Model import and export: Difference between revisions

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(→‎Getting the Aircraft into FlightGear: removed artificial heading)
 
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Each independent object in your GMAX 'scene' should be there in Blender. Try selecting a part, say the aileron. It should be separately manipulable.
Each independent object in your GMAX 'scene' should be there in Blender. Try selecting a part, say the aileron. It should be separately manipulable.


=== Getting your objects out of Blender ===
=== Getting your objects out of Blender and into Flightgear ===
See here for main page about this subject: [[Blender AC3D import and export]]


Suppose your object was an entire aircraft (you have a strong constitution, doing all that copying and pasting, I disassembled by aircraft into parts, exported them and reassembled them to avoid too much copying at once) or you have created one in Blender from your imported parts.
Suppose your object was an entire aircraft (you have a strong constitution, doing all that copying and pasting, I disassembled by aircraft into parts, exported them and reassembled them to avoid too much copying at once) or you have created one in Blender from your imported parts.


To use the aircraft in FlightGear, you export in AC format. This is available on the File --> Export menu in Blender. Look for the one called AC.
To use the aircraft in FlightGear, you export in AC3D format. See here for main page about this subject: [[Blender AC3D import and export]]


== Exporting in AC from GMAX ==
== Exporting in AC from GMAX ==
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