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Found 3 results

  1. Beyond Plane Maker A Second Step into Miscellaneous Bodies/with Motion Making a Nicer Airbrake By Ray Hill Before starting this tutorial, it may help for reference if you have my 'Plane Maker Tutorial 1.0' file downloaded and installed in X-Plane, as this tutorial is based around this model. It can be found in the file library here at FlightSim.Com (tutorial_xp.zip). Please make sure you don't overwrite any of your existing work. The basic airbrake that is configurable in Plane Maker is a rather boring square plate which you can paint (via the .PNG). However it does give the flight engine the required aerodynamic effect. It is not something you can make invisible, but there is a way around this in that you can paint it with zero opacity (so it is see through), your painting app ought to have a color setting to do this. By doing this, it means that it can then be hidden and then overlaid by your (yet to be made) wonderful new object! To create this object, it's probably easiest for many to do this in SketchUp, or Blender if you are familiar with it. Your airbrake will probably need to be something like 3 feet wide by 4 feet; which is a size suitable for a Hawker Hunter (this is just an example). Once you have a standard object modelled, you can simply scale it. Below is an image of my new airbrake. To achieve the folds, I had to use ViaCAD, although there are probably SketchUp Rubies (3rd party plugins) for curving and folding, whilst Blender has it all built in. What you see below is after I have exported the object using ViaCAD's SketchUp exporter (nice of them) and after I have applied my chosen PNG texture file. When you export the object you will get the following dialogue message: The triangle count (mentioned above) is important due to the fact that X-Plane uses triangles to build and image objects. The fewer you use, then the less CPU power is required (I built an earlier one with complex curves which resulted in 30,000+ triangles). The object may now be copied into your plane's 'objects' folder and then applied to a suitable position using Plane Maker's miscellaneous objects tool, as shown below. When I originally did this, I must have got the axes a bit wrong and so had to configure the angular offsets (the last three numerical boxes) in which to get the situation correct. The value 091.0 is to allow the object to fold up further toward the fuselage. The lateral offset (mid left) was required, as I probably didn't set my axis exactly to the mid point in SketchUp. Lo and behold we have an airbrake, however...it is not animated (yet). During the process of making the airbrake, I found the X-Plane export utility for SketchUp (when using their animation tool) to be very quirky, as the focus there seems to be on buildings and scenery. So after about a day of debugging and reverse engineering, I managed to find a way to manually add animation commands at the end of an X-Plane object. I also spent a very long time finding the correct internal X-Plane dataref to use. In the end I applied the dataref editor plugin to X-Plane and browsed through all the elements to find what was changing when I hit the airbrake control. There are over 1,000 datarefs, they are documented, as a list. My trial and error eventually led me to get to the following set of commands that I manually appended to the end of the OBJ file using a simple text editor, but do make sure to save it back with an OBJ suffix. The ANIM_trans line deals with transposition. I left it in so you know of its existence. In our case, we are not moving the object, we are rotating it, so we only need the ANIM_rotate_key statements. ANIM_rotate_begin 0 1 0 tells it to use the y axis for rotation (x, z are zero) the correct dataref is sim/flightmodel... (as above). This dataref has two logical states 0 and 1, so there are two rotate_key lines. The first gives its start and end angle 0 to 0 degrees, to close it. The second gives the open condition of 0 to 30 degrees. The TRIS value is generated within the object but seems to be needed to be moved inside the ANIM_begin and ANIM_end delimiters. So after hitting the airbrake key on the model, it finally worked! Something very important to remember about Plane Maker, is that objects are just images and hold no aerodynamic value. For example, in Plane Maker, if I go into "Expert"/"Invisible Parts" and choose "hide all objects", it leaves only the imported objects displayed, which in this case is two undercarriage doors, an airbrake and a bomb. Now, if I wave my magic wand and add another external object (in this case my Skyray), which is found in the objects folder for this download the following happens... Never one to shy away from challenges of the day, I thought I would take a flight over Dunsfold in my prop-driven Skyray! But first I went back into hidden objects and unticked prop-index 0 and 1 so the prop's re-displayed. All of the above can be quite overwhelming if you are a relative newcomer to Plane Maker, so if that is the case, don't lose heart, but instead, head on over to my Plane Maker series, where hopefully, it will guide you in the right place. All the best! Ray Hill www.rayhillwrites.com
  2. Beyond Plane Maker A First Step into Miscellaneous Bodies By Ray Hill Creating objects that Plane Maker doesn't do... After spending hours and hours in Plane Maker, we eventually begin to compare our own work with some of the high quality payware planes that are developed. However, there is no reason why your design will not fly as equally well or maybe even better than some of the professional offerings. Of course, because we are limited by Plane Maker, there are a fair few missing parts; i.e. things that we cannot create. In this article, I will go through my own baby steps on how I made some of the missing parts, such as creating simple undercarriage doors and attaching them to native Plane Maker objects. Firstly you will need to become familiar with a suitable 3D CAD package, which in itself is a far from trivial task. My own preference (on balance of price/functionality) for hobby purposes, is to use ViaCAD to create 3D solid models. Unfortunately, whilst it can export many CAD file types, there is nothing to import them into Plane Maker. On a positive, it does offer the ability to export to SketchUp (nice of them) so one can then import to SketchUp and then use the SketchUp to X-Plane add-on to then export an X-Plane *.obj format. Others may prefer just to start with SketchUp and ignore additional feeder apps. Oh, somewhere in there we also need to use a graphics editor to create/edit a suitable PNG texture file for each object. Another alternative is to use Blender and the Blender2XPlane add-on. Not being a computer artist, I personally have found Blender extremely difficult to learn, and whilst I have had some success with very simple objects, my skills are nowhere close to creating a quality airframe. I have also found the Blender2XPlane utility very difficult and inconsistent to use, which is a general problem across far too many freeware offerings. I also looked at AC3D but the fact that the X-Plane add-on was so old, did not fill me with the greatest of confidence. Each object in X-Plane has a defined programmed action that is referenced by "datarefs", the set of which (1,000+) probably gets extended and possibly modified through later versions. As you can see, there are quite a few processes going on and inevitably getting the version levels of all file objects stabilised will mostly preclude using software too far out of date. As this is a general entry level tutorial using low cost, demo or free software I will only discuss using SketchUp and its ability to export to X-Plane. For a good beginners guide on how to use SketchUp, have a look at Paul Mort's series. I would suggest that unless you are an experienced 3D CAD user, with existing software, SketchUp is probably a good place to start. But do start with simple things, as most won't learn all the skills needed to do a full wing, let alone a complete plane without significant investment in learning time. If you want to know more, do a YouTube search for "SketchUp Caravelle". So why is it all so complicated? Firstly you will see a typical wavefront .OBJ (geometric vector) file. These files may be opened with a basic *.TXT reader: Secondly, here is an X-Plane format *.OBJ file: The above is X-Plane's OBJ8 file format. For the techies it is described here. Note: You need to initially refer to section 2. So basically, software is required to translate from a 3 column system where each line is an instruction to draw a line (vector) in three dimensional space, to a 7 column format which also contains the basic geometrical three dimensional vector information, plus the texturing information (which in Wavefront would be in a separate MTL file). For your information, you can also open *.acf files with a basic text editor and see similar logic, but I strongly urge you not to start fiddling, although it is interesting to "lift the hood" and see what is really going on. In this article I am not going to discuss the basics of using SketchUp, as there are many short tutorials to be found on YouTube. However I will say that you will need to understand the concept of Rubies (*.RBZ files) which are functional add-ons which extend the product; the X-Plane exporter being one of these. For this, you will need to download the source file and then go into SketchUp preferences, choose extensions then click on the "install Extension" button and select your SketchUp2XPlane_170.rbz file, or whatever version is appropriate. At the time of writing, I was using the older 2016 version of SketchUp, which worked, but have since moved to 2019. You may also need to install other import Rubies if you have objects in different formats. SketchUp is widely used by both builders and architects, so there exists a vast library of objects (scenery, buildings, etc.) if you also wanted to export them into X-Plane. Plane Maker by default works in feet and inches, so it is important that your source 3D model uses the same units and is sized to meet the needs of your plane. Under general settings you may set Plane Maker to metric units, if that is your preference. When using SketchUp, it is very important to think about how the axes orientate. The green axes corresponds to X-Plane's long coordinate, blue to vertical and red to lateral. The dotted half of the axes are for negative directions, i.e. down, forward or port, whilst the solid axes correspond to backward, upwards and starboard. Zero is always the start point of the chosen object, and if you choose to attach new objects to aircraft reference points, then the object will map to your *.acf's component datum zero point. For an undercarriage element it will therefore map to the high point of an undercarriage leg. Within the Miscellaneous objects function, where you need to add these things, Plane Maker gives you options to fine tune spatial placement as well as any angular changes required. Below shows the axis compatibility between my preferred 3D CAD software and that of SketchUp. For a simple object, we can just use SketchUp to create an undercarriage door similar to the one below. Note that the axes is at the bottom, which is for attaching it to an X-Plane undercarriage leg. This will be OK, but it will need some positional re-tuning to your preferred effect. If this was to be rotated by animation, the axis would need to be reset to top right, as the rotation hinges along the green axis. The physical model is normally the same for either a port or starboard undercarriage leg, but it might be best to have duplicates in separately named files (may help with texturing later). For example, you may wish to paint the inside of a door with a factory primer color, whilst the outside matches the color of the lower wing or fuselage. Save it into your planes \objects folder and name it "mainwheeldoorP.obj". When using miscellaneous objects, Plane Maker will first scan the \Objects folder for a list of useable items (you may need to frequently scroll up to see the full list). You may also need to rescan or reopen to pick up modified objects. If our object is attached to a Plane Maker component that moves, it will become part of that component's motion. On the other hand, if we wish to create an inner undercarriage door, we appear to have no equivalent Plane Maker object to attach to. The same also applies in that we cannot attach to a moving object such as an aileron or an airbrake; so whilst we can create a lovely balance horn and an exquisitely curved airbrake with hinges and hydraulic actuator, we are not offered any moveable components in which to attach them to. We can actually do this but it requires the use of animation; for example we can animate in Blender and also the X-Plane plugin for SketchUp offers animation options. These may have to be mapped to a cockpit/keyboard control button and can sometimes require additional coding. However, by using some lateral thinking, you can, within the undercarriage section, make dummy retracting skids of almost zero length and radius and attach objects to them. These may then be made invisible, but if they are small enough, just add some texture and use them to appear like a hinge, to which you can then attach your object. This does not require knowledge of datarefs, so is a far simpler solution, but we are limited to available elements in Plane Maker and some undercarriage systems may require far more than what comes in the box. Anyway, that was rather getting ahead of our current topic! For now, we just simply need to paint and texture our object. Everything we need is in SketchUp, but even so, it's still annoyingly difficult for beginners, as you would have thought you could use the same texture *.png that the *.acf file uses...but no! So I highlight my object and click on the paint bucket tool, which brings the standard color tool chooser up. See that brick; click on it, then click the "color" dropdown box and choose "new texture" and select the *.png file in your model. Click OK on the next naming option and then click your mini-item which should look exactly like your *.png. Select your 3D object and then using the shift key, click the paint bucket over it and it should cover it in something. The clever part here is that we need to chose an area with the color(s) we intend to paint the object with. Now this is an extremely laborious thing to do but the principles are well explained in the following video: The video above is 22 minutes long, so there is no need to watch it now, but it will reinforce your knowledge if you invest the time. In other words, why reinvent the wheel. However, if we want to make things easier for ourselves (also less clever), we can simply choose or create another PNG file with a single color and come up with something like what is shown below... Color your wheeldoor file as shown above. Save it (*.SKP format) and then use the X-Plane export tool which will create your final X-Plane object format file. These need to be placed into the \Objects folder that holds your *.acf file. When exporting to X-Plane it may come up with a power of 2 error, which means that your source PNG is not the correct size (256 x 256, scaling up to 4096 x 4096). Remember, it needs to be square, so go and fix the PNG if required. However, even after doing this, you will need to go back in the brick/color tool, delete the old entries and reapply the changed PNG image. If it's already a power of 2 square it should work. The utility will also tell you if texturing is not complete and how many triangles are created. Now we need to add the object. Go into Plane Maker, choose Miscellaneous Objects and do the following: click the bottom left add button and enter your coordinate data similar to the second line below (for mainwheeldoorP.obj): MainwheeldoorS required different settings as it was sourced differently using different axes starting points and an incomplete texture. Note the offset roll angle which was chosen so as to make it a bit more realistic. A little tip here is to check your model in the animated view and make sure everything closes inside the wing on both surfaces. Below is the finished article... Now add an object for the starboard equivalent, then go and create a nosewheel door using the same methods from above. In my experience, I have found that SketchUp initially needs a fair bit of patience to get to grips with, but once mastered it can be used to create many amazing things, often in minutes! Below is a YouTube video by niltondc which shows the creation of a Britannia airliner from 'lofted drawings': Similar tutorial videos may be found for most 3D CAD packages. I hope, at the very least, this little tutorial helps you towards getting a foot through the door into a higher level experience. This will be followed up shortly with a very brief overview of animation. If you wish to know more about aviation science, here is a worthwhile introduction: Basic Theories of Aeronautics: An introduction to using Simple Mathematics and Physics to design aeroplanes And if spaceflight is also your thing: Spaceflight Theories: A beginners guide to rocket and space sciences "Off we go into the wild blue yonder". Ray Hill www.rayhillwrites.com
  3. A Guide to Using Objutil_combined.py to Create X-Plane Objects By Gary Rumpler You will need these three things, and a few more, to be able to convert models into useable X-Plane Objects. http://sketchucation.com/forums/viewtopic.php?t=33448 https://www.dropbox.com/sh/cjjwu92mausoh04/AABxwtKzzczZwpW2J8imQGPoa/Utils?dl=0&preview=objutils_combined.py www.easy2convert.com/png2dds/ There are basically six steps in converting a model: Finding and preparing the SketchUp model Converting the SK model for use Getting the Script ready to use Creating a working folder and a scenery folder Converting the three parts from #2 into an X-plane OBJ using the command line How to place the object It will take much longer to read (or write) this tutorial that it will to convert your first object once you get everything set up. I'll tell you as much as I can about what I've learned doing this for about a month now. 1. Finding And Preparing The SketchUp Model If you are reading this you probably know where this all starts: https://3dwarehouse.SketchUp.com You also need some form of SketchUp. I'm not going to cover how to download and install. If you can't get that done... You can search the warehouse by entering what or where you are looking for. I entered Miami. Tip: some times you should look under every one of the combinations, there will be models of Miami not in Miami, but will be under Miami Beach or Miami fl or Miami florida. So be patient and keep looking. Also start by looking at collections first. I'm going to check out the second box, a collection with 49 models in it. There are two ways to download the model. First you can just click on the box with the arrow, or you can click on the model and download from the download box. Here's where a little planning goes a long way. One of the first things I realized was that almost all the models in the 3DWarehouse have the same name. sk14,sk15,sk16 or "building in Miami" for example. Also some of them do have good descriptions, but that gives them a really long file name, which is really bad in step 5. So here is what I do. I created a scenery list worksheet that looks like this: When you download a file you get this in the corner of the window. Click on that arrow and it will take you to your download file. Write the name of the model and any info on the scenery worksheet and then objutil30.jpg renamed to objutil15.jpg And now you are ready to start the conversion. Make sure that you installed the OBJexporter plugin from the beginning of the tutorial. Start SketchUp and load the model you want to work on, in this case 10. There are a number of things which must be edited out before you can convert. First: remove the tile the model is placed on. Click anywhere it is grey and a menu will open. If you click and a blue line surrounds the tile choose erase and the tile will vanish. If you click and a red line appears, chose unlock then erase. This is what it should look like. Now to get rid of the shadow. Go to view and uncheck Shadows. Also go to view and open the item Edge Styles and uncheck anything that is checked. You will learn when you need to do this over time. When you have done this correctly it should look like this: Then comes the first bit of magic. 2. Converting The SK Model For Use The problem with using pre-made SketchUp models from 3Dwarehouse has been that the textures did not conform with X-Planes "power of 2" rule. That is why if you attempt to convert a model using Marginal's utility, the Object converts fine but the textures do not. This is what makes Oscar's utility so awesome. Here's what happens. When you open the plugin OBJexporter, it creates two files and one folder. The MTL file describes the textures and where they go on the model. The OBJ file describes the 3D model. And the Textures folder contains all of the textures used in the model. If you have ever looked at the texture file for an X-Plane object you know it looks like this: (from the CDB Library) Tip: have patience, it sometimes takes 2-3 minutes to write all this info. The magic is in converting all those textures into one, and combining the MTL and OBJ file, that brings us to: 3. Installing Python And objutils_combined.py Here is where even I'm a little sketchy on some details as I had to rely on my 20 year old computer science major daughter and her web designer boyfriend to help me out. Python If you are on a Mac, you already have Python installed. For Windows go to www.python.org. Download the most current version. Make sure that the Python directory is in the main path of your computer. Go to Oscar Pilote's Dropbox https://www.dropbox.com/sh/cjjwu92mausoh04/AABxwtKzzczZwpW2J8imQGPoa/Utils?dl=0&preview=objutils_combined.py Go to the upper right corner and download the file. Also in the same Dropbox in the utilities folder is a program called rectpack. Download that also. So now we should have Python installed and the Python script downloaded. If you open the script using a text editor, you will see that the comments are in French. But here is the important stuff that I really can't explain. If I was following along when they helped me out, they installed rectpact, image, imagefilter, imagestat, and numpy. Hopefully you have a 15 year old computer genius to help with this part. 4. Creating A Conversion And Scenery Folder Assuming that you get all that stuff installed, the next step is to create the working conversion folder. I placed a folder named objconvert in the root directory, and I pinned it in Quick Access. Place the Python script in that folder. Remember the two files and one folder we go from the OBJconvert process? Move or copy the MTL, OBJ and Texture to your working folder. Make sure that you create a folder to put the converted objects in after the next step is finished. Now you are ready for: 5. Conversion Of The SketchUp Model To An X-Plane Model Now we go to the wayback machine. Yes, using the command line. If you don't know what that is ask your 65 year old father who had an Apple II or Commodore 64. Open a command line box CMD cd\ cd "your working folder" Type python objutils_combined "file name".obj then enter. In our example for file name it would be 10.obj When the script is working it takes the textures and makes one texture that conforms to the X=Plane "rule of 2" and X-Plane OBJ that has the texture information. The files will be named "file name"-grouped.png and "file name=xplane.obj Now you can see why I created the scenery list sheet and gave all the SK files numbers for names. Typing is not my thing, and making a mistake on a file name like Government_post_office_building_in_miami_fla_usa is not fun. So number it is. Next I move the two new files to the folder you created. Then I check to see if the conversion was successful using Model Converter X. As you can see this one didn't come out quite right, would I still use it? Maybe if buildings around it covered up the problem. I'm trying to figure out how to fix this. There are two recurring problems: The textures are not applied correctly Missing walls and such I don't know how to fix them after conversion, I'm not really sure why it happens at all. All I know is that the more complex and highly textured models made by really good SketchUp artists usually have no problems. Last but not least: 6. Placing The Models Since there is no airport involved I use Marginal's Overlay Editor to place all the objects. I create a folder with the scenery name, for example "miami" Create a folder in that folder called Objects. Put the new files in the objects folder. Put the scenery folder in CustomScenery. Open OE Scroll to the folder Open the folder, it will take some time, you should have water in the main window and a list of objects on the right side. Click on the globe with the pin to bring up a satellite photo which will help locate your model. When you place the first model and save OE writes the new DSF file. The last thing which is optional, but needed if you are doing a big city is to convert the texture PNG to a DDS. I use a free converter www.easy2convert.com/png2dds. Converting to dds saves space (smaller file size) and loads quicker. So there you have it, feel free to ask questions, there happen to be a number of people who have got this working. Again, Oscar, this has brought a whole new thing to X-Plane and I for one can't thank you enough for the work of yourself and the others who helped at xplane.fr. Gary Rumpler
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