I tried out the modelling of the head of the came out kinda ok. There are so many tips here which can ease things ini life for one (and mess it up too, if you happened to miss the important line). This is one I referred to endlessly during the entire project. Tutorial 3: Introduction to character animation. But I leart quite a few lessons experimenting on Gus. I messed up in the first try, when I ended up renaming a vertice group in its window, overwriting the earlier one. There are ample of ways one can mess it up though. Tutorial 2: Rigging Gus and animating simple motion.įrankly, it is here that it hit me.that motion is so dam easy with a skeleton.Making the armature is quite easy, if one knows what are the kinds of actions we would require of the character. However, if one is used to a tool like AC3d, it is frustrating when the modifiers one is so used to in that tool, take a lot of time to find.Īlso, it was a nice time to play with materials and textures. Once you get used to the most used shortcuts in Blender, modelling itself is easy. Note that the name of the imported aircraft will match the name of the imported FBX file, so take this into account when selecting the FBX file name.The gingerbread man creating tutorial was pretty easy. Textures are required to be in TGA format. The diffuse texture suffix ( _d) is optional. When importing the FBX file, make sure all associated textures (including normal and specular maps) are located in the same directory as the FBX with the proper naming suffix ( _n and _s, respectively). Unexpected behavior may occur using FBX files generated through other tools. Turned edges in Editable Poly objects do not currently function well when imported into the Vehicle Editor with the Preserve edge orientation FBX export setting, so you’ll need to manually convert any existing such objects into Editable Mesh objects first before exporting.įBX files generated in 3ds Max are the only ones we are currently supporting. The axis orientation setting will not affect the final imported orientation, so that option can be safely ignored. The Vehicle Editor will handle the above automatically. The following should definitely not be set: The following settings should be set when exporting an FBX from 3ds Max: We recommend using the 2014/2015 version of the FBX format. KEX files made using the old KEMax plugin for 3ds Max 2012 will still work, along with FBX files generated from 3ds Max using specific settings. I made this video years ago but the process is still the same except for the exporting of the model from 3ds Max
The main purpose of this video is not to show how to model but to show all of the required elements for Real Flight to recognize and manipulate your model withing the sim. This thread will be concentrating on the workflow I am familiar with, so all tutorials will use Photoshop, 3ds Max and of course Real Flight 9 as of this date. This list may be incomplete so PM me if there is something I should add here. Import into 3ds Max to finish the Hierarchy, Parts Naming, Pivots, and.
Limited design software for making content for Real Flight. >Autodesk 3ds Max>Blender>Wings 3D>Gimp>Adobe Photoshop>AC3D<
If you have questions you are welcome to message me. I ask that you not post within this thread to make it easier to sort through for those seeking help. This thread is here for the express purpose of providing Tutorials and Tips for all related software and processes to create custom content for Real Flight.