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abaser
01-28-2012, 12:07 AM
As I dig deeper into my modeling, I now have the desire to start modeling in Blender so Everything is done in one place. No chances of file damage during import/export from wings. As I have been researching this, I have come across several tutorials for Blender that I feel can be useful to the aspiring modeler.

In creating this thread, I invite anyone who uses or has used Blender to model for RF to add any advise, tips, tutorials, ect. that might be helpful to the new modeler. I will begin to post some of the links I have come across in the coming days once I go through some of them to see just how beneficial they really are for RF modeling. The following is a tut that Bosshawg sent to me when I setup Blender. Inside are links to Blender 2.49b, the 3ds2kex exporter, and the python script needed for setup.

abaser
02-05-2012, 10:24 AM
Here's a link to all of the hot key shortcuts (newer versions), how to setup 3 views (2.49b), and to a page with hours of video tuts as well as text tuts (modeling in newer versions than 2.49b).

http://www.foreverblender.com/2010/02/blender-25-all-hotkeys.html#
http://www.youtube.com/watch?v=SSedXO00H1c
http://gryllus.net/Blender/3D.html

mulicheng
02-06-2012, 09:31 AM
Is the process in RF6 w/ Blender the same as it was for 5.5? I got a few models imported with 5.5 ok. I'm not sure if the latest python script had it built in or if I did the mods myself, but I had my Python script going through and renaming the the COLL objects and then running the 3ds2kex program for me so all I had to do from Blender was run the exporter and then I could import into RF.

I found it unfortunate that there isn't an ongoing process to keep the Python exporter up to date though. I'd like to see for instance something compatible with a newer version of Blender. Too busy with other work/projects/and flying real models to do it myself though! :)

abaser
02-06-2012, 09:44 AM
As far as I know, nothing has changed. I have brought models into 6 just as I did in 5.5. However, I model in Blender 2.6 and export out of 2.49b. BE AWARE: If you follow this route, the python script doesnt like some things that 2.6 lets you do now. 2.49b imported the file fine, but for some reason, it will not export. Im not sure what I did to the file, but earlier versions still export fine. Looks Like I have a couple hours of rework to do, unless you have an idea what this means.

mulicheng
02-06-2012, 09:52 AM
Well I know what the error means.

chr() converts an integer to a character value. Input has to be in range of 0-255. So 255*self.b would take a float value in range of 0-1 and convert to the integer value for the character and then it would convert it to the string. Not sure why the self.b value is not in the right range though.

But yeah, it would be nice to get the script updated to work with the latest blender so you didn't have to use yet another import process.

abaser
02-06-2012, 10:10 AM
Umm........ya, that completely went over my head. :p :D If I posted my file, would you take aa look at it?

mulicheng
02-06-2012, 12:21 PM
I'm not going to check it out unless I get a whole bunch of free time and decide it sounds like something interesting to look at for a while! :)

In the mean time I'm pretty busy with life stuff that I have to take care of. That and I'm trying to finish putting an Aeroworks Extra 260 together :)

abaser
02-06-2012, 12:41 PM
Understood :)

abaser
02-18-2012, 10:03 AM
Here is a very useful tool in modeling. Problem is, it's turned off in Blender by default. So here is how to turn it on and use it.

Forgot to mention that in the second pic, you will find that menu under the "add ons" tab.:o

abaser
02-18-2012, 10:08 AM
Continued:

Zip file included. Remove the .rfx when saving.

Madratter
02-19-2012, 08:46 PM
Nice. Great tip. I have been using the difference boolean, which at least in 2.49 has given mixed results. Sometimes it works great. Others, not so much.

abaser
02-19-2012, 09:37 PM
I don't know exactly the problems you were having with the boolean, but one thing that's a must for it to look right is your geometry has to match on both pieces before performing the boolean. If not things get deformed badly, at least that's been my experience anyway.

Madratter
02-20-2012, 11:29 AM
I don't know exactly the problems you were having with the boolean, but one thing that's a must for it to look right is your geometry has to match on both pieces before performing the boolean. If not things get deformed badly, at least that's been my experience anyway.

My problem was simply that it was not creating all the faces that it should have.

abaser
03-24-2012, 04:19 PM
Here is a tut for setting pivots in 2.49b.

abaser
03-24-2012, 04:21 PM
Cont........

abaser
03-24-2012, 04:24 PM
And......

Madratter
04-03-2012, 05:22 PM
Here's a link to all of the hot key shortcuts (newer versions), how to setup 3 views (2.49b), and to a page with hours of video tuts as well as text tuts (modeling in newer versions than 2.49b).

http://www.foreverblender.com/2010/02/blender-25-all-hotkeys.html#
http://www.youtube.com/watch?v=SSedXO00H1c
http://gryllus.net/Blender/3D.html

Be aware that if you are setting up your 3 views in Blender 2.6.2 there is a much easier way to create the 3 views. There is an Addon called "Import Images as Planes" that you can turn on.

abaser
04-03-2012, 05:27 PM
Honestly, if like to see your mapping technique. after 2 nights of disappointment, I'm back in wings.......maybe for good.:rolleyes:

Madratter
04-03-2012, 05:45 PM
Honestly, if like to see your mapping technique. after 2 nights of disappointment, I'm back in wings.......maybe for good.:rolleyes:

Mapping was a struggle, and I was mapping a foamy so it isn't near as complicated as what you are working on.

Basically, what I did was use the tga file I wanted to use for textures as a guide to moving around and placing the individually unwrapped objects. You can move the unwrapped pieces in the UV window very small increments just using the arrow keys on the keyboard. The same is true for scaling them and such. You do want to be sure that everything is scaled 1,1,1 before unwrapping, or they won't be proportioned anywhere near correctly.

[Edit] And I should add that a really important thing to realize when mapping in Blender is that if you have multiple objects selected at once, when you are in the UV window, the one you are editing will show up with heavy lines, but the others will show there positions with light lines. That makes it much easier to line up things precisely between different objects on the texture you are trying to use.

Boof69
04-03-2012, 06:15 PM
Honestly, if like to see your mapping technique. after 2 nights of disappointment, I'm back in wings.......maybe for good.:rolleyes:

I wish you'd make the move to max. It would be great to have another regular active posting member to share techniques with. Skype! :(

abaser
04-03-2012, 06:43 PM
This is the type of thing Im dealing with. Every part has one or more of these areas. Now, if you have 30+ parts, stacked on top of each other upon combining, well, you get the idea. Ive found that if your part has too much of an angle, it will split it just like this.

Asking for a solution on Blenders forums rendered no answers. So, if I can't fix it, Im gone.

At Boof, well, we'll see what happens. Im going back to familiar territory to finish this one up.

Madratter
04-03-2012, 09:08 PM
This is the type of thing Im dealing with. Every part has one or more of these areas. Now, if you have 30+ parts, stacked on top of each other upon combining, well, you get the idea. Ive found that if your part has too much of an angle, it will split it just like this.

Asking for a solution on Blenders forums rendered no answers. So, if I can't fix it, Im gone.

At Boof, well, we'll see what happens. Im going back to familiar territory to finish this one up.

I can't be 100% sure of what I am seeing here. But it looks like the extra lines in orange are just that, duplicates of vertices that already exist in the large wing faces that mapped properly. If that is the case, just drag the offending lines off the edge of the texture and things should work fine.

In this case however, there is a much easier way to get what I think you want. Go to top view. Then enter edit mode for the wing. Make sure all faces are deselected. Then select just the visible faces using a bounding box. There is a button just to the right of the face select mode that allows you to specify you only want the visible faces selected.

Once you have only the visible faces on the top of the wing selected, unwrap. Use the project from view option to actually do the unwrap.

You then repeat those steps but basically from the bottom view to get the bottom of the wing unwrapped.

abaser
04-03-2012, 09:19 PM
That's exactly what I did. What you see are the vertical faces where thew ailerons are and the round area of the top wing. I'm aware that by doing it this way, there will be major stretching in those areas, but for this CS, that would not be a problem. There are also other areas that have a high degree of angle that an unwrap will break the islands at that angle. Then when you rry to do anything with it, if you are not careful, you will separate them. And with so many parts, you can easily confuse where most actually belong.

Madratter
04-03-2012, 09:23 PM
The only way you could end up with those areas as shown is if those faces were selected. You probably just needed to rotate the model and manually unselect those vertical faces before unwrapping. There would not be too many of them so it should be fairly easy.

Then you would select those vertical faces separately and unwrap them later.

abaser
04-03-2012, 09:27 PM
For those faces, yes that would work. However, for the scoop on my cowl, not so much. I'd end up with about 10 pieces just for that alone.

Madratter
04-03-2012, 09:34 PM
For those faces, yes that would work. However, for the scoop on my cowl, not so much. I'd end up with about 10 pieces just for that alone.

For the cowl, have you tried the "Smart UV Project" way of unwrapping, playing around with the angle limit?

abaser
04-03-2012, 09:41 PM
Lol. I've spent 2 nights trying to get my desired results. I've played with everything. Most of which end with what looks like a smashed pancake on the freeway.

Madratter
04-03-2012, 09:55 PM
That cowl area looks tricky regardless of how you try to unwrap. My initial thinking is that best might be to unwrap the front separately from the sides, with each side separate. So for the sides you kind of would do the project from view trick but selecting only faces back from the front part of the cowl with a bounding box. The front I would try unwrapping separately. But the cowl is definitely gnarly.