Modeling - Getting Started: Difference between revisions

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== Getting Started ==
== Getting Started ==


Generally one can start with a blueprint using their favorite imaging software like Gimp, Photoshop, or Paint shop pro then separate various views (front, back, etc...) into greyscale jpg files. Then import them as a background for easy modelling in your favorite 3D modelling software program.
Generally one can start with a blueprint using their favorite imaging software like Gimp, Photoshop, or Paint shop pro then separate various views (front, back, etc...) into greyscale jpg files. Then import them as a background for easy modelling in your favorite 3D modelling software program.  


===3D Software===
=== 3D Software ===
To begin, you will need to create models in a 3d modeling appliction. Three popular ones are AC3D, Blender and SketchUp. FlightGear can display models in several formats, any format supported by [[PLIB]] is acceptable. AC3D is the most popular format for including scenery in Flightgear. Most or all of the default scenery bundled with a Flightgear release are in AC3D format.
To begin, you will need to create models in a 3d modeling appliction. Three popular ones are AC3D, Blender and SketchUp. FlightGear can display models in several formats, any format supported by [[PLIB]] is acceptable. AC3D is the most popular format for including scenery in Flightgear. Most or all of the default scenery bundled with a Flightgear release are in AC3D format.


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There are several ways of doing this. The most direct way is to simply [[Adding shared models manually|add the required data by hand]].  
There are several ways of doing this. The most direct way is to simply [[Adding shared models manually|add the required data by hand]].  


[[Image:Placing objects with UFO html 439816e9.jpg|thumb|270px|The model adjustment dialog of the [[UFO]]]]
[[File:Placing objects with UFO html 439816e9.jpg|thumb|270px|The model adjustment dialog of the [[UFO]]]]
The easiest way is to use the [[Placing 3D Objects with the UFO|UFO's object placement feature]] (in version 9.10 or higher). When operating the UFO, left-clicking the mouse anywhere on the ground will place an object, and pressing space-up or down will cycle through the models. Coordinates of placed models can then be dumped to the terminal or written to a configuration file.  
The easiest way is to use the [[Placing 3D Objects with the UFO|UFO's object placement feature]] (in version 9.10 or higher). When operating the UFO, left-clicking the mouse anywhere on the ground will place an object, and pressing space-up or down will cycle through the models. Coordinates of placed models can then be dumped to the terminal or written to a configuration file.  


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=== Generation of textured light objects in Blender ===
=== Generation of textured light objects in Blender ===
<table style="margin-top:0.1em; margin-bottom:0.1em; margin-left:2em; padding:2px; font-size:95%; text-align:left; background: transparent;"><tr><td>[[Image:1rightarrow.png|15px]] ''See  http://members.aon.at/mfranz/flightgear/blender-textured-lights.html  for the main article about this subject.''</td></tr></table>
<table style="margin-top:0.1em; margin-bottom:0.1em; margin-left:2em; padding:2px; font-size:95%; text-align:left; background: transparent;"><tr><td>[[File:1rightarrow.png|15px]] ''See  http://members.aon.at/mfranz/flightgear/blender-textured-lights.html  for the main article about this subject.''</td></tr></table>


== Problems and Solutions ==
== Problems and Solutions ==
*[[3D Model Rotates Around Nose]]
* [[3D Model Rotates Around Nose]]
*[[Configuring Views in FlightGear]]
* [[Configuring Views in FlightGear]]
*[[Howto: Decrease the number of faces|Decrease the number of faces]]
* [[Howto: Decrease the number of faces|Decrease the number of faces]]


== Improving Models for Best FlightGear Performance ==
== Improving Models for Best FlightGear Performance ==
[[Image:Motor.jpg|thumb|270px|Using Multiple Models with varied detailing]]
[[File:Motor.jpg|thumb|270px|Using Multiple Models with varied detailing]]
*Use a single mesh so far as is possible, for example, combine all the parts of a building into one Object.
* Use a single mesh so far as is possible, for example, combine all the parts of a building into one Object.
*Use Materials on Objects instead of textures where possible.
* Use Materials on Objects instead of textures where possible.
*Use a single texture.
* Use a single texture.
*Textures, transparency and .xml included sub-models : The things that kill frame rate in FlightGear. Try to avoid them.
* Textures, transparency and .xml included sub-models : The things that kill frame rate in FlightGear. Try to avoid them.
*If a model has to be detailed to a High Degree, use multiple Objects with different levels of detailing, and switch between them based on LOD.
* If a model has to be detailed to a High Degree, use multiple Objects with different levels of detailing, and switch between them based on LOD.


== Resources ==
== Resources ==
*[[Aircraft Information Resources‎ ]]
* [[Aircraft Information Resources‎]]  
*[[Modeling Resources]]
* [[Modeling Resources]]


{{3d}}
{{3d}}


[[Category:Modeling]]
[[Category:Modeling]]

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