![]() ![]() I went through the entire process useing more then less mesh in the. This showed up in planemaker imediately where the one I need hadent't been displayed. It showed up on line 1 so I saved the plane and opened X-plane again, still no fuselage showing so I went back to planemaker and copied an obj file of my plane to line 2. I navigated to the objects folder and opened it. Then I went to Standard/ MiscelaneousObjects/Objects1 and highlited the first line. obj file in with all the rest and opened planemaker. obj files from the same AC3D software installation I have been useing for my friends plane. This folder has a large selection of airfoils in an airfoil folder and a seperate folder named objects with about ten. acf file I made in planemaker was put in a folder I use for my other designs. I saved the file then chose from the file menu export/ x-plane.obj file and watched where it was written to. I named the group and clicked the AC3D color close to my texrture color because it didn't seem it could hurt anything and named the group there as well. png and are in use on my own model in X-plane9 The model as a group changed color. I selected the entire model and clicked Objects/Textures and chose a texture from the list. My X-plane plugin from Ben S is complete with all the menus displayed and working. ac (AC3D file extension) file and opened that. The landing gear were sitting on the construction plane so I think the scaling is close to right. Actually it is the aircraft with the flight surfaces deleted because we need to experiment on them in X-plane and expect to be moving and resizing them as needed. Then moved the model so the nose is at the drawing origon. I pointed the nose upscreen in the top view and scaled it by. I made the CAD model in Rhino4 and everything went fine with that. ![]() Thanks for helping me out with this and hopefully other people will also learn something from my mistakes. Hopefully I can find 5 knots there with the same longitudnal pitch stability. I am going to try rear fusalogue fins like a Piaggio 180 and less elevator downforce. The flight model is proceeding well, now at 326 MPH with a four rotor mazda and 207 MPH on a 2 rotor with 160 HP. That will allow scaling in Rhino before exporting up to planemaker with an accuracy of. Next I need to export a ten foot long fusalogue cyl back through all three programs to Rhino4 and measure it there. Not exact but it proves all the programs are on speaking terms. Now it sits on the runway and matches the flight model. That showed 11% large so back to AC3D for and adjustment and a second export. Then I held a steel measuring tape up to the screen and measured the difference. 04 OOPS! well I scaled it 70,000% and moved the result to the planemaker object file. I didn't know what to scale the combined group so I looked at the change in the X coordinate across the wingspan. Vonhinx, well that worked I am back in business. Also if the reimported file works I will import the non appearing file back to AC3D and see if it looks OK and has the right scale and location. I don't know how to get an invisible texture but I may change the texture map before exporting to planemaker. obj file so something is there and planemaker apparently can read it. I will go back to AC3D and make sure the nose datum point is moved to cordinate 0,0,0 and measure the wing span there which apparently needs to be 28 meters in order to become 28 feet in planemaker. ![]() I am putting the new large format printer together tomorrow to print out full size fusaloge mold part patterns. ![]() here was nothing flying in formation with me. To check for this I flew up to 5,ooo feet and did a chase view and zoomed out with the flight model visable. It flew just fine since it is the hidden flight model which is actually flying. I had thought of that because when the imported obj8 was scalled much too large it was waist deep in the runway. ![]()
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