Re: [Flightgear-devel] Blender question

2004-10-30 Thread David Megginson
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 Studio, create fiver
 vertices at the aformention coordinates and connect them with lines... and
 voila, I have a pentagon.

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
millimeters on the 3-view represent one meter in real life.  After
that, I usually start with wireframe squares and actually set the
coordinates based on measurements from the 3-view.  It goes
surprisingly fast (I start with a cross section of the fuselage, and
then extrude it as necessary).


All the best,


David

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Re: [Flightgear-devel] Blender question

2004-10-30 Thread Curtis L. Olson
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
millimeters on the 3-view represent one meter in real life.  After
that, I usually start with wireframe squares and actually set the
coordinates based on measurements from the 3-view.  It goes
surprisingly fast (I start with a cross section of the fuselage, and
then extrude it as necessary).
 

When I was working on the C99 flight model and trying to input 
dimensions into the YASim config file I discovered that gimp has a handy 
measurement tool where you can draw a line on the screen and it will 
tell you length in pixels.  I came up with a pixel to meters conversion 
factor.  Pretty similar to your approach, but if you have the image on 
the computer all ready it might save a bit of time.

Curt.
--
Curtis Olsonhttp://www.flightgear.org/~curt 
HumanFIRST Program  http://www.humanfirst.umn.edu/
FlightGear Project  http://www.flightgear.org
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Re: [Flightgear-devel] Blender question

2004-10-30 Thread Ampere K. Hardraade
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 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
 millimeters on the 3-view represent one meter in real life.  After
 that, I usually start with wireframe squares and actually set the
 coordinates based on measurements from the 3-view.  It goes
 surprisingly fast (I start with a cross section of the fuselage, and
 then extrude it as necessary).

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[Flightgear-devel] Blender question

2004-10-29 Thread Matthew Law
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 possible, I'd like to texture some cubes with each of the 3-views and
be able to see the texture in Blender as I model.  This seems to be the
method many people use in other apps like 3DS Max.  Is this the right
way to go in Blender?  What methods do other people use and how do you
get guide images in there to model with?

Apologies if this is OT to some, but I thought it relevant and I know
there are people here that use Blender for FGFS stuff ;-)


All the best,

Matthew

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Re: [Flightgear-devel] Blender question

2004-10-29 Thread Ampere K. Hardraade
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, and measure the coordinates of 
the five corners in pixel.  After that, I will open 3D Studio, create fiver 
vertices at the aformention coordinates and connect them with lines... and 
voila, I have a pentagon.

Ampere

On October 29, 2004 08:49 pm, Matthew Law wrote:
 If possible, I'd like to texture some cubes with each of the 3-views and
 be able to see the texture in Blender as I model.  This seems to be the
 method many people use in other apps like 3DS Max.  Is this the right
 way to go in Blender?  What methods do other people use and how do you
 get guide images in there to model with?

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[Flightgear-devel] Blender question for FG modellers: AC3D export and materials/textures?

2004-07-21 Thread Chris Metzler

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
FlightGear, I tweak material settings in Blender, I export . . .and I
notice *no difference* in how it looks in FlightGear.  As near as I can
tell, AC3D export doesn't honor material shading parameters.  For example,
tweaking the diffuse/specular reflectivity parameters produces no change
whatsoever to the .ac file exported, even though the .blend file does
change.

Even worse, once textures are assigned, the texture files don't get
exported either.  There they are in the Blender renderer, but there's
no texture lines showing up anywhere in the .ac file after export.

Is there something I'm stupidly missing here?

Thanks,

-c

-- 
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Re: [Flightgear-devel] Blender question for FG modellers: AC3D export and materials/textures?

2004-07-21 Thread David Megginson
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 probably do not handle diffuse 
either -- you have to add those back in by hand in the AC3D file.

Even worse, once textures are assigned, the texture files don't get
exported either.  There they are in the Blender renderer, but there's
no texture lines showing up anywhere in the .ac file after export.
When I add textures with the Blender UV editor, they show up fine.  I 
haven't tried using projected textures.

All the best,
David
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Re: [Flightgear-devel] Blender question for FG modellers: AC3D export and materials/textures?

2004-07-21 Thread Chris Metzler
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. 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 AC3D
 file.

Ugh.


 Even worse, once textures are assigned, the texture files don't get
 exported either.  There they are in the Blender renderer, but there's
 no texture lines showing up anywhere in the .ac file after export.
 
 When I add textures with the Blender UV editor, they show up fine.  I 
 haven't tried using projected textures.

Well, in this case, I wasn't using UV mapping, but rather assigning
materials to faces and then textures to materials, because it was
straightforward to the task at hand.  But I guess I'll UV map it.

Thanks much,

-c

-- 
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Re: [Flightgear-devel] Blender question for FG modellers: AC3D export and materials/textures?

2004-07-21 Thread Boris Koenig
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 AC3D
file.
Ugh.
Indeed, that doesn't sound like fun to do ... but Blender does have a
pretty active community, and if I remember correctly things like
file exporting/converting are done using a subset of Python as
scripting language, hence one might be lucky mentioning these
requirements within the Blender community, possible one could
find someone who knows how to easily add the necessary options to
the relevant Python scripts.
Otherwise, you could also attach the native blender file and
the exported AC3D file to your next posting, possibly one could
automatize the task by writing some small shell script, but I really
don't know how feasible that would be, also with regards to the
original Blender file format :-/
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 ;-)

Boris
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Re: [Flightgear-devel] Blender question for FG modellers: AC3D export and materials/textures?

2004-07-21 Thread Frederic Bouvier
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 export 
 specular, and emissive parameters, and they probably do not handle diffuse 
 either -- you have to add those back in by hand in the AC3D file.

That's not totally true. You can change one parameter at the begining of
the export script ( for version 2.28 that work also for newer version ).
In http://members.aon.at/mfranz/ac3d_export.py , you have these two lines :

MIRCOL_AS_AMB = 0   # export Mirror Color rgb triplet as ambient color?
MIRCOL_AS_EMIS = 0  # export Mirror Color rgb triplet as emissive color?

I usually set MIRCOL_AS_EMIS=1 so that I can set the emissive color directly
in Blender by adjusting the Mir (ror ?) color.
The shininess is hard coded in this version to 72. The normal color is the 
diffuse color.
 
  Even worse, once textures are assigned, the texture files don't get
  exported either. There they are in the Blender renderer, but there's
  no texture lines showing up anywhere in the .ac file after export.
 
 When I add textures with the Blender UV editor, they show up fine. I 
 haven't tried using projected textures.

No problem with texture references. I only use the UV editor.

-Fred


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Re: [Flightgear-devel] Blender question for FG modellers: AC3D export and materials/textures?

2004-07-21 Thread Josh Babcock
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 back in by hand in the AC3D
file.

Ugh.

Indeed, that doesn't sound like fun to do ... but Blender does have a
pretty active community, and if I remember correctly things like
file exporting/converting are done using a subset of Python as
scripting language, hence one might be lucky mentioning these
requirements within the Blender community, possible one could
find someone who knows how to easily add the necessary options to
the relevant Python scripts.

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Chris,
have you seen some of my post processing scripts for ac3d export?  I run one on 
pretty much every model that I made to play around with KADW.  The bo105 has a 
makefile that does a lot of similar stuff too.

Josh
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Re: [Flightgear-devel] Blender question for FG modellers: AC3D export and materials/textures?

2004-07-21 Thread Chris Metzler
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, and emissive parameters, and they probably do not handle
 diffuse either -- you have to add those back in by hand in the AC3D
 file.

 Ugh.
 
 Indeed, that doesn't sound like fun to do ... but Blender does have a
 pretty active community, and if I remember correctly things like
 file exporting/converting are done using a subset of Python as
 scripting language, hence one might be lucky mentioning these
 requirements within the Blender community, possible one could
 find someone who knows how to easily add the necessary options to
 the relevant Python scripts.

 Chris,
 have you seen some of my post processing scripts for ac3d export?  I run
 one on pretty much every model that I made to play around with KADW. 

D'oh!  As soon as you said that, I went oh yeah, *tweak* and went and
looked.  Good catch.  Thanks.

-c

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