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