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Blender capabilities for FS?

JB3DG

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southafrica
Hi guys

I have recently started on a Samba XL model in Blender and am wondering if anyone else out there uses Blender. Also, are there any scripts/plugins that can deal with the coding for the animations as well as attach points, gauges, etc.?

Thanks
Jono
 
As you've no doubt noticed, nothing has ever progressed beyond a bare beginning.

While converting the mesh output to a validly formatted .X file might not be that difficult...

...being able to create "Blenderized" replacements for the Attach Point Tool, Animation Manager, FSX Materials, and the ability to parse the modeldef.xml file and create the .XANIM file (which has the animation definitions) is something else entirely!

It hasn't been done, and most likely never will be done.
 
I model in blender, but I export to Max9 via FBX before the final FSX-export. The python-scripts for FSX in blender do not support animations.
 
Sigh ok guess i have no choice but to do modeling in Blender and the rest in something else but I assure you I will have nothing to do with gmax. If there ever was a program designed by a idiot then it is gmax. I do not have the patience for it so that leaves FSDS and 3DS. Ok guys can FSDS import 3ds files and other formats that I can export from Blender?
 
That is a rather strange statement, considering that GMax is nothing other than a slightly lighter version of 3DS Max5... :rolleyes:
 
... but I assure you I will have nothing to do with gmax. If there ever was a program designed by a idiot then it is gmax. I do not have the patience for it so that leaves FSDS and 3DS.

3dsMax is the same as gmax, just with WAY more knobs and options. And this is easier than gmax? Good luck (from an idiot who actually likes gmax...) !
 
Apologies I am not condemning those who use gmax. I'm just stating my view of it. When i have tried working with I often end up having to fight the urge to throw the &%^& computer out the window. But the fact that I still have it on my PC reveals that I will use it but only as a absolute last resort. Since you all say 3DS is the same just more functions, I will only consider it if you can play around with the interface and place buttons etc where you want them. So that leaves FSDS. So to repeat my last question, can FSDS import files like .3DS, .DXF, .OBJ, etc? Cuz if I can do the modelling in Blender and do the rest of the real FS work in a program that was designed specifically FOR FS than i'm happy.
 
The user-interface of Max (all versions) and GMax is near-infinitely configurable...

Were one so inclined, the UI could be arranged to have nearly the identical look and feel of FSDS, including the icons!

What I did years ago was to create an empty UI, and then include only the most basic and essential functions on the toolbar(s) and Quad-Menu. As I continued to learn, I've added new icons and their functions in the various menus, toolbars, etc.

Of course, I always have the option of drilling down into the system to access one of the more esoteric functions as needed, but if I'm not likely to use it on a regular basis, I don't bother adding it to the UI "permanently..."
 
So to repeat my last question, can FSDS import files like .3DS, .DXF, .OBJ, etc? Cuz if I can do the modelling in Blender and do the rest of the real FS work in a program that was designed specifically FOR FS than i'm happy.

From what I can find, subject to certain limitations, yes. You'll need the CVA Converter:- http://www.flightsim.cz/fsitem.php?act=exe&id=59&lan=1

and you'll find some discussion of the utility here:- http://www.aerodynamika.com/cgi-bin/yabb/YaBB.cgi?num=1063226067

Hope this helps.
 
As you've no doubt noticed, nothing has ever progressed beyond a bare beginning.

While converting the mesh output to a validly formatted .X file might not be that difficult...

...being able to create "Blenderized" replacements for the Attach Point Tool, Animation Manager, FSX Materials, and the ability to parse the modeldef.xml file and create the .XANIM file (which has the animation definitions) is something else entirely!

It hasn't been done, and most likely never will be done.

I noticed <G>. Is it because Blender just can not do the animations or is the problem that Blender doesn't have a script language that can do the conversions or are they just to different.

Has anyone used AC3D for FS? According to this http://www.inivis.com/forum/showthread.php?p=23212 thread it can be done with manual intervention - at least for FS9. AC3D is what X-Plane devs use so it would be nice to use one for both.

Or should I just plan GMax for FS and AC3D for X-Plane. 3DFS is out of the question due to cost. Even as staff at a University and the Academic discounts I'm looking at over $1,000 and that is a limited time usage.

Thanks.
 
Several people model in Blender but usually do a sophisticated export to Gmax or Max to export it to MDL format.

One of the 'chaps' at the vintage British FS site is making one (I believe) that exports to FSX format with bump mapping, if I am correct, I could be wrong though.


Gmax is terribly easy. The thing that freaks people out is all the tools. You will only use about 25% of them, if that. It has the three base tools, built right into the tool bar on top; move, rotate, scale. WIth that, and knowing where Vertice and Polygon modes are, you are set to go in basic modelling mode in Gmax.

And that is correct, Gmax is Max, without rendering. The newest Max cannot export to FSX due to a change in scripts language, making it nearly impossible for the FSX scripts to compile to FSX MDL format or X format for that matter.

FSDS is nice, but usually people move from FSDS to Max or Gmax. FSDS is limited, though EXTREMELY easy to work. I recommend Gmax. You will thank me later. But.. its up to you. Just make a wise decision. Time is gold, precious, and always flowing and running out.

I wish I could remember that guys name that works in Blender. There is another man who works in Blender, I think of him as a guru in X-Plane, he made the Mitsubishi MU-2 a while back. He could answer your questions best. I believe he was converting his Mu-2 to FS format, (I think) and had a grip on all the details of converting and creating planes into XP9 format, including airfiles, which are radically complex compared to FS.


I know that doesnt help much, but perhaps sheds a bit of light on your path.



Bill
 
Several people model in Blender but usually do a sophisticated export to Gmax or Max to export it to MDL format.

One of the 'chaps' at the vintage British FS site is making one (I believe) that exports to FSX format with bump mapping, if I am correct, I could be wrong though.


Gmax is terribly easy. The thing that freaks people out is all the tools. You will only use about 25% of them, if that. It has the three base tools, built right into the tool bar on top; move, rotate, scale. WIth that, and knowing where Vertice and Polygon modes are, you are set to go in basic modelling mode in Gmax.

And that is correct, Gmax is Max, without rendering. The newest Max cannot export to FSX due to a change in scripts language, making it nearly impossible for the FSX scripts to compile to FSX MDL format or X format for that matter.

FSDS is nice, but usually people move from FSDS to Max or Gmax. FSDS is limited, though EXTREMELY easy to work. I recommend Gmax. You will thank me later. But.. its up to you. Just make a wise decision. Time is gold, precious, and always flowing and running out.

I wish I could remember that guys name that works in Blender. There is another man who works in Blender, I think of him as a guru in X-Plane, he made the Mitsubishi MU-2 a while back. He could answer your questions best. I believe he was converting his Mu-2 to FS format, (I think) and had a grip on all the details of converting and creating planes into XP9 format, including airfiles, which are radically complex compared to FS.


I know that doesnt help much, but perhaps sheds a bit of light on your path.



Bill

That sheds a lot of light - thank you very much. Tell me about time being precious<G>!!!

GMax is available free and I have it so that's a plus along with the fact it works with FS and has the scripts to do the conversions so the integration is more seamless and time is saved because I don't have to hassle with integration and there are lots of experts here!

Blender is appealing because it's free but for both X-Plane and FS the main choice seems to be AC3D and GMax respectively. I'll stick with GMax for FS and use AC3D for X-Plane.

Thanks for the tips.
 
Most welcome.

Ask when you have questions and we'll help as much as we can.


On the tutorials, do them in order, and dont go to the next order up until you can do that one level by memory, remembering where the tools are and all. When you can do them by heart, move to the next level. If you go out of order, you cannot go much farther, as the former level teaches you things you will use in the next level up.

Some people (most actually, like me) went straight to the P-38 level (last one) which we thought would teach us everything, but the former levels taught you how to cut lines in polygons, extrusions, animations, Chamfering, etc, etc, etc, including how the tools are used and where they are.

I think you'll enjoy it.

Have fun.



Bill
 
Most welcome.

Ask when you have questions and we'll help as much as we can.


On the tutorials, do them in order, and dont go to the next order up until you can do that one level by memory, remembering where the tools are and all. When you can do them by heart, move to the next level. If you go out of order, you cannot go much farther, as the former level teaches you things you will use in the next level up.

Some people (most actually, like me) went straight to the P-38 level (last one) which we thought would teach us everything, but the former levels taught you how to cut lines in polygons, extrusions, animations, Chamfering, etc, etc, etc, including how the tools are used and where they are.

I think you'll enjoy it.

Have fun.



Bill

Where can I find these tutorials? I will take your advice and do them in order!

Is this the Bill of EagleSoft?

Found it at http://www.flightsim.com/main/howto/gmax.htm. If it's not the correct one let me know.
 
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No, he's the Bill the Lionheart(ed)... ;)

GMax tutorials and the Help files for GMax (both separate download):
http://www.turbosquid.com/gmax

Okay, Bill the Lion <G>. I wondered when I saw the Citation.

I found the tutorials. I remembered after posting that I had to get them separately. I've got them and installed them. By doing in order you mean Getting Started->Making a Level->etc. until I get to the P38?

I did Getting Started and then went to the P-38 as I misunderstood. I've gotten to the wing creation session and noticed that although I did the box calibration on the plane if I create the wing box the measurements are shorter than what's in the tutorial. If I follow the directions and set length, width, height the wing is much bigger than the background image. I must be doing something wrong but haven't figure out what. My wing box is off the edges of the viewport and bigger than the background.

I also dug out my copy of the GMax Bible that I bought some time ago.

After using AutoCad (full and lite versions), PhotoShop, and some other programs GMax can do some weird things that cause you fits.

Thanks for the help.
 
Hey DC3Apilot,

Cool! Yes, it is most important to start at level one, then go to two, and not 7 or 8, etc. What they teach in an early level, is used next in the next level, all intertwined in order. If you miss a level, you are lost on the next after that one.

When you complete the level, practice doing it by memory in Gmax, making fake parts and things. When you can do it by heart, finding the tools, making parts, then go to the next level.

I didnt do the terrain level. I thought it was useless. The animation thing with the robot I did, and it was helpful in showing me where things were.

When you are done with those, then I recommend another tutorial, called 'Stupid Idiots Guide to Gmax'. You'll need to google that. I think its traded sites a few times now. It shows you how to do a WWII prototype German jet, retractable gears animations, etc. Very very very good tutorial, but you should do this one first for knowing where the basic tools are and how to use them. This second tutorial is a masterpiece! Its so well done.

Just remember though, your primary tools are move, rotate, and scale, and they are on the top toolbar. With that, you can build a plane, (model the mesh that is).


Concerning background images which require Bitmaps. We have all changed to making background polygons (flat square planes) that we attach a texture to of a 3View. You can line them around the outer edges of a center, having left, right, top, bottom, front, and rear. They face inwards, and you look through them (back sides are transparent) and when in a view mode such as 'Left', you see the background plane or polygon perfect and can start making your model in the middle.

There are variations on this technique, such as making the planes in the center and building the plane inside them, which 'appears' easier.

But... all in all, the original 'Gmax' version background views are a big hinderance and take tons of RAM and they shift alot. Totally useless. Being able to use JPG's is much nicer. I'll see if I can find a 'how to create a view box' that will help you out when you get to that point.


By the way, the P-38 tutorial is flawed. They are having you build it backwards. FS requires the Gizmo cross hair to have Green forward, Red to Right, and Blue to sky.


I couldnt find the 'background planes' tutorials, but found these for now.
http://www.aerodynamika.com/cgi-bin/yabb/YaBB.cgi?num=1184284524

http://www.aerodynamika.com/cgi-bin/yabb/YaBB.cgi?num=1181077354

Bill
 
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