a little hlp pls
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a little hlp pls
Ok, here is my 1st attemp to make a plane for AFP, I got a few questions:
1. Coordination system, which direction is heading? +Y? -Y? +X? -X?
2. vertex limit: what kinda of vertex/polygon count do you normally put it to your plane? I had a fuselage that has over 1000 vertices, is it too many?
3. object hierarchy: how do I link the parts together and do I need to specify the pivot point for each joint?
4. Can any one help me to convert and Setup the plane to AFP once I got it done in 3DS?
Thx
Here is what i got so far
1. Coordination system, which direction is heading? +Y? -Y? +X? -X?
2. vertex limit: what kinda of vertex/polygon count do you normally put it to your plane? I had a fuselage that has over 1000 vertices, is it too many?
3. object hierarchy: how do I link the parts together and do I need to specify the pivot point for each joint?
4. Can any one help me to convert and Setup the plane to AFP once I got it done in 3DS?
Thx
Here is what i got so far
#3
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RE: a little hlp pls
no.. its not a EF yak, didn't get enough pictures of EF yak to make a 3d object, tho i could make a EF yak skin to fake it
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RE: a little hlp pls
Hi,
I only can refer to Metasequoia LE, but at least the axes direction should be identical to 3DS.
1. X is fuselage axis, +X is in flight direction
Y is wing axis, +Y is leftwing
Z is height, +Z is top
The center of your axes should be close to the assumed cg of the airplane.
2. No problem with 1000 vertices, some models go up to 20000 in total.
But this is an important factor for the frames rate, so keep it as low as possible.
3. The object hierarchy is specified in the TMG file.
Open a TMG with wordpad to see the structure.
Also find a basic workshop about object hierarchy at my homepage.
The pivot points for the joints have to be defined in the TMD file.
Calculate them from your CAD and enter them into the TMD joint sections as well as object root sections.
4. There is no public 3DS to OBJ converter available. You have to ask Ipacs for this.
Or you try to import into Meta, but I think then you have to rebuild the object structure.
Regards
Rodeo
www.rodeo.onlinehome.de
I only can refer to Metasequoia LE, but at least the axes direction should be identical to 3DS.
1. X is fuselage axis, +X is in flight direction
Y is wing axis, +Y is leftwing
Z is height, +Z is top
The center of your axes should be close to the assumed cg of the airplane.
2. No problem with 1000 vertices, some models go up to 20000 in total.
But this is an important factor for the frames rate, so keep it as low as possible.
3. The object hierarchy is specified in the TMG file.
Open a TMG with wordpad to see the structure.
Also find a basic workshop about object hierarchy at my homepage.
The pivot points for the joints have to be defined in the TMD file.
Calculate them from your CAD and enter them into the TMD joint sections as well as object root sections.
4. There is no public 3DS to OBJ converter available. You have to ask Ipacs for this.
Or you try to import into Meta, but I think then you have to rebuild the object structure.
Regards
Rodeo
www.rodeo.onlinehome.de
#7
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RE: a little hlp pls
ORIGINAL: rc-rodeo
4. There is no public 3DS to OBJ converter available. You have to ask Ipacs for this.
Or you try to import into Meta, but I think then you have to rebuild the object structure.
4. There is no public 3DS to OBJ converter available. You have to ask Ipacs for this.
Or you try to import into Meta, but I think then you have to rebuild the object structure.
also, do I need to specify the thrust line? or does the program assumpt the thrust line going through (0, 0, 0)?
Thx
#8
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RE: a little hlp pls
Moo, if i provde you with a few pics, say a 3 view of my EFRC Yak, can you tweak the QQ one when youve finished and apply a skin for it???
Thanks
Ian
Thanks
Ian