Go Back   Knife Edge > RealFlight - Designer's Corner > RealFlight G3 - Designer's Corner
Use of this site is subject to our Terms of Use. | Technical Support is available from Great Planes Software Support.

Reply
 
Thread Tools Rating: Thread Rating: 58 votes, 5.00 average. Display Modes
  #16  
Old 11-09-2007, 09:14 PM
B129808 B129808 is offline
Registered User
 
Join Date: Oct 2007
Posts: 12
WOW! You just noticed. I've been using Blender for YEARS! ever sense some of the very first version went public! This will be interesting, I'll watch and see what happens with this thread.
Reply With Quote
  #17  
Old 11-10-2007, 06:08 AM
maxkop's Avatar
maxkop maxkop is offline
Registered User
 
Join Date: Aug 2005
Posts: 775
Why you want to wait? Start right away with the new script. Everything is working how it is explained in the post by rayvel.

Greets,

Max
Reply With Quote
  #18  
Old 11-12-2007, 11:49 AM
rayvel rayvel is offline
Registered User
 
Join Date: Jun 2007
Posts: 44
v0.96: Added parameters.


Parameters will now be output as part of the custom SUP file. For example the NUP_LandingGear and max rotation angles can be output like so:


Code:
[~CS_GD1_L]
IsPivot=No
NUP_LandingGear=~CS_SG
NUP_MaxRotationXDEG=91.
NUP_MaxRotationYDEG=0.
NUP_MaxRotationZDEG=0.
Name=~CS_GD1_L
Parent=FUSELAGE
Pivot=
This is done using the properties control on the Logic panel in Blender (F4). I will not try to explain the usage of the NUP parameters here, simply inform about the capability to export these as part of the automated SUP file creation.

See screenshot attached.
Attached Images
File Type: gif blender_parameters.gif (98.3 KB, 127 views)
Reply With Quote
  #19  
Old 11-12-2007, 11:57 AM
rayvel rayvel is offline
Registered User
 
Join Date: Jun 2007
Posts: 44
v0.96: Added script configuration data.

Every time the script runs it will save some configuration data in the blender bpydata configuration directory.

You must run the script once to create the configuration data before trying the below... It is enough to just run the 3ds2kex exporter and hit escape to cancel this will create the configuration settings.

To modify the settings switch to the 'Scripts' window in blender and run System -> Scripts Configuration Editor (see screenshot)

Once this script is run, select 'export_3ds2kex' from the "Export" dropdown. This will allow you to enable automatic KEX creation (click the 'Export KEX' button) and browse to point to the location of the 3DS2KEX.exe file.

See the second screenshot for the configuration window. There is a BROWSE button on the far right beside the 'kex file' entry. I'm not sure why blender has cut off the browse button but it is there...
Attached Images
File Type: gif config_edit1.gif (12.1 KB, 62 views)
File Type: gif config_edit2.gif (8.6 KB, 79 views)
Reply With Quote
  #20  
Old 11-12-2007, 01:58 PM
rayvel rayvel is offline
Registered User
 
Join Date: Jun 2007
Posts: 44
Next version of the script should have the ability to use custom pivot points as a separate object. This will involve overriding the 'Pivot' and 'IsPivot' properties in the custom SUP file (that one's for you 0xdeadbeef!)

Also we are attempting to create a ~CS_GLOBALOPTIONS object, however seem to have difficultly in getting 3ds2kex to pick up the NUP parameters from the ~CS_GLOBALOPTIONS object. If anyone has experience using the ~CS_GLOBALOPTIONS object through .3DS file and/or .SUP file -> 3ds2kex.exe please PM me.
Reply With Quote
  #21  
Old 11-12-2007, 02:58 PM
maxkop's Avatar
maxkop maxkop is offline
Registered User
 
Join Date: Aug 2005
Posts: 775
Nice
Reply With Quote
  #22  
Old 11-12-2007, 09:50 PM
rayvel rayvel is offline
Registered User
 
Join Date: Jun 2007
Posts: 44
v0.97: Alternative pivot objects

Script can now include alternative pivot objects so it is not necessary to move or orient the object centres.

Create pivot objects using a simple mesh (cube) or use the blender 'Empty' object. Assign a property to the pivot object called 'IsPivot' with a BOOL value of TRUE, or a STRING value of "YES".

On the object to use this pivot point assign a property called 'Pivot' with a STRING value equal to the name of the pivot object.


For example, to create a pivot point for the landing gear add an Empty object and name it "LG HELPER". On the logic panel (F4) add a bool type property called "IsPivot" with value True.

Select the existing landing gear object and go to the logic panel. Add a string property called "Pivot" with value "LG HELPER". Repeat for all objects you wish to use the LG HELPER pivot point.


When exporting to 3DS the script will create a custom SUP file including these parameters and optionally invoke 3ds2kex.exe utility to create the KEX file. (If you have enabled this feature through the script configuration editor) Enjoy!
Reply With Quote
  #23  
Old 11-30-2007, 03:57 PM
0xdeadbeef 0xdeadbeef is offline
Registered User
 
Join Date: Aug 2006
Posts: 630
Sounds great, thanks!
Reply With Quote
  #24  
Old 01-17-2008, 02:59 AM
Linkadrip's Avatar
Linkadrip Linkadrip is offline
Registered User
 
Join Date: May 2006
Location: Tehachapi, California
Posts: 52
Confusing

Well i managed to change the first G3X file to a zip but havent done anything with it i'm learning to use blender and really dont want to have to use any other program to create an aircraft. I dont understand really what to do with the two files in the begining of the post to make this work??

I have saved the first one as a ZIp succesfully and i will save the .TXT file to my drive as well but i'm just confused not Very clear what to do with them i guess. A Different explination maybe Hmmm.
__________________
AKA Multiplayer Warlexis
Reply With Quote
  #25  
Old 01-17-2008, 10:55 AM
kama1 kama1 is offline
Registered User
 
Join Date: Mar 2006
Posts: 87
heh...
im new to the modeling thing to.
still working on my first project.

here what you do to get your aircraft into the sim.

1. make your aircraft
2. export that aircraft as a 3ds file using the script found on this thread.
now you will have 2 files...your 3ds file and a sup file.
3. edit the sup file to make sure the parts naming and hierarchy are correct.
4. now run the 3ds to kex converter found here http://knifeedge.com/KEmax/downloads.php
( EDIT : make sure you down load the right file.....download the 2nd one down.
the first one marked as beta is for the G4 )
this is a cmd line based program...meaning you have to run it from the dos window.
a search on the forums here should point you in the right direction on how to run it
if you have everything set up right.
the 3ds to kex converter will make a new file....with the .kex extention.
4. startup your G3.5 under simulation go down to import.
then import kex......find your file and hit open.

if everything was set up correctly you will have your aircraft in the sim.
go to the aircraft tab ...select new aircraft...find the one you just imported.
hit open and bingo...

then you have the joy of setting up the physics model....but that a whole other can of worms.

hope this helps....have fun

Last edited by kama1; 01-17-2008 at 10:59 AM. Reason: additonal info
Reply With Quote
  #26  
Old 01-20-2008, 09:07 AM
rayvel rayvel is offline
Registered User
 
Join Date: Jun 2007
Posts: 44
Quote:
Originally Posted by Linkadrip
Well i managed to change the first G3X file to a zip but havent done anything with it i'm learning to use blender and really dont want to have to use any other program to create an aircraft. I dont understand really what to do with the two files in the begining of the post to make this work??

I have saved the first one as a ZIp succesfully and i will save the .TXT file to my drive as well but i'm just confused not Very clear what to do with them i guess. A Different explination maybe Hmmm.
Both files attached to the first post are the same thing. They both contain the 3ds export script for blender just saved in a different format.

You can either take the TXT file and save it as (assuming you use the default blender install path):
C:\Program Files\Blender Foundation\Blender\.blender\scripts\export_3ds2kex .py
If you instead use the G3X file and rename to .ZIP you should see the file export_3ds2kex.py inside that archive which you unzip into the blender scripts directory listed above.
Reply With Quote
  #27  
Old 01-20-2008, 09:43 AM
rayvel rayvel is offline
Registered User
 
Join Date: Jun 2007
Posts: 44
Hi Kama, glad to hear you have things working!

Quote:
Originally Posted by kama1
3. edit the sup file to make sure the parts naming and hierarchy are correct.
On this one, you can do all your parts naming and hierarchy stuff inside blender.

Whatever name you use for the object will be the one put into the SUP file so go ahead and use the true names like "~CS_LMW" - also by setting the object parents inside blender you can do all your hierarchy too. Hit F7 to jump to the object and links panel and edit the "OB:" and "Par:" settings to the object name and parent object name.

You can even take a look at your hierarchy in blender using the 'Outliner' window which you can quickly switch to with the hotkey SHIFT-F9.
(SHIFT-F5 will go back to 3D view or you can create a new panel on the right side of the screen and use that to show the Outliner window and do UV mapping, etc while always keeping a 3D view open)
Reply With Quote
  #28  
Old 01-20-2008, 09:52 AM
rayvel rayvel is offline
Registered User
 
Join Date: Jun 2007
Posts: 44
Updated to V0.98. Please see first posting for details.
Reply With Quote
  #29  
Old 01-20-2008, 09:59 AM
kama1 kama1 is offline
Registered User
 
Join Date: Mar 2006
Posts: 87
your script works great


prolly just me....but i when through ALOT of trial and error while working my my first project.
so i made it a point to check the sup file each an every time i exported my project.
so basically that carried over to my advice above.

although when i was first started the project i did have some issues.
ran into a problem where blender didnt like long names.

for example leadlags on helis.
i would name the object in blender leadlag1.
then in the sup file under name i would do the actual name.
~CS_TH_2BLADE_LEADLAG1
or what ever it is.
either way your script in great.
thank you for writing it
works like a charm
Reply With Quote
  #30  
Old 01-20-2008, 11:59 AM
Linkadrip's Avatar
Linkadrip Linkadrip is offline
Registered User
 
Join Date: May 2006
Location: Tehachapi, California
Posts: 52
Quote:
Originally Posted by rayvel
Both files attached to the first post are the same thing. They both contain the 3ds export script for blender just saved in a different format.

You can either take the TXT file and save it as (assuming you use the default blender install path):
C:\Program Files\Blender Foundation\Blender\.blender\scripts\export_3ds2kex .py
If you instead use the G3X file and rename to .ZIP you should see the file export_3ds2kex.py inside that archive which you unzip into the blender scripts directory listed above.
OK i took the G3X and saved itas a ZIp file then exported its contents to

C:\Program Files\Blender Foundation\Blender\.blender\scripts\export_3ds2kex .py

Thanks for giving me an explination now when i get to the point were i'm ready to export my aircraft i shouldnt have to use anything but Blender Correct?
__________________
AKA Multiplayer Warlexis
Reply With Quote
Reply

Thread Tools
Display Modes Rate This Thread
Rate This Thread:

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT -4. The time now is 12:31 PM.