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FSX Does "Always Face Camera" works?

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I have the impression it does but perhaps other people can confirm. In GSU I created an object (a flagpole with flag) and created it as a GSU component with the "Always Face Camera" option checked. In GSU this basically makes the component to turn so that it always faces the camera regardless of where you view it from.

I deployed an object with that component in it to FSX and I am under the impression the flag is always facing the camera (at least how I tried), although it was a bit into perspective.

Do you know if such feature is really exported to COLLADA and therefore into MCX? Otherwise I don't bother to make such components. It is nice because some objects (i.e. flags, trees) won't look nice when viewed from the side (a flat thing).
 
Hi,

As mentioned that option is not supported by FSX MDL files. But if you use FS2004 MDL files you can use MDL Tweaker II to apply a similar tweak. However it was reported in another post that MDL Tweaker II does not like the FS2004 MDL files that ModelConverterX made.
 
Then I guess I was fooled by the scenery :( will have to look for another way to model custom trees. Any ideas?
 
Then I guess I was fooled by the scenery :( will have to look for another way to model custom trees. Any ideas?

Why settle for what IIRC the legacy SDK called "Rotate-To-Aircraft" 2D objects when you can make a 3D "cross-plane" object in Sketchup ? ;)


To test this work-flow feasibility as a "proof-of-concept" for yourself, download and install Rhumbaflappy's excellent "Center_Group_Bottom" Sketchup plug-in:

http://www.fsdeveloper.com/forum/showthread.php?t=71321


[EDITED]

Then, in a newly initialized Sketchup session... with the default "person" as the only object, and in ISO view: :idea:

_1.) Sketchup Menu > Edit > Select All

_2.) Sketchup Menu > Edit > Explode

_3.) Sketchup Menu > Edit > Select All

_4.) Sketchup Menu > Edit > Make Group

_5.) Sketchup Menu > Edit > Select All

_6.) Sketchup Menu > Edit > Copy

_7.) Sketchup Menu > Edit > Paste In Place

___a.) Sketchup Menu > Tools > Protractor

___b.) Hover Protractor Mouse Cursor over the top of that "Person" object bounding box ('Protractor' appears)

___c.) Left Mouse Click-Hold "+" marker of Protractor, then rotate copied "Person" object 90 degrees to original; release left mouse button

___d.) Sketchup Menu > Edit > Select All

___e.) Sketchup Menu > Edit > Explode

___f.) Sketchup Menu > Edit > Select All

___g.) Sketchup Menu > Edit > Intersect Faces > With Model

___h.) Sketchup Menu > Edit > Select All

___i.) Sketchup Menu > Edit > Make Group

_8.) Sketchup Menu > Edit > Select All

_9.) Sketchup Menu > Plugins > Center_Group_Bottom

10.) Sketchup Menu > Edit > Select All

11.) Sketchup Menu > File > Export > 3D Model ('Export Model' dialog opens)

___a.) In Export Model dialog, set Export Type = Collada (*.DAE)

___b.) In Export Model dialog, enter desired Export [filename].DAE; click "OK" to save into a specified target folder location

12.) Import that Collada (*.DAE) file exported by Sketchup into a 'recent build' of ModelConverterX (aka "MCX"):

http://www.fsdeveloper.com/forum/downloads.php?do=file&id=82

[END_EDIT]


MCX should now display a 'visible' model of the textured 3D "cross-plane" object... with all mapped textures showing proper transparency attributes. :wizard:



FYI: In Sketchup, one can use custom tree textures with 'proper' transparency in the alpha channel of the texture (ex: *.TIF, *.BMP or *.PNG) mapped onto a "cross-plane" object to make custom tree objects.


IIUC, in MCX one may wish to use 'Drawcall Batching' if a tree is intended for use as a custom Autogen object, and 'LODs' if intended for a scenery library object.


PS: One can also use this method to make other types of custom vegetation ex: bushes, grass, etc. ! :p


Hope this helps ! :)

GaryGB
 
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