Modeling - Getting Started: Difference between revisions

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== Important Notice for Volunteers ==
= Important Notice for Volunteers =


Developing scenery and models for use with scenery is an important and very visible contribution to Flightgear. New users of Flightgear often ask how they can contribute, and this is a good place to start. Try looking at some of the following:
Developing scenery and models for use with scenery is an important and very visible contribution to Flightgear. New users of Flightgear often ask how they can contribute, and this is a good place to start. Try looking at some of the following:
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It would be helpful if people would model the area they are interested in. Generally contributions are going to be from Flightgear users who find scenery lacking in some area and choose to improve it. You are encouraged to research your own area for airport, navaid and scenery information, to contribute the data or dive right in to airport and scenery design.
It would be helpful if people would model the area they are interested in. Generally contributions are going to be from Flightgear users who find scenery lacking in some area and choose to improve it. You are encouraged to research your own area for airport, navaid and scenery information, to contribute the data or dive right in to airport and scenery design.


== Getting Started ==
= Getting Started =
 
==3D Software==
To begin, you will need to create models in a 3d modeling appliction. Two popular ones are AC3D and Blender. 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.


If you do not have AC3D, Blender offers many import and export tools. See the Blender website for further information.
If you do not have AC3D, Blender offers many import and export tools. See the Blender website for further information.
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* An excellent forum for discussing Blender issues. - http://blenderartists.org/forum/
* An excellent forum for discussing Blender issues. - http://blenderartists.org/forum/


=== Placing Objects on Scenery ===
=== SketchUp ===
SketchUp (http://sketchup.google.com) is the easiest to use of these thre programms. But the results are very nice and profesional. I recommend SketchUp for users who are not really good at difficult computer programms.
 
* See [[Modelling - SketchUp]]
 
== Placing Objects on Scenery ==


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]].  
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Another method is to use [[FlightGear Scenery Designer]] ([http://fgsd.sourceforge.net/ Project Site]). After setting the paths to your scenery data, simply load up the area where you want to place the object. Load your .ac format model, and right click on the desired spot to place your model there. Export the modifed scenery to save it, rerun Flightgear and your model should be there.
Another method is to use [[FlightGear Scenery Designer]] ([http://fgsd.sourceforge.net/ Project Site]). After setting the paths to your scenery data, simply load up the area where you want to place the object. Load your .ac format model, and right click on the desired spot to place your model there. Export the modifed scenery to save it, rerun Flightgear and your model should be there.


=== Finding, Creating, or Using Textures ===
== Finding, Creating, or Using Textures ==


Once you have made your model building, you will want to apply some textures to it, so it looks as realistic as possible. This is possibly one of the hardest areas, as a good model with bad textures will still look bad. Since Flightgear and the scenery data are all released under the GPL, any textures that you use must also be able to be released under this licence. This will probably prevent you from just using anything you come across on the net, unless it is already under the GPL. It is quite common for people to state that their pictures or textures are free. Since Flightgear can be sold for profit, and is released on Linux distributions that are sold, check that there are no clauses stating that the item can not be sold or used for commercial use.
Once you have made your model building, you will want to apply some textures to it, so it looks as realistic as possible. This is possibly one of the hardest areas, as a good model with bad textures will still look bad. Since Flightgear and the scenery data are all released under the GPL, any textures that you use must also be able to be released under this licence. This will probably prevent you from just using anything you come across on the net, unless it is already under the GPL. It is quite common for people to state that their pictures or textures are free. Since Flightgear can be sold for profit, and is released on Linux distributions that are sold, check that there are no clauses stating that the item can not be sold or used for commercial use.


=== Generation of textured light objects in Blender ===
== Generation of textured light objects in Blender ==


http://members.aon.at/mfranz/flightgear/blender-textured-lights.html
http://members.aon.at/mfranz/flightgear/blender-textured-lights.html


=== Import/Export of AC3D files into/from Blender ===
== Import/Export of AC3D files into/from Blender ==


To work with AC3D files in Blender download the Python scripts for your Blender version:
To work with AC3D files in Blender download the Python scripts for your Blender version:
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Import/Export: The scripts are now part of the Blender package You just need to tell Blender where the script directory is (info window) and can then find the importer/exporter in the file menu. No need to load the scripts explicitly. If you can't find the scripts directory after installing Blender, you can also download the scripts here for Blender 2.32: http://members.aon.at/mfranz/scripts.tar.gz)
Import/Export: The scripts are now part of the Blender package You just need to tell Blender where the script directory is (info window) and can then find the importer/exporter in the file menu. No need to load the scripts explicitly. If you can't find the scripts directory after installing Blender, you can also download the scripts here for Blender 2.32: http://members.aon.at/mfranz/scripts.tar.gz)


== Problems and Solutions ==
= Problems and Solutions =
[[3D Model Rotates Around Nose]]
[[3D Model Rotates Around Nose]]
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