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Old 05-13-2012, 04:06 PM
Darby Darby is offline
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Modelling retracts in Blender

Hi,

Having spent the last month teaching myself Blender, I am now happy in the editor and it's quirks and have been finishing off my first model, an F-117 Night Hawk. I think this has already been produced elsewhere, but fancied a crack at this myself and thanks to you kind folk who have been helping me along the way.

I have built the model (currently under 1000 polys due to the faceted nature including gear and doors), setup all the pivots correctly, painted it and imported into RF, and subject to a bit of learning about the physics modelling, it flies reasonably well. Getting the combined elevators and ailerons working was a bit confusing, but a number of models on the swap pages (notibly a Beechcraft Bonanza) helped in my research to make this work I've attached an image of the work in progress.

The only issue is the static gear I currently have and would like to add some retracts before I brave the wrath of submitting to the swap pages

When I import into RF without gear doors, all the control surfaces work fine. If I add in the single front door mesh (named ~CS_GD2_leftfrontdoor and parented to the FUSELAGE mesh), then all the control surfaces stop working (including the engine), which means I have done something wrong I guess? No issues were reported creating the .kex and then importing into Rf, so I'm somewhat confused.

Is there a tutorial anywhere calling out the steps required to add retracts? I have added a front door mesh, setup the UV painting, named this as per Knife Edge's naming pattern and setup the pivots, parented the mesh, but is there something else I need to do? I notice there are some NUP_ values on other rigs with retracts - do I need to set these and if so, how do I do this in Blender?

Or could I test retracts without gear doors in the first part?

Any help gratefully appreciated

Cheers,
Darby
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Old 05-13-2012, 04:26 PM
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Boof69 Boof69 is offline
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Once you name a part with a gear door designation (GD 1,2,3,4) NUP values must be applied. I don't know exactly how to do it in Blunder but this thread looks to have all the info you need. LINK Check out post #18. It covers your problem I believe.
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Old 05-13-2012, 04:32 PM
Darby Darby is offline
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Thought I was missing something That's exactly what I was after.

Thanks for your reply Boof69 - your YF-23 model is stunning BTW.
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Old 05-13-2012, 04:35 PM
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Boof69 Boof69 is offline
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Well thank you and I'm glad I could help.
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