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afterburner jetpipe

jetwelder

Resource contributor
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unitedkingdom
modelling the expanding, full afterburner.contracting dry thrust....jetpipes..

is there a simpler way, apart from breaking into segments, and animating..

fsx/acc...gmax....ie can the end of a cylinder be expanded and contracted, as
an animation...

jim
 
Hey Jim,

Yes. Make one. Texture it. Animate it. Set the pivot point to be slightly off center so that they will overlap left to right, or right to left.

Now you can either clone them one at a time with holding down the Shift key and using Rotate tool and rotate a clone out, one at a time, or use 'Array' and create the proper number, but I think the center point will not align properly.

Actually, I think you will have a big problem with the center point, if its not in the dead center axis of the tail pipe section. If you could animate it with the center point in the center axis of the engine (very difficult to do) then you could use Array and its center to clone them.

hmmm... I had thought I had worked this out in my mind already long ago, but I see bugs in it, lol.. arrgh.


If you animated one, then moved its Gizmo to dead center of the pipe assembly, used Array to create the rest in 360 deg. turn on Gizmo, then select all plates and go to Gizmo only mode and moved all Gizmo's back to their proper locations via 'Center to Object' and then move them backward to the hinge point on the plates?

Might work.
 
good

good,good.....i said i would eat my hat, if i didnt finish this by late summer...

no problem......orders special edible hat......jim
 
easy

easy...a few experiments and a choice, simple or clever......simple for now..

want to finish by the midwinter solstice,or i will eat my hat.....again..jim
 
For FSX you could use skinned mesh... I don't know how that works...
I use the segmented pipes.
 
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