11 Thread WillyB
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

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Re: [Flightgear-devel] AC Modeling

2003-07-11 Thread Frederic BOUVIER
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


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Re: [Flightgear-devel] AC Modeling

2003-07-11 Thread Christopher S Horler
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
 
 
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Re: [Flightgear-devel] AC Modeling

2003-07-11 Thread Jim Wilson
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

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Re: [Flightgear-devel] AC Modeling

2003-07-11 Thread WillyB
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


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Re: [Flightgear-devel] AC Modeling

2003-07-11 Thread WillyB
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



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Re: [Flightgear-devel] AC Modeling

2003-07-11 Thread WillyB
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



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Re: [Flightgear-devel] AC Modeling

2003-07-11 Thread Frederic BOUVIER
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


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Re: [Flightgear-devel] AC Modeling

2003-07-11 Thread WillyB
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
 
 
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Re: [Flightgear-devel] AC Modeling

2003-07-11 Thread WillyB
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


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Re: [Flightgear-devel] AC Modeling

2003-07-11 Thread Frederic BOUVIER
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


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Re: [Flightgear-devel] AC Modeling

2003-07-11 Thread Frederic BOUVIER
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


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Re: [Flightgear-devel] AC Modeling

2003-07-11 Thread WillyB
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



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[Flightgear-devel] AC Modeling

2003-07-10 Thread WillyB
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

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re: [Flightgear-devel] AC Modeling

2003-07-10 Thread David Megginson
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/

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Re: [Flightgear-devel] AC Modeling

2003-07-10 Thread WillyB
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


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Re: [Flightgear-devel] AC Modeling

2003-07-10 Thread Lee Elliott
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


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