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I'm not new to modeling per se, and I'm anything but new to MSFS. That said, I am almost completely new to putting the two together. I'm a 3ds Max 2017 / SketchUp based modeler looking to make the transition here from modding Kerbal Space Program. I've never liked starting "how do I anything" threads, but my google-fu hasn't proven very informative with regard to program-by-program specifics when it comes to rigging and exporting for FSX. My hope is to get the jest of the workflow and determine what is and isn't possible. In the interest of scope I'll limit my questions to a general bullet list:
This is the model in question, a fictitious wood and fabric tandem wing:
(3d gauges modeled but presently unanimated with the faces left blank.)
Presently it's a large collection of separate objects in varying states of grouping for UV purposes, all unanimated. The fuselage is bumpmaped. Some other parts are rigged to be bumpmaped but I haven't decided if I'm going to bother. I'd like to include specular color on some of it, but cursory research suggests that isn't nearly as simple to do here as it is in Unity for Kerbal Space Program purposes. There will be cockpit glass, though I haven't drawn it yet. On that note, what is the best way to arrange glass so it has apparent thickness, and should I use the same methodology for the exterior and the virtual cockpit?
Appreciate the patience with my ignorance.
- Is it possible to export from modern versions of 3ds max, and if so, is it a terrible idea?
- If it's not a terrible idea, what external software and plugins do I need?
- How does model need to be laid out with respect to orientation, animation, and scale?
- Does FSX impose any hard limits I should be aware of?
- I've managed to turn up a fair bit of information from the resource tab here, but most of it not pertaining to quite the right export program or quite the right sim. How much is cross compatible?
- What should I know about the FSX SDK, particularly with respect to interactions with Steam edition? I have older FSX:A copies as well, if necessary.
This is the model in question, a fictitious wood and fabric tandem wing:
(3d gauges modeled but presently unanimated with the faces left blank.)
Presently it's a large collection of separate objects in varying states of grouping for UV purposes, all unanimated. The fuselage is bumpmaped. Some other parts are rigged to be bumpmaped but I haven't decided if I'm going to bother. I'd like to include specular color on some of it, but cursory research suggests that isn't nearly as simple to do here as it is in Unity for Kerbal Space Program purposes. There will be cockpit glass, though I haven't drawn it yet. On that note, what is the best way to arrange glass so it has apparent thickness, and should I use the same methodology for the exterior and the virtual cockpit?
Appreciate the patience with my ignorance.



