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  #1  
Old 10-20-2010, 01:45 PM
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Which software for Pivot creation?

Is there any open source/ freeware software that can be used to create pivots? I have a 3D solid modeling CAD program (Shark FX) http://punchcad.com/products/sharkfx7.htm which can create the actual surface/solid model, but from what I am reading in the forums the only software which can be used to create the pivots is either 3DS Max ($3500) or DE (<$3500). Is that correct, or is there another piece of software that can be used for this purpose?

Thanks in advance, and I apologize if I've missed something in the threads before posting.
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  #2  
Old 10-20-2010, 02:00 PM
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Blender is FREE, if you can make sense out of it.
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  #3  
Old 10-20-2010, 02:15 PM
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I've downloaded Blender and am studying the manual. I may have missed a reference in these forums that Blender is not only capable of 3d modeling (which I don't need) but is ALSO capable of creating pivot points. Is that correct? Thanks!
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Old 10-20-2010, 02:29 PM
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Yes, Blender can do your pivots. If you get it figured out, please post a tutorial here. Seriously.
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  #5  
Old 10-20-2010, 02:38 PM
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Quote:
Originally Posted by jeffpn
Yes, Blender can do your pivots. If you get it figured out, please post a tutorial here. Seriously.
It's THAT bad, huh? I'm going to see if I can do pivots in Shark FX before I try Blender, given what you are saying.
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Old 10-20-2010, 03:52 PM
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There have been people to use Blender. There's even some threads here about it. But I can't understand them. I'd love a flexible-style tutorial on doing pivots in Blender.
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Old 10-20-2010, 04:17 PM
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Sorry dude, I can't do a Tutorial in Pig Latten.
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  #8  
Old 10-20-2010, 06:18 PM
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Quote:
Originally Posted by flexible
Sorry dude, I can't do a Tutorial in Pig Latten.
Hey Jimmie, any chance that you are going to go to the BBR this Thursday?

Gary
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  #9  
Old 10-20-2010, 06:35 PM
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Attached is a zipped .3ds file of the basic layout of the SSC combat plane "Battle Axe". This is what I am using to learn on and besides there are no RCCA-type combat planes modeled as of yet.

Where to go from here?...
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File Type: zip BattleAxe.zip (305.7 KB, 8 views)
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  #10  
Old 10-20-2010, 07:31 PM
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The wife has to be at work at noon tomorow, so I can take here and meet you at Boys Ranch around about 12:40.
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  #11  
Old 10-20-2010, 07:36 PM
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Quote:
Originally Posted by flexible
The wife has to be at work at noon tomorow, so I can take here and meet you at Boys Ranch around about 12:40.
That sounds good to me. I don't have anything to fly, but at least it will give me a good excuse to go to Roy's Toys for Big Boys
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Old 10-20-2010, 07:40 PM
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Did you make this in Max or Wings. It is turned the wrong way. If you are working in Wings, I will bring my lap top with wings on it, I don't have Max on the lap top.
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File Type: jpg ScreenShot001.jpg (73.4 KB, 19 views)
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  #13  
Old 10-20-2010, 09:07 PM
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Quote:
Originally Posted by flexible
Did you make this in Max or Wings. It is turned the wrong way. If you are working in Wings, I will bring my lap top with wings on it, I don't have Max on the lap top.
Actually it was made with Shark FX which is a 3D CAD program that incorporates some special features for aircraft design and analysis. Although it appears to be turned around, and IS as far as Wings or Max is concerned, it was in fact made using the standard aerospace coordinate system. In that system, which is standard to the aerospace industry and aircraft design in general, +X is along the fuselage nose to tail, +Y is out the right wing and +Z is up. I can of course easily rotate the model to match any coordinate system, but I made this one using the coordinate system that I am most familiar with.


However, from looking at the screen shot that you posted, it looks like the export>import from Shark to Blender to .3ds turned the coordinates around.

Thanks for the catch. Looking forward to catching up with you tomorrow.

Last edited by gsjames; 10-20-2010 at 09:09 PM.
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  #14  
Old 10-20-2010, 09:11 PM
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For RF, +Z is aft, +Y is up. +X is right.
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  #15  
Old 10-20-2010, 09:56 PM
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Quote:
Originally Posted by jeffpn
For RF, +Z is aft, +Y is up. +X is right.
Yipes! I'll have to think a little bit to figure out the rotation angles from standard aerospace coordinates to RF coordinates. Thanks Jeff!
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