I always do the model first and scale the entire thing at the end. I can keep
the gross error to the minimium this way.
Ampere
On October 30, 2004 08:02 am, David Megginson wrote:
> My approach is fairly similar, except that I often use paper instead.
> At first, I wanted to try tracing, but it
David Megginson wrote:
My approach is fairly similar, except that I often use paper instead.
At first, I wanted to try tracing, but it never works out well --
instead, I print the three-view (blown up a bit if necessary) then
take a known measurement, like the wingspan, and figure out how many
mil
On Sat, 30 Oct 2004 00:01:04 -0400, Ampere K. Hardraade
<[EMAIL PROTECTED]> wrote:
> Now days, I am using a different method. Say I want to model a pentagon: I
> will load the drawing in Gimp or Paintbrush, and measure the coordinates of
> the five corners in pixel. After that, I will open 3D St
I used to use that method you described when I was still a beginner. It takes
a lot of concentration, and the result may not come out as accurate as you
would like it to be.
Now days, I am using a different method. Say I want to model a pentagon: I
will load the drawing in Gimp or Paintbrush,
I'm having a Blender issue that I thought someone on this list might
know the answer to.
I'm trying to model some simple aircraft for use as 'airfield furniture'
in Blender. I have some 3-views to use but I can't find a sensible way
of having them available in Blender to use as a guide.
If possi
Boris Koenig writes:
>
> But if the Blender people could really add the necessary functionality,
> Blender might have the potential to replace AC3D for most tasks, which
> wouldn't be that bad, because Blender doesn't cost money ;-)
Has anyone tried to write a SSG loader for the native Blender fo
On Wed, 21 Jul 2004 12:00:23 -0400
Josh Babcock <[EMAIL PROTECTED]> wrote:
>Boris Koenig wrote:
>> Chris Metzler wrote:
>>> On Wed, 21 Jul 2004 10:18:25 -0400
>>> David Megginson <[EMAIL PROTECTED]> wrote:
>>>
Correct. Currently, the AC3D export scripts in blender do not export
specular,
Boris Koenig wrote:
Chris Metzler wrote:
On Wed, 21 Jul 2004 10:18:25 -0400
David Megginson <[EMAIL PROTECTED]> wrote:
Correct. Currently, the AC3D export scripts in blender do not export
specular, and emissive parameters, and they probably do not handle
diffuse either -- you have to add those bac
David Megginson wrote:
> Chris Metzler wrote:
>
> > For example,
> > tweaking the diffuse/specular reflectivity parameters produces no change
> > whatsoever to the .ac file exported, even though the .blend file does
> > change.
>
> Correct. Currently, the AC3D export scripts in blender do not ex
Chris Metzler wrote:
On Wed, 21 Jul 2004 10:18:25 -0400
David Megginson <[EMAIL PROTECTED]> wrote:
Correct. Currently, the AC3D export scripts in blender do not export
specular, and emissive parameters, and they probably do not handle
diffuse either -- you have to add those back in by hand in the
On Wed, 21 Jul 2004 10:18:25 -0400
David Megginson <[EMAIL PROTECTED]> wrote:
> Chris Metzler wrote:
>
>> For example,
>> tweaking the diffuse/specular reflectivity parameters produces no
>> change whatsoever to the .ac file exported, even though the .blend
>> file does change.
>
> Correct. Curre
Chris Metzler wrote:
For example,
tweaking the diffuse/specular reflectivity parameters produces no change
whatsoever to the .ac file exported, even though the .blend file does
change.
Correct. Currently, the AC3D export scripts in blender do not export
specular, and emissive parameters, and they
Hi,
So, I've got structures I've modelled in Blender that look nice. However,
once they're in FlightGear, they don't look so nice. plib doesn't read
.blend files, of course, so I use Blender's AC3D export to create .ac
files that plib can read. I take a look at how the object looks in
FlightGe
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