AC3D – beginner tutorial – creating, moving, resizing. by acorvale. Ac3D Aircraft Modeling Tutorials: Cabin Window Frame. by Narendran. I just got AC3D, hoping to expand my ability of 3D modeling. I was wondering if some one could point out a few good tutorials to start learning. Hi guys, I got several questions about the airport design in AC3D. Here is my first video tutorial aerial image background in AC3D Hope you.
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Rodeo – Just a teeny request for the bottom of your tutoroal “to do” list. Can you do another video tutorial showing a more advanced form of runway mesh cutout? I couldn’t find out any more about using the knife or vertex picking. As well as the tutoriao runway problem I just made a second runway on a different airfield but found that the 45m mesh I created to match the runway width was a poor fit lengthwise, so either I chop off a chunk zc3d the runway or I have some background runway markings emerging beyond my created runway.
This was definitely the most difficult thing I encountered with the runway I modeled. I tried the knife and also using Boolean combinations to do the cutting, but never got a result that I was perfectly happy with.
Perhaps I was doing something incorrectly, but I always ended up with really tiny gaps between the ‘outer area’ and the runway which created open slivers when loaded into the game. I can explain better in a day or two when I have more time, but what I finally got to work was to cut out an area of my ‘outside’ mesh around the runway. You will end up with a triangular surface mesh that connects the all the vertices, meaning you will need to then do a shift-select to grab all the ones where your runway is and delete them to create the cutout.
This was the only relatively easy way I found that gave perfect vertex-to-vertex correspondence so that there were no sliver openings when loaded into Aerofly. It doesn’t matter if your decals overlap, just make sure the runway object surfaces do not. Another thing to be careful of is make sure that all your surface normal point the correct direction — you can check this by turning on “Normals” in the 2D and 3D menus, and then looking at the different viewports.
The pink lines those are the normals should come ‘up’ from your runway, not point below it. If it’s hard to see the pink lines, go the the settings menu, to the graphics tab, and then change “Size of display normals” to a higher value, e.
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Here’s a picture of my mesh which may help explain the above. It ac33d get a bit tricky, but I think I have tried just about every possible way of doing this now and this seemed to be best unless your runway geometry is very simple: Thanks qwerty42 – this is great stuff and very much appreciated. I’ve read it a few times and am trying to follow it now. I’m not sure what you mean by innermost vertices though?
So far I’ve made a large mesh that covers the background image, and cut out a section that just spans my tutoriao overlapping runways. By “innermost vertices” do you mean the outside vertices of the inner cut out mesh?
Ad3d am I limited to the resolution of the mesh when it comes to aligning it with the background image? As you can see the runway is as per the background image, image sourced from fset but when i put it in the sim it is not overlaid under the original runway, see pictures a few posts up.
I’m trying to determine what the variance is. Is it 90 degrees out, or is it out by the approximate amount you rotated for mesh alignment? I take it af3d is rotational misalignment, not just a shift due to centre point differences? Yep, you’re correct on what I meant by “innermost vertices. It’s not as good as the stuff Rodeo makes and there’s no audio, but hopefully it helps: If you don’t have it enabled when grabbing all your runway vertices, it might not select all of them if they’re packed close tugorial like mine.
However, it can also create issues with selecting what you intend to select in the 3D view, as you’ll see at the end of sc3d video when I was trying to correct the surface normals So if you already have it named and grouped like I did, make sure to select the keeper first before doing the merge. Note that I made a mistake at the very beginning — I still had “select through” enabled, and when I intended ttutorial select the surface under my mouse cursor, it for some reason selected a surface off-screen and I didn’t notice.
Because of this, I zc3d flipped the normal on a surface I didn’t intend to flip. You’ll see me hunting around for it at the end and finally finding it and fixing it.
So if you have several contiguous areas like I did, you’ll have to repeat this operation on all of them. If you don’t do this, you’ll have huge gaping voids in your terrain that cause some really interesting and violent crashes if you touch them at all.
There may be a better way to do this–I’m not sure. This certainly isn’t that simple and it creates a really ugly mesh if you have used curves and splines to define your runway like I did, but Aerofly doesn’t seem to mind about the mesh ugliness because it’s only using this to determine where the non-runway terrain ends as far as I can tell.
I also tried using the Boolean operations and the knife command after extruding the cutting surfaces, as well as the fill holes command, and none of them could quite make this work without other issues.
If only I didn’t have a job I’d be onto this right now. As for making mistakes in video tutorials I think they are very useful, as the first timer is going to make the same ones as well as many more! Clayton, if you can get your files to me somehow your.
I know the sunken ground problem. It needs to be in the troubleshooting list this one. Make sure that you are labelling the airport and runway object groups correctly with double underscore. You have a major orientation problem at some point. Hi Clayton, I got it working for you.
There were quite a few things I changed, so I tried to keep a list as I went.
I think this is all of them. Here is the folder you sent me, with the corrected files inside: And here are the already-converted files that you can load directly into Aerofly if you want: This is the line that says: I think the value you were using was in tutorisl of feet, but it actually needs to be in meters for this file.
In the model your reference point was here I circled it in red to make it clearer, it’s the small white crosshairs:.
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There are a lot of ways this can happen: I’ve also noticed that if you’re rotating objects, AC3D rotates about the geometric center of ALL the items you are rotating — so, if you rotate some objects, but then add more objects that extend beyond the original bounds of the first rotation, when you rotate it back to where you started it will rotate around a different center point.
This is a bit confusing, but the x-axis in AC3D which points toward the right of the image corresponds to North. So when you’re all done modeling your airport and you rotate it before exporting, the north direction of your airport needs to point to the right in AC3D.
I think one of the other users that was helping you entered their own file path info, so it was giving an error. You will have problems when you export and then convert the. Also re-mapped your runway texture so it repeats and keeps the resolution of the texture crisp.
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I hope that helps! Perhaps till i get my head around all this I would love it if one day we could tee up a time together and can have a one on one lesson on how to do this, I can give you access to my pc so i can follow what you are doing and see how things happen, happy to pay for this service. I figured tutoorial the reference point and placed the reference point into the airport tsc file, i ran fset and got the texture file into ac3d and also obtain the sq metres area from fset, i converted the nautical miles from fset to metres that gave me 1.
I checked the reference point on the crosshairs and it is exactly where it should be as per the reference point i chose in fset. That looks good so far. Let me explain the reference point thing a little further–I think once you understand its purpose and how it works, it will be easier to deal with.
The “reference point” is just an arbitrary location on xc3d background image. You can even change your reference point to a tutodial location if you want: Then just open up google maps, find that exact same spot on the satellite view where your AC3D crosshairs are, zoom way in, click it, and copy the coordinates.
Those are the coordinates you then need to place in your. In Rodeo’s video tutorial he explained a great way to do all of this so you don’t actually have to understand exactly what the reference point’s meaning really is, and that works well if you’re careful not to move your objects away from that original reference point.
Actually his video explains exactly what I said here quite clearly, sorry about that! I must have had it confused with something I read in a different tutorial. What I just described above lets you use anything you want as your reference point, you can even move it somewhere else if you’d like. The important thing is just that, wherever the crosshairs end up on the background image in AC3D, you need to make sure the coordinates you enter in your.
Even if you’re really careful with your rotations when modeling the airport, you might end up with the reference point shifted to a different location after the final rotation to align your airport so that North points to the right.
This is because it rotates about the geometric center of the shapes you’re rotating. It’s easy to fix tutoria, I hope that wasn’t too confusing. Maybe I’ll make a video to describe this too. I think showing examples of this rather than trying to type it out will make it a lot clearer! I re-read gutorial saw you said acc3d were also stuck on rotation. Again, it seems confusing but it’s actually very simple. When you’re modeling your airport, rotate the background to any direction that makes it easy to place your mesh and shapes.