![]() in-blender-internal TUTORIAL: Export to X-Plane using AC3D or BLENDER. This could be a promising avenue for porting content to FS2. YouTube WebA playlist showing 3D modeling, texturing and animation using Blender. I downloaded the AC3D exporter for Blender and am trying it out now. I have a dialog with the Dev of the plugin going right now for some changes to the plugin (maybe you could help test and improve it)Ĭould you please supply the FSX/P3D(BGL) plugin?įor that matter, Arno Gerretsen's ModelConverterX - a tool that most FSX/P3D developers will be familiar with - can read/write/convert files to the AC3D format as well. ![]() Here is the github for the AC3D plugin. But still, Blender could be used for modeling, then AC3D for conversion to TGI? Maybe IPACS or one of us could figure out a direct export to TGI from is the TGI format proprietary? Keywords, 3d, AC3D, ac3d, 3d software, 3d design, 3d design software, design, models, 3d models, graphics. ![]() ![]() I don't know if both 3D modelers have the same capabilities.ĮDIT: OOps, I forgot - we do need AC3D right now so we can export to the Aerofly FS2 TGI format which then is converted for final use by the SDK content converter. Most of the models can be easily imported and rendered with Autodesk 3ds Max, Maya, Blender, C4D, and Sketchup. If we can import FSX/P3D scenery objects and export to the AC format, we can see them in FS2!! AC3D itself could also be used - it costs about $100 USD - but Blender is Shareware. There is a plugin (python) for Blender that supports AC3D files - and AC3D format is supported by FS2 (Rodeo is testing adding AC3D objects into scenery in another thread here in this forum). I want to start learning on how to create 3D cockpits and want your opinion on whether I should start with. ![]()
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