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first gmax model

jetwelder

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unitedkingdom
i am close to finishing my exterior model,ive tested in fsx,acc, and it looks good, for a first attempt.

my cockpit is in two sections, the rear section opens upwards, actuated by 2
rams, long ones from behind the pilot, and fixed to the floor,and each side of
the inside of the canopy....

two airbrake doors open outwards from the rear fusalage, actuated by a single
ram on each door, i will find out whether the ab doors have variable opening
positions..

the airbrake doors curve to match the fusalage,last time i moved them i couldnt get them back in place, i had to make new ones,,that taught me...

question? do i animate the doors, to various positions, and then build the rams

do i open them fully, build the extended ram,make it a child part....

should i sojourn in the wilderness with with only the sdk to sustain me?

its not the actual doing, its the procedure ime unsure of...see image,jim
 
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Wow! Nicely done. Better than my first attempt at aircraft creation in Gmax.;)

It's kinda up to you how you go about designing those particular parts, but I always use the method of opening things up to their fullest extent and then adding in the pistons and stuff. Then make them children of the main parts. It's just easier to get at everything when all is open, instead of working on small parts that need to move in synchronization.
 
ta very much

i had better experiment, it sounds right to move object to full extent add actuator, and make decisions based on my mistakes....ive got a basic working grasp of modelling. now for texture and anims...if i finish this my next build will

be carried out on paper first....what ime trying to do.......is.....figure out what
is my logical and best for me workflow...

my first build is teaching me what steps i dont need to redo....when i follow a
logical process next time....jim
 
For me, I make a list of things to get done for the day. Lists are great. Here is an example.


* Animate Front Gear
* Get textures for landing gear parts
* Begin working on Left Main Gear
* Fix flaw in front left of canopy framework
* Find out how to animate gear door for emergency gear operation/code
* Texture tires


There are so many things to do, and you can 'mix' the different phases of building a plane.

Examples of phases in construction process
* Making Mesh
* Mapping
* Creating graphics for texture sheets. (Painting)
* Animating (actually I see this as part of the mesh construction process)
* Creating airfiles for model (could be done on a diff plane for now)
* Setting up Installer if going that route with an auto-installer
* Creating manual (best done at end for screenshots purposes) ReadMe included
* Beta Testing
* Press releases

You can map and paint as you go during Mesh build, as Bill Leaming states, which is great for getting alot done all at once. Dont do this on your Fuselage and Wings though until you are pretty well sure its the right shape and all. Remapping all your doors and things can get hairy. (I always reattach them if they need to be remapped via UVW's).


I would just make a list of things you need to do today and plow through that.

You 'could' make a 'week' list but things will pop-up and create barriers like a compiler not working, issue on an animation or code, etc..

As for work flow in a grand perspective;
** Build it
** Create Airfiles
** Test it
** Make compiler
** Make Manual/ReadMe
** Launch...


:D
 
thanks for that, i love lists,i cant work on an engine, unless i have all the manuals, and data sheets, even if i know them by memory..doesnt matter what it says on the sealed packet, i have to measure every bolt...

its a sort of zen meditation thing..and reassures me that there is order to the
universe...jim
 
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