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Ok, lets get this started. What tips would interest the users of Blender?
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How do I get my .blend file into the correct format to be compiled into a bgl?
We probably should create a kind of SDK?
I started it already, but couldn't continue, due to the problems I posted earlier this week in the MCX forum. And, I'm in an exam period
But we could think of that.
Yeah, in fact we need a clear workflow description.
I started with Blender and MCX setup (you know, Metric, Framename Parse).
Then I showed a model I created, with random object naming.
Then I emphasize that we need to change the names to ensure the VTs and MRs are automatically parsed.
Animation: linear interpolation. Further, normal keyframing as you would do with Gmax. Put the animation slider at key50, because that is for control surfaces neutral and will be exported by .X as neutral. (Otherwise, for example, the rudder will move from 0 to 90 deg, instead of -30 to 0 to 30 deg).
And there I stopped, because I encountered some errors.
Hi,
If you want you can put such tips on the wiki here at fsdeveloper as well. Just create a new page for specific subjects. And we can add a blender category to make it easier to find things.