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(→Getting the Aircraft into FlightGear: removed artificial heading) |
(→Getting your objects out of Blender: Another small edit) |
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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 === | ||
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 | 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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