Ahab's Workbench

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Captain_Ahab
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Ahab's Workbench

Post by Captain_Ahab » Fri Jul 09, 2021 1:32 pm

I'm slowly learning how to do things while also poring over files of all the packs that have gone before
I've been playing with a Firebrand and I am almost ready to try animating things.
I should have color and decals done in the next couple of days, then animating begins ( I may even try the wing folding, but it.... interesting )
THEN I'll see if I've got a handle on this once I get it into the game to see how it renders out in play
updated screenshot
updated screenshot
the tail shows a brief experiment with panel lines... still trying to think of a nicer way to get it done. Snap-to-face and shrinkwrap alone won't do; I think I'll have to copy out the faces I want to put the decal onto, as a part, then knife-project those faces onto the decal in order to get the lines in the right spot for the decal to fold over the edges nicely

and maybe I'm a bit fearful of animating.... something I've never been good at
Last edited by Captain_Ahab on Mon Jul 12, 2021 4:32 am, edited 2 times in total.

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Re: Ahab's Workbench

Post by decaff_42 » Fri Jul 09, 2021 9:05 pm

Looking good so far! Interesting to see your process on this. I'm in the camp of saving the "painting" to last so I can make a base model and then get a few different paint schemes done.

Doing camo though... it definitely is a lot easier to do camo with the model in one piece prior to cutting out the control surfaces and moving parts. Considering how infrequently I do camo...I may have to look at doing it your way more often for those projects.
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Re: Ahab's Workbench

Post by Captain_Ahab » Sat Jul 10, 2021 3:34 am

I have a 'blank' one on my drive. I'm of the 'save early, save often' camp
I am more than willing to share the .blend

I'm not too worried about whether or not the control surfaces are separated or not. I can always use ctrl-J to join everything together... paint, then separate the parts again with ctrl-L. I think in the future I'll draw the camo with vertices, then 'knife project' it onto the model after smoothing them out

I certainly wish there were import/export scripts for blender 2.9x
DecalMachine would be so useful here

still have to do the cockpit, prop, and rocket pylons
sometimes I just need to have a beauty shot to keep me motivated

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Re: Ahab's Workbench

Post by Captain_Ahab » Fri Jul 23, 2021 7:10 am

Some work on ground forces, just to keep me out of a rut
with a couple of exception ( AMX30 ) the MBT's are around 1,100 vertices and a similar number of faces
Face/tri count done after triangulate -> make _quad set
To be exported from 2.92 as .obj files, then imported into 2.49b and exported again as .srf's
Tank_Collection.png

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Re: Ahab's Workbench

Post by u2fly » Fri Jul 23, 2021 7:51 pm

Captain_Ahab wrote:
Fri Jul 23, 2021 7:10 am
To be exported from 2.92 as .obj files, then imported into 2.49b and exported again as .srf'sTank_Collection.png
The best exchange format between newer Blender and Blender 2.49b is AC3D (*.ac) file format, which allows export all parts in scene in single file with preserving local & global coordinates, parenting, etc (if export each part separately to Wavefront OBJ it requires a lot of work on repositioning after import it to assembly).

Just install AC3D import/export addon for newer Blender: Blender 2.49 has AC3D import/export addon out of the box.

Also I recommend use updated YSFS scripts addon for Blender 2.49b:
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Re: Ahab's Workbench

Post by Captain_Ahab » Sat Jul 24, 2021 2:37 am

I'm going to pass on that as it would be something else I'd have to download for only a single obscure purpose. Perhaps if I got into FlightGear or T.O.R.C.S., which also uses ac3d, I'd have a reason to have it.

.Obj reliably transfers the stuff I need to be transferred and is out-of-the-box on all the versions of Blender I've seen. I export as parts in a single file, yes, but before I export, I make sure all the parts' origins are at 0,0,0 which I have at a plane's cg, so everything loads in where it is suppose to be. Animation sort of has to be done in 2.49 anyways to use the scripts for assigning CLA's and STA's, so I don't care about importing animations*.
I know this all works because I've added a HA137 to my planes doing exactly this.

I only used 2.49 because I have no choice. Most of my time seems to be taken up with figuring out different workflows to account for having to use software that is nearly 12 years old just to get things into the game.

Personally, I feel the lack of 'modern' tools for the game is a barrier to attracting new players, as it gives the impression that the game is dead and completely unmaintained.

* I guess I could export as .obj, the animated parts and just use their first and last as keyframes in 2.49
<sigh> more workarounds

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