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My New Blender FSX Project

NP ;)
Ask for Betatesting :P you are doing something Awesome, always wanted thing kind of Ultra Lite ^^
since the same kind are used a Kourou :) (Not exatctly the same, but il looks like)
 
Hi everyone!

Just wanted to let everyone know that My ultralight project is complete and is ready to everyone to download it from simviation.com. It is under FSX - gliders/ultralights.

Here are some screen shots of it.

upload_2015-7-2_14-8-11.png


upload_2015-7-2_14-9-3.png


upload_2015-7-2_14-9-35.png


upload_2015-7-2_14-10-17.png


upload_2015-7-2_14-10-55.png


upload_2015-7-2_14-11-35.png


Happy FSX Flying.

Kris:)
 
Yay, a ghost aircraft! :D

Nice work though, Kris. Might really want to put a pilot in there though.
 
Thank you very much Mr. Daan, Mr. Mark L, Mr. Paul Domingue, and Mr. Heretic!

Yes, Mr. Heretic you are very correct. I do need to add a pilot. My problem is that I am working on learning how to animate skinned meshes and working with bones. I am having issue at this time. If any of you guys know of any good tutorial on the subject I would greatly appreciate it.

Thank you, Kris:)
 
The Blender2FSX exporter supports skinned meshes, right?

In *Max based tools, you basically put your bones beneath the appropriate parts of a mesh, e.g. upper arm and lower arm. Both bones need to be connected, just like the parts of an arm are. The upper part of the first bone in the shoulder should be fixed so that it can't translate, only rotate. Then you adjust the envelope of each bone so that you get an overlap at the elbow. Then you animate the joint and the end of the lower bone to match the control stick movement. Tag the animated bones with the appropriate animation from the animation manager, then clone the material used for the pilot and designate it as a "Skinned Mesh" in the material options for FSX. Export with the option for skinned meshes ticked and you should get an animated arm in FSX.

So much for the basic process. I doubt that it's much different in Blender.

Ask Dutcheeseblend or Capt_2x for help. They might know more.
 
Thank you Mr. Heretic!

I will research the process and work on getting a pilot.

Thank you, Kris:)
 
Really nice work! I thought I was looking at a Bat Plane when looking at those first pics on page 1 :) . This will be an awesome aircraft to check out any scenery.

Cheers,

Scott
 
As long as you don't make the armature too difficult, skinned meshes just work fine. The tut Felix made when he first implemented skinned meshes in the toolset, was enough for me to learn the basics. The yoke from my T.5 was also made completely as one object with an armature, and it animates nicely.

The major concern is, I think, to get a satisfactory pilot model. I for myself haven't succeeded in this, except of an appropriate head model. Humans are amongst the most difficult things to model, I believe.
 
Thank you very much Mr. Daan, Mr. Mark L, Mr. Paul Domingue, and Mr. Heretic!

Yes, Mr. Heretic you are very correct. I do need to add a pilot. My problem is that I am working on learning how to animate skinned meshes and working with bones. I am having issue at this time. If any of you guys know of any good tutorial on the subject I would greatly appreciate it.

Thank you, Kris:)
Hi Kris,
nice model. I was also fighting with the bone animations in Blender. It seems to be easier than the Gmax process but I have still some problems with it.
I found a good starting video:
This works fine but currently at the end the movement doesn´t work as expected in my case. The leg and arms are simply "jumping" not moving smooth so far. Didn´t find the error yet.
Perhaps it helps you at least understanding the principle process
Jörg
 
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