Howto:Creating 3D instruments: Difference between revisions

+related: Howto:Animate models
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(+related: Howto:Animate models)
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=== Adding an animation ===
=== Adding an animation ===
{{main article | Howto:_Animate_models}}
{{main article | Howto:_Animate_models}}


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=== Including the instrument in an aircraft ===
=== Including the instrument in an aircraft ===
Now to the exciting bit, actually seeing the fruits of our labour in FlightGear!  
Now to the exciting bit, actually seeing the fruits of our labour in FlightGear!  
Including our itt.xml file in the fokker50 is actually an easy step. The "model" XML file controls the 3d model; this is often called aircraftname-model.xml and nearly always lives in the aircraftname/Models directory. However, FG is very flexible and in this case, the model XML file is fokker50/Models/fokker50.xml . To avoid confusion, it would be preferable for this to be called fokker50-model.xml, and if you're creating one from scratch, please use that convention.
Including our itt.xml file in the fokker50 is actually an easy step. The "model" XML file controls the 3d model; this is often called aircraftname-model.xml and nearly always lives in the aircraftname/Models directory. However, FG is very flexible and in this case, the model XML file is fokker50/Models/fokker50.xml . To avoid confusion, it would be preferable for this to be called fokker50-model.xml, and if you're creating one from scratch, please use that convention.
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Now, when you start FlightGear, you should see your fully-working instrument in all its glory, situated where it ought to be! If you need to move it later, it's trivial to tweak the numbers above to suit.
Now, when you start FlightGear, you should see your fully-working instrument in all its glory, situated where it ought to be! If you need to move it later, it's trivial to tweak the numbers above to suit.
=== Related content ===
* [[Howto:Animate models]]


[[Category:Aircraft enhancement]]
[[Category:Aircraft enhancement]]