Re: [Flightgear-devel] DC-3 3-D model (partial)

2002-01-28 Thread David Megginson

Wolfram Kuss writes:

  Have you looked at the profile of the wing yet? :-).

I'm trying to keep the tri count down, but it does have sort-of an
airfoil profile (i.e. the top curves up).


All the best,


David

-- 
David Megginson
[EMAIL PROTECTED]


___
Flightgear-devel mailing list
[EMAIL PROTECTED]
http://mail.flightgear.org/mailman/listinfo/flightgear-devel



Re: [Flightgear-devel] DC-3 3-D model (partial)

2002-01-27 Thread Wolfram Kuss

Ah, not bad!
Just out of curiosity, how much time did you need (including learning
Blender) and how many polys does it have?

Maybe a bit early to ask, but:
Do you plan to add animation, inclusive adding it to the FGFS code?


David

Bye bye,
Wolfram.


___
Flightgear-devel mailing list
[EMAIL PROTECTED]
http://mail.flightgear.org/mailman/listinfo/flightgear-devel



Re: [Flightgear-devel] DC-3 3-D model (partial)

2002-01-27 Thread David Megginson

Wolfram Kuss writes:

  Ah, not bad!

  Just out of curiosity, how much time did you need (including learning
  Blender) and how many polys does it have?

I'm not sure how much time I spent learning Blender, but it was
definitely under 12 hours, spread over a few weeks.  There are a *lot*
of online tutorials (build a castle, build a pencil, etc.) and the
best way to learn is to work through those.

I have probably spent about 4 hours on the DC-3 so far, and a lot of
that was learning.  I could probably make a new one from scratch much
faster now that I've learned the techniques.  I expect to spend much
more time now on the smaller details, though.

I don't know how to tell how many polys it has -- I don't know all the
intricacies of Blender yet.  Perhaps someone could load the VRML model
into PPE and tell me.

  Maybe a bit early to ask, but: Do you plan to add animation,
  inclusive adding it to the FGFS code?

I've considered it.  The rudder, elevator, and gear (such as it is)
are all separate top-level objects, and the aileron and flaps will be
too when I get around to it.  If there's some way to tag nodes in
Blender/VRML, it wouldn't be hard to move and rotate those objections
from inside FlightGear, but for now I'm going one step at a time.


All the best,


David

-- 
David Megginson
[EMAIL PROTECTED]


___
Flightgear-devel mailing list
[EMAIL PROTECTED]
http://mail.flightgear.org/mailman/listinfo/flightgear-devel



Re: [Flightgear-devel] DC-3 3-D model (partial)

2002-01-27 Thread Wolfram Kuss

David wrote:

I don't know how to tell how many polys it has -- I don't know all the
intricacies of Blender yet.  Perhaps someone could load the VRML model
into PPE and tell me.

PPE says 2608 triangles! 3D Exploration says 867 faces ?!? Also, in
PPE, I see all faces from both sides, in 3D Exploration only from 1
side. Maybe this is a PPE bug, I will investigate. But the flipping of
some faces seems to be wrong (normal 180 degrees wrong). BTW, I think
the engine nacelles and especially the wheels have very high
resolution.

Have you looked at the profile of the wing yet? :-).

I've considered it.  The rudder, elevator, and gear (such as it is)
are all separate top-level objects, and the aileron and flaps will be
too when I get around to it.  If there's some way to tag nodes in
Blender/VRML, it wouldn't be hard to move and rotate those objections
from inside FlightGear, but for now I'm going one step at a time.

Good!

All the best,


David

Bye bye,
Wolfram.

___
Flightgear-devel mailing list
[EMAIL PROTECTED]
http://mail.flightgear.org/mailman/listinfo/flightgear-devel



Re: [Flightgear-devel] DC-3 3-D model (partial)

2002-01-27 Thread John Check

On Sunday 27 January 2002 01:09 pm, you wrote:
 Wolfram Kuss writes:
   Ah, not bad!
  
   Just out of curiosity, how much time did you need (including learning
   Blender) and how many polys does it have?

Snip
   Maybe a bit early to ask, but: Do you plan to add animation,
   inclusive adding it to the FGFS code?

 I've considered it.  The rudder, elevator, and gear (such as it is)
 are all separate top-level objects, and the aileron and flaps will be
 too when I get around to it.  If there's some way to tag nodes in
 Blender/VRML, it wouldn't be hard to move and rotate those objections
 from inside FlightGear, but for now I'm going one step at a time.


In Blender... Add  Armature



 All the best,


 David


___
Flightgear-devel mailing list
[EMAIL PROTECTED]
http://mail.flightgear.org/mailman/listinfo/flightgear-devel



[Flightgear-devel] DC-3 3-D model (partial)

2002-01-26 Thread David Megginson

In an effort to learn 3-D modeling, I've been tinkering with a DC-3
model in Blender -- so far, it's been much easier than I expected.

The model is just roughed in -- it's untextured and far from complete
(no propeller, hub, exhaust, ailerons, flaps, or struts, some funky
normals, etc.), but you can already play with it in FlightGear with
the YASim DC-3 FDM.  Here are a couple of screenshots:

  http://www.megginson.com/flightsim/dc3-01.png
  http://www.megginson.com/flightsim/dc3-02.png

Here's the VRML1 model (only 44K), which PLIB (and FlightGear) can
use:

  http://www.megginson.com/flightsim/dc3.wrl

Here's the Blender binary source (60K) if anyone else wants to work
with the model (I'm putting it in the Public Domain):

  http://www.megginson.com/flightsim/dc3.blend

Blender's default orientation is a little different from
FlightGear's.  I'll fix things up later, but for now, it's necessary
to set a few properties to align the model correctly.  I copied
dc3.wrl into $FG_ROOT/Models, then invoked FlightGear like this:

  fgfs --aircraft=dc3-yasim \
   --prop:/sim/model/path=Models/dc3.wrl \
   --prop:/sim/model/pitch-offset-deg=90 \
   --prop:/sim/model/roll-offset-deg=270 \
   --prop:/sim/model/z-offset-m=-1.5

Comments and contributions welcome.


All the best,


David

-- 
David Megginson
[EMAIL PROTECTED]


___
Flightgear-devel mailing list
[EMAIL PROTECTED]
http://mail.flightgear.org/mailman/listinfo/flightgear-devel



Re: [Flightgear-devel] DC-3 3-D model (partial)

2002-01-26 Thread John Check

On Saturday 26 January 2002 04:09 pm, you wrote:
 In an effort to learn 3-D modeling, I've been tinkering with a DC-3
 model in Blender -- so far, it's been much easier than I expected.

 The model is just roughed in -- it's untextured and far from complete
 (no propeller, hub, exhaust, ailerons, flaps, or struts, some funky
 normals, etc.), but you can already play with it in FlightGear with
 the YASim DC-3 FDM.  Here are a couple of screenshots:

   http://www.megginson.com/flightsim/dc3-01.png
   http://www.megginson.com/flightsim/dc3-02.png

 Here's the VRML1 model (only 44K), which PLIB (and FlightGear) can
 use:

   http://www.megginson.com/flightsim/dc3.wrl

 Here's the Blender binary source (60K) if anyone else wants to work
 with the model (I'm putting it in the Public Domain):

   http://www.megginson.com/flightsim/dc3.blend

 Blender's default orientation is a little different from
 FlightGear's.  I'll fix things up later, but for now, it's necessary
 to set a few properties to align the model correctly.  I copied
 dc3.wrl into $FG_ROOT/Models, then invoked FlightGear like this:

   fgfs --aircraft=dc3-yasim \
--prop:/sim/model/path=Models/dc3.wrl \
--prop:/sim/model/pitch-offset-deg=90 \
--prop:/sim/model/roll-offset-deg=270 \
--prop:/sim/model/z-offset-m=-1.5

 Comments and contributions welcome.


 All the best,


 David

Not bad!

___
Flightgear-devel mailing list
[EMAIL PROTECTED]
http://mail.flightgear.org/mailman/listinfo/flightgear-devel