Howto:3D Aircraft Models: Difference between revisions

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Fixed OpenSceneGraph links and ac3d format specification link
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== Loading the model ==
== Loading the model ==
Through [http://www.openscenegraph.org/projects/osg OpenSceneGraph], FlightGear supports many different 3D file formats, including VRML1, AC3D, DXF, and [http://www.openscenegraph.org/osgwiki/pmwiki.php/UserGuides/Plugins many others.] However, [http://local.wasp.uwa.edu.au/~pbourke/dataformats/ac3d/ .ac] is the standard used in most FG models.  
Through [http://www.openscenegraph.org/ OpenSceneGraph], FlightGear supports many different 3D file formats, including VRML1, AC3D, DXF, and [http://www.openscenegraph.org/index.php/documentation/guides/user-guides/61-osgplugins many others.] However, [https://www.inivis.com/ac3d/man/ac3dfileformat.html .ac] is the standard used in most FG models.  


The property /sim/model/path in the main FlightGear property tree controls what model will be loaded; it takes a string value giving the relative path of the model from [[$FG ROOT]].
The property /sim/model/path in the main FlightGear property tree controls what model will be loaded; it takes a string value giving the relative path of the model from [[$FG ROOT]].
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Now for the interesting part. FlightGear allows you to animate models by having parts rotate or spin in response to property changes. When animating your model, it is very helpful to find an aircraft with parts similar to yours and use it as an example. Cut and paste the code into your wrapper file and then edit to suit.  
Now for the interesting part. FlightGear allows you to animate models by having parts rotate or spin in response to property changes. When animating your model, it is very helpful to find an aircraft with parts similar to yours and use it as an example. Cut and paste the code into your wrapper file and then edit to suit.  
== See also ==
* [[MP Fallback models]]


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