> I'm not sure what exactly you changed between your last two mails, but in > both cases the MD11 model looks pretty good now. I went in to attach everything, then detach everything again so now all the object's pivot align at [0,0,-5.96]. It would seem that the code that reads 3ds files takes the position of the objects relative to their pivot instead of the object's true location. Hence you see things like flaps and engines get dislocated. It would also seem that the code doesn't support the "mirror" function. So instead of being able to just flip one side to the other and call it a day, I have attach everything together, and detach everything again.
> I take it that you have > not modelled the landing gears yet? No, not yet. > About the control surfaces. I'm not exactly sure what the best approach > will be. I'm pretty much a novice when it comes to aircraft modelling, so I > have to find out a lot by trial and error. > > I know that some of the other aircraft use ac3d models, which contain named > surfaces that can be animated by binding these names to internal > properties. I tried converting your 3ds model to ac3d format. After the > conversion I only saw name "NoName" tags, which probably indicates that the > names of each surface is lost in the conversion, because I did see some > names pop up in your binary 3ds file. > > So, the two things I don't know yet are: > 1). Can we animate a 3ds model? > 2). If we need to convert to ac3d format, is there a way to retain the > original names given to each surface or do we need to manually reinsert > them? I don't know the answer to these questions myself, as I am also a novice when it comes to modding FlightGear. _______________________________________________ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
