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v3 SDK: Instructions, SpeedTree and avatars?

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unitedkingdom
I now have v3 of P3D installed. I've just installed the v3 SDK. Where can I find the instructions/tutorials for this version?

The two new things I want to get to grips with are avatars and SpeedTree objects. Has anyone made inroads into these with the SDK?

Many thanks

Andy
 
Are you looking just to add SpeedTree objects? Here's some instructions from an online search.

- Open SimDirector
- Choose Scenery category
- Choose vegetation_st subcategory
- Drag and drop items from the list into the scene
- (Optional) chose File->Export Scenery to save your placement out as bgl

From what I understand LM purchased 15 SpeedTree models to be included in P3D's base library so the only way to place them would be using SimDirector. I'm not sure if other SpeedTree models can added but a third party developer. Looking from online videos, the models look great but the animations aren't. They look like the trees are pulsing more than moving in the breeze.
 
Avatar - sit in the aircraft on ground. Press CTRL+SHIFT+E - then you are in the avatar. Right click on screen to get context menu select one of third person, first person (attached), first person (no model),

Warning First person (attached) may make you sick. Too jerky.

Also my joystick is not working correctly - may need to properly set the axis.

Look in the P3D folder for the chm file for the Learning Center. Or use the Help menu Learning center. That way you get to search the learning center easier.
 
Thanks Ron.

I have no trouble using the default avatar. What I'm after are some basic instructions in the SDK for creating bespoke addon avatars. I have instructions for modelling biped characters and rigging them etc in 3DS Max (I use v2015). I'm familiar with the v1 and v2 SDKs. What I'm hoping to do is fill the gap in my knowledge which will allow me to compile rigged biped characters with skinned mesh from 3DS Max for use in v3.

Besides avatars I'm also interested in non-avatar, animated skinned mesh biped characters, as seen in this video (note P3D v2.5, i.e. prior to the advent of avatars in v3):

 
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Unfortunately the SDK lets us down again. Very little there. So it's up to some enterprising person to decompile the avatar let us know what's new. I have already heard here there is a new section to the MDL file.

http://www.fsdeveloper.com/forum/threads/prepar3d-v3.435221/

I think this avatar mode is only a beginning. More will be added in the future. Just has to be, as I find this initial part not very impressive. The crash boxes of the models don't allow an avatar to actually do a walk around of any significance. So as a training aid, it ain't working now.

Look in the modeldef.xml - you will see many added things for the avatar. Is there anything in the SDK?

Do you know about any changes to the 3DS max export to mdl that allows one to create avatars?

Can't afford it. So I will have to wait for the blender export to add that function. Go capt_x!!
 
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Ronh, you beat me to it...

I'm pretty disappointed in the v3 documentation. No mention of 'Speedtrees, avatars etc', and
still no correction from the v2.5 SDK docs re references to:

Generic Roof Textures
Generic Window Textures
Generic Wall Textures

..which are still missing.

I've got Arno's file re Building textures, and also Helli Hauch's PDF 'Generic Buildings'.
Both are invaluable. I want MORE.

Hector...

I'n not too impressed with Speedtrees. I'll bet the demands on the system will be too great,
at least for now.

In my local EGOW scenery I've got some 1500 trees plotted, so Speedtrees is out. May try
a dabble, though just out of curiosity...

Let's hope the data emerges.

However, I've got to admire LM's commitment to P3D. From what I've seen in v3, they've
done a pretty good job. Love the HDR changes. I'm having a ball in the A2A Cherokee
over EGOW.

Regards
Bill
0.9nm SW R03 EGOW
 
Hi guys I'm sorry for my English. I want to know how I can add their own models of trees. I do not like the models of trees offered by default. I can not find anywhere about how I can compile the file from your tree models for the simulator ..I located a good library of their own trees that I have done in the program Speedtrees
How can I compile a file with its tree model for the simulator, I can not find any instructions for this. I do not find the description in the sdk this new technology to add their own models of trees. those models offered prepar3d, I do not like. in our region do not grow such trees. and it is unclear how these patterns of trees will change their appearance depending on the season ((I was very surprised by what Lockheed released a new version of the simulator, and there are no details and descriptions of the new features in the sdk. What am I paying the money by buying the version for developer ??? as possible to do anything without having full information ??
 
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