Tutorial request

Posted in Site news on May 29, 2009 by psiteo

Hello, my situation with the new house and my young son, is now more easier, that give me some time to work on tutorials, so if you are looking for something special, just ask on this topic.

I will do my best to answer them ;)

In the next days, I will finish the entry with WIP, put more image to make people found easily what I try to point, put more details on some basic installation for Marginal’s scripts for mac/win/linux, for exemple

I have make some test for FSX 3d model convertion to X-Plane, but that will take me more time to be able to writte something.

Don’t hesitate to comment the tutorial to help me complete them :)

Busy with child and new home

Posted in Site news on March 29, 2009 by psiteo

I am making a pause for a short time
Got my son recently, and we are moving to a new home
When I will have installed my stuff in my new home, I will follow my tutorial with the blender vs X-Plane Materials usage, and UV texture, how to transfer your FSx 3d model material on a png texture for X-Plane usage.

For those reading this, thanks for your patience
By having no comments, I will probably move the stuff to my registery web space, that will not have no way to exchange with me, but that will more easier for me to customize it like I want. :)

BLender 248a for Ubuntu

Posted in Blender, Tutorials on February 27, 2009 by psiteo

I recently came to the world of Ubuntu,
that a really nice system, that you learn to love easily.

One thing that bug me, is that the blender version available from the add/remove software, is outdated.

I have try to download the file directly at the blender official web site, and use it like I was doing on windows with blender beta, but I was looking for a more easier way to get it.

I make a search on Google to found a blender 248a deb package for Ubuntu
http://www.getdeb.net/release/3467

Now you can add a personal icon for the .blend file, locate your icon folder your using,
Mine is  /usr/share/icons/hydroxygen/128×128/mimetypes
Create a new icon and call it gnome-mime-application-x-blender.png

Make blender launch with the terminal open, to be able to see the error message
Create a new launcher, in the properties change type for Application in terminal.

Various helicopters projects

Posted in 3D Projects on February 26, 2009 by psiteo

Here a list off some projects I have started, some is news projects, and some is just 3d add on for existing model make by somebody else

So here the list off the projects show in the picture:

All the project called new, is in fact older project that I forget on my HD, they are all freeware project.

I have no project to finish one in particulary, and no date limits.
Do not ask me to send you a project, too much people have asked that, I send them my stuff, and once they receive it, no more life sign from them (from the village irritant to the old timer user), that not what I looking for, sorry.

But I can tell you that two off them are on my next todo list, the Jetranger and the R22 and after the Eurocopter will follow

WIP Blender themes, interface & icons

Posted in Blender, Tutorials on February 26, 2009 by psiteo

Tired off your blender grey look?
Want news icons for enhance your blender interface?

All that can be make easily, you can build your proper themes or use a existant one.
Here a list for themes:

Here a list for Icon:

Remember you will have to save your user preference to keep the theme & icon for next blender scene.

I will soon post a archive with my personal blender interface, that will contain a interface with multiple windows layout, what I think more optimised for a X-Plane user, I working on a custom icon set to help user to indentify the tools that is needed to work with X-Plane

Here a little preview I’ve posted a long time ago : interface test

WIP Blender X-Plane scripts

Posted in Blender, Tutorials on February 26, 2009 by psiteo

Blender don’t came with X-Plane scripts by default

One big mistake people making at begin, is to associate the wavefront .obj format to the X-Plane .obj, by default blender came with a wavefront script for import/export, where we can see the .obj format, X-Plane can not use this file, but beginner will see .obj so they will use it.

You need to manually install the Marginal’s python script to be able to have new entry in the blender export/import dialog box
Here a picture showing the new entry in the dialog box with the script correctly installed

This scripts can be found on Marginal’s web site, make sure you meet the blender version asked, later version will work with the script, older will not.
You will need (if you haven’t get it) the python 2.5, that you can found here, caution the last python version can not work for some stuff, be sure to grab the 2.5, you can have multiple python version installed in the same time, on my computer I got python 2.5 + 2.6 + 3.0 in my c: folder

How to install the scripts?
Simple expand the archive that you have downloaded at Marginal’s web site, you will have some file here that is important to install.
Find the files with .py extension, that’s the scripts, but be sure to take the DataRefs.txt & XPlane2Blender.html also, the script need the dataref.txt, and you will need the help read me from Marginal

You’ve got three ways to install the scripts for blender can use them:

  1. Use Marginal’s install.command, personaly I never use it, so I don’t know nothing about this way,but it must be the more easier
  2. Locate manually the blender’s .script folder, and put all the file inside this folder with all the other .py scripts
    For that, you need to found the .blender folder on your hard drive, depend off the os, you will found it easily, in Windows, at the blender installation, you have been asked to choose where this folder will be created, probably in the blender foundation folder in the program file, in Ubuntu in your home folder, but is hidden, tape ALT+H to show hidden files
  3. Use a custom path showing blender where to look for additional scripts, that the one I use, and I recommend.
    Here a picture showing you where to find this blender preference panel

    You just have to drag the top windows header down, to access the blender preference pane, click on the “File path” tab, and look for the “Python scripts:” field
    Show it with the windows explorer where you have put your personal blender script folder, mine I call it “Blender_scripts” and it’s located inside My Documents folder (Windows XP show in the picture)
    But one thing really important, is that you have to save the blender preference now, otherwise the next time you open blender, it will lost the path for the script folder, so simply save your user preference, use the shortcut CTRL+U or use the normal command show in the picture

    But remember that when you save the user preference, all what is on the 3d layers (objects, mesh, lights, camera, materials) will be saved.
    So before saving your user preference, open a new blender empty scene by using CTRL+X, and now go in the preference to set the python scripts file path, and save your user preference.
    Next time you will open a new blender scene or a older .blend file, this preference will be available.

Aviat Christen Husky

Posted in 3D Projects on February 26, 2009 by psiteo

Hello to anybody reading this
I am taking the Husky dev back after so long time, now with a complete new interior (&exterior) objects
still a freeware projects where anybody is welcome to participate
The new 3d models features that I working on:

  • Real 3d instruments gages, not a 2d panel mapped on 3d plane(s), gain some fps like that
  • Animated surfaces and some inside eye candy
  • Failures visible on the 3d model, the basic that the acf model show you, like failures for flaps, wings, aileron, stab, tires, ice…
  • Multiples livery for each version (tundra, float, classic), float & tundra will come later

So here a preview off what I came with at this time,
the model internal & external is 70% finish, in fact the big work on the 3d is make, now I just have to retouch and build the inside objects, like seats, yoke, pedals etc….(the older objects doesn’t fit with the new ones), and texture them

A request for a airfoils builder, I need a Clark Y/USA 35B, for this project if anybody want to help
This a old project I trying to finish, but because off the aviat payware, probably I will convert it to a husky pup (with the flaps option) in the future, I think that better to have a other model choice.
That will require a decent computer to keep the fps, depend off the scenery where you flying on, the objects is not low poly model. ( I still learning how to make them)
I am posting a blog, to talk about my work in blender, some tools (scripts) I using with blender, tips & tricks for modeling & texturing x-plane’s objects, share my skill with other blender user, anybody is welcome to give me tips or any kind of help
but anyway this is a slow dev project, some important stuff to do in my life, keep my fun with x-plane shorter every days, so be patient please
have a good days

WIP 3d images box for Planemaker

Posted in Plane-Maker, Tutorials on February 26, 2009 by psiteo

The best way for me to model an acf inside Planemaker, is to avoid using the background image.
When I get my reference images, I map them on 3d objects to show inside Planemaker a reference box, something that familiar to any 3d modeller, that look like that:

Make this 3d box is really easy, that will help you a lot to have a visual reference that scale and rotate with your planemaker view, but you need to be informed about some tips to do it correctly.

Let look at the Planemaker misc bodies, if your are not familiar with it, this is like working in a 3d software, with the function mirror, you model only one side, the other is mirrored
Now you can easily calculate the project dimension on the reference picture or use information taken somewhere else.
Let said we got a plane, who get 34.80 ft length, 36.7 ft span, and 12.7 ft height, now we need to modify some dimension for the misc bodies,
the length remain the same, 34.80 ft, give the misc bodie 4 numbers stations only and 5 radi/side, place the two first section at 0ft location and the two last at 34.80 ft, now we just have set up the plane length,
divide by two the span and height , 36.7 ft/2 = 18.35 ft and 12.7 ft/2 = 6.35 ft, this is because we are using a mirror object so you have to divise the dimension by two.
Here a picture showing you where to enter the dimensions (in Planemaker misc bodies panel)

Now you get your misc object, save you’re .acf, forget the error message that Planemaker give you, anyway we not going to fly.
The blender part is not too hard, simply import the .acf in a new blender scene, locate the misc bodies in the imported object, delete all other objects.
Now edit the misc bodies, and make face from the vertices, you need at least a basic three view, so one for side view, one for up view, and one for front view.
One good thing to do, is to create a new folder in our acf project folder, call it “objects” outside blender and save the blender file inside this folder with a name like 3_views.blend.
Now prepare your reference pictures, you can use one single pictures showing all your views, or split the quad in multiple face that will have a personal texture (that good when you need details, each side can have a 1024×1024px texture, even 2048×2048px)
If you are using more than one texture, duplicate your blender 3 views files, and give them some cool name like, side.blend top.blend front.blend, now open them one by one to assign the texture, and delete the non used faces (the other views, you can’t have one object with multiple texture), now export them in the objects folder, open planemaker and in the custom objects panel attribute the newly created objects

coming soon

WIP Blender normals

Posted in Blender, Tutorials on February 26, 2009 by psiteo

The major trouble people get when making a 3d objects for x-plane in blender, is most off time a trouble with invisible face or black edge on face cross section
This trouble can easily be fixed, and blender have the tools to help you avoid this trouble for future work
Now you have to find them

» At first the main trouble came from the blender 3d view window, by default the blender 3d views show the objects in double sided mode.
Look at this image to see where to found the button,

this mode have nothing related with x-plane, it is just for the blender 3d windows only, so click on that button will not make the face double sided in the obj exported for the flight sim, that will be only a help in the blender 3d window

This image show you the difference between the two mode,
notice that the left object show the black part, and that easy to know where the face normal pointing out,
on the right one the object is more visible, but it is impossible to know if we got a normal inverted here.

So it is a good thing to think about put this button off, for working 3d objects with x-plane, you can put the object back to double sided to help you model thing, but put it off when you have finish to look at the normals results

» But sometime you will need to put the double sided ON, to be able to model easily, for that in EDIT mode, we have a tool to show where the normals point out

As soon you click on the Draws normals button, we can see in the 3d view window, in edit mode, the little blue line that starting at the face location and pointing outside.
That a easy way to know where the normals pointing, and like that you can let the double sided button Off all the time

» Now we know how to locate the bad normals on a objects and we need to make the correction to get our face normals like we want
For that we got some tool or function to flip them, blender get two way to do that.

  1. The function: Recalculate normals outside & Recalculate normals inside
    This is the one most people will use, because it can be userd on all the mesh object in one time, but that function get a limitation, it will not work on a simple face, or any face that is not merged on others ones.
    How to use it, is simple, select all the faces off the objects, and tape in the 3d view window, CTRL + N to get the Recalculate normals outside, and CTRL + SHIFT + N to get the Recalculate normals inside
  2. The function: Flip
    This one will be really useful when working on objects that get sometime trouble to fix normals with the previous function, you can select one or more faces and ask blender to flip the normals.
    How to access this function, in edit mode inside 3d view windows tape W>Flip normals

Now all that function can be found in the 3d view header button, you don’t have to use the shortcut keyboard to use them (you will not be able to remember all them when starting learning blender)
Look in the 3d view windows header, and in the edit mode, the menu Mesh>Normals

Conclusion:
If you get trouble with normals, keep the blender 3d views function to show the mesh double sided will not help you at all, first thing to do in blender before trying to recalculate normals, will be to put it OFF
Lot of trouble will be solved, simply by being visible in the 3d views