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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