Well that answers my .ac file question! I'm brand new to Gmax so I
think it will be much easier to just work with Blender. Thanks
Franz!
BTW I saw something about 'let others know what models you are
working'. Is anyone else working on any of the Century series fighters,
other than the F-104? Specifically, I'd like to take a shot at an F-100D
Super Sabre... it has interesting flight characteristics, and it looks like a
reasonably simple model retractable gear not-withstanding. <Theo is
pretty sure he'll end up eating his words 'reasonably simple model'>
----- Original Message -----
Sent: Tuesday, May 31, 2005 3:10 PM
Subject: [Flightgear-devel] [ANN] Blender
2.37 released & ac3d_export.pyHOWTO
Blender 2.37 has just been released:
http://www.blender3d.org/
New
features & fixes:
http://www.blender3d.org/cms/Blender_2_37.496.0.html
Most
relevant changes for fgfs work:
- manipulators (widgets in the 3D space
for scaling, rotation, translation) - new ac3d importer/exporter
AC3D-EXPORT ===========
- it's much faster now (but
you'll only see that on big scenes)
- one doesn't have to select from a
popup everytime one exports to an AC3D file ...
- but only
*selected* objects are saved now, which is quite a pain. It means
that you have first to make all layers active, then press AKEY,AKEY,
then save, and then restore your original setup (i.e. deselect all
layers/objects that you don't want active for further work). Will
probably get fixed in 2.38.
+++ Attached is a patch
that adds the possibility to export (1) "all", (2) only selected
objects, or to (3) ask every time (like in older versions).
+++
- you can now choose which objects *not* to export, by simply
prepending # (as in "commented out") or ! (as in "not") to the
object name. That's very useful for helper objects that shouldn't
end up in the exported model. (And a good argument for selecting
"all" (see last point).
- exports objects with more than one material
assigned. This isn't supported by the AC3D spec, but the exporter
auto-splits these objects into one object per material. This can be
prevented by prepending = ("keep as-is") or $ ("expensive, don't
touch") to the object name.
- does automatically turn parented objects
into AC3D's OBJECT_GROUP, (whereas it exported them flattened
before)
- exports "crease" in AC3D 4 mode
- allows to select a
texture base dir (that is best kept empty, because it's prepended to
all texture paths), and an export path
- changes to the exporter
properties are now saved in ~/.blender/scripts/bpydata/config/. To
make changes you open a "Scripts Window" and select
"Scripts"->"System"->"Scripts Config Editor"->
"Export"->"AC3D".
- there you can also instruct Blender not to ask
before overwriting (see the "General"
section)
m.
|
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