The reference wire and the invariant point, used to unfold the hopper, must lie on the surface, as well as the tear wire. Hi Friend good morning!!! If you type on google: CATIA TUTORIAL SHEETMETAL, You will find out various tutorials. This tutorial provides sheetmetal introduction and toolbars available with Stamps can now be recognized as Generative Sheetmetal Design. Note that the name of the imported aircraft will match the name of the imported FBX file, so take this into account when selecting the FBX file name.?v=7W6gpsbpSHA If you like our videos, please subscribe to our youtube account and visit our website. Textures are required to be in TGA format. The diffuse texture suffix ( _d) is optional. When importing the FBX file, make sure all associated textures (including normal and specular maps) are located in the same directory as the FBX with the proper naming suffix ( _n and _s, respectively). Unexpected behavior may occur using FBX files generated through other tools. Turned edges in Editable Poly objects do not currently function well when imported into the Vehicle Editor with the Preserve edge orientation FBX export setting, so you’ll need to manually convert any existing such objects into Editable Mesh objects first before exporting.įBX files generated in 3ds Max are the only ones we are currently supporting. The axis orientation setting will not affect the final imported orientation, so that option can be safely ignored. The Vehicle Editor will handle the above automatically. The following should definitely not be set: The following settings should be set when exporting an FBX from 3ds Max: We recommend using the 2014/2015 version of the FBX format. KEX files made using the old KEMax plugin for 3ds Max 2012 will still work, along with FBX files generated from 3ds Max using specific settings. I made this video years ago but the process is still the same except for the exporting of the model from 3ds Max
#AC3D TUTORIALS HOW TO#
The main purpose of this video is not to show how to model but to show all of the required elements for Real Flight to recognize and manipulate your model withing the sim. This thread will be concentrating on the workflow I am familiar with, so all tutorials will use Photoshop, 3ds Max and of course Real Flight 9 as of this date. This list may be incomplete so PM me if there is something I should add here. Import into 3ds Max to finish the Hierarchy, Parts Naming, Pivots, and.
#AC3D TUTORIALS SOFTWARE#
Limited design software for making content for Real Flight. >Autodesk 3ds Max>Blender>Wings 3D>Gimp>Adobe Photoshop>AC3D<