Re: [Flightgear-devel] Blender question
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 -- http://www.megginson.com/ ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d
Re: [Flightgear-devel] Blender question
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 Unique text:2f585eeea02e2c79d7b1d8c4963bae2d ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d
Re: [Flightgear-devel] Blender question
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). ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d
[Flightgear-devel] Blender question
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 ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d
Re: [Flightgear-devel] Blender question
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? ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d
[Flightgear-devel] Blender question for FG modellers: AC3D export and materials/textures?
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 -- Chris Metzler [EMAIL PROTECTED] (remove snip-me. to email) As a child I understood how to give; I have forgotten this grace since I have become civilized. - Chief Luther Standing Bear pgpChg3SYe8mC.pgp Description: PGP signature ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
Re: [Flightgear-devel] Blender question for FG modellers: AC3D export and materials/textures?
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 ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
Re: [Flightgear-devel] Blender question for FG modellers: AC3D export and materials/textures?
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 -- Chris Metzler [EMAIL PROTECTED] (remove snip-me. to email) As a child I understood how to give; I have forgotten this grace since I have become civilized. - Chief Luther Standing Bear pgpLDo0nFqc1j.pgp Description: PGP signature ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
Re: [Flightgear-devel] Blender question for FG modellers: AC3D export and materials/textures?
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 ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
Re: [Flightgear-devel] Blender question for FG modellers: AC3D export and materials/textures?
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 ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
Re: [Flightgear-devel] Blender question for FG modellers: AC3D export and materials/textures?
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. ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel 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 ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
Re: [Flightgear-devel] Blender question for FG modellers: AC3D export and materials/textures?
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 -- Chris Metzler [EMAIL PROTECTED] (remove snip-me. to email) As a child I understood how to give; I have forgotten this grace since I have become civilized. - Chief Luther Standing Bear pgpBTWN61h8UL.pgp Description: PGP signature ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel