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AutoCAD to Flight Sim (Read 139 times)
Dec 9
th
, 2003 at 7:39am
Felix/FFDS
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Yes. There are folks who use other programs to create the model, most end up importing into gmax or fsds to finish up the non-modelling parts - animations and textures.
The ideal way would be to export your fully animated and textured model to an x file, and use makemdl directly.
Alternativley, make your model in AutoCAD, export as a dxf file and then import to gmax (or FSDS2) to finish the animations and texturing.
As an aside - the "recommended" process is: model, texture, animate.
Felix/
FFDS
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Dec 9
th
, 2003 at 4:15pm
Merlin66
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Felix,
I think you should have made your recommendation MUCH stronger, believe me MODEL, TEXTURE, ANIMATE is the ONLY way.
Ken
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Dec 9
th
, 2003 at 4:43pm
Travis
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Quote:
Felix,
I think you should have made your recommendation MUCH stronger, believe me MODEL, TEXTURE, ANIMATE is the ONLY way.
Ken
Now hold on a minute! I ALWAYS texture after I animate, as I want to be sure that the parts are moving correctly so I don't have to change their shape after texturing.
Saying that there is only one way to do things seems a little close-minded if you ask me.
But that's just MHO, I could be wrong . . .
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Dec 9
th
, 2003 at 10:47pm
Merlin66
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"YAS Spitfires...... merlin
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My comments were based on tragic experience.
If the axis of one of the animated part ( especially when texturing multiple parts ie wings and ailerons) then the texture screws up. Also using "transpose X" when allocating textures ( left to right for instance) also gives problems.
I set all the axis correctly to align X-Y-Z, then texture, final re-set the axis to suit the animation alignments.
Never have success otherwise, sorry.
Ken
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