Jim Wilson writes: > If I'm not mistaken the process to get from Blender to flightgear > is to save the file in blender, run the file through a conversion > script to crate an ac3d file, and then edit that file in ppe to add > name labels to objects.
Fortunately, it's much simpler than that, since Blender has built-in Python scripting -- I just export the file to AC3D format from within Blender using a 3rd-party export script, and the object names, texture mappings, and material colours are preserved automatically. Usually, however, I have to do about 30 seconds of post-processing in a text editor: 1. Rearrange some objects (like the propeller disk) to work around plib's alpha-handling limitations. 2. Manually change the emissive properties for coloured materials (like nav lights), since the current AC3D export script doesn't save them (fixing that would take about 15 minutes of Python coding, but I'm lazy). Blender can export directly to VRML, and if plib had decent VRML support, I'd use that instead. In my tests, however, AC3D was the only fully-supported 3D format (other than MDL) in plib. > Also, there are things you can do in Blender that aren't supported in > plib yet, e.g. nurbs. Right, and 3D animation, etc., but none of those is useful for FlightGear -- we just need basic meshes. 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
