Hi guys,
So, I'm having a touch of trouble getting custom 3d-models into realflight. We have been developing autopilots through ardupilot for a while, and are trying to build a simulator for our airframes in RealFlight 9 with ardupilot's native FlightAxis link SITL integration. We have custom 3d-models of our plane in both 3DSMax 2019 and Blender, but implementing them into the game hasn't worked so far.
Brief rundown of the steps I've taken so far (I can elaborate if necessary):
- Imported our STLs into both blender and 3DSMax
- Assigned the naming conventions detailed in KnifeEdge's aircraft development guide and parented all parts to the fuselage
- Created a ~CS_SPINNER and a ~CS_ENGINE part at the motor mount hub, parented to fuselage
- Applied a solid grey 32x32 TGA texture to all parts with the UVMap Editor, located in the same directory as the model
- exported from 3DSMax as a .3DS file (in the same directory)
- called with recommended export settings
- Ran 3ds2kex, both the beta and non-beta versions available for download from knifeEdge's site, on the file. I get the license & terms of use output in the command prompt, but no output file. The converters work on the supplied samples in the folder.
I'm kind of not sure what to do next! All the 3ds plugins available are for legacy versions of the software, which Autodesk no longer supports. Do you guys have any suggestions for possible ways to go from here? We are running Windows 10 x64.
Thanks! you guys are doing some awesome stuff here.
-jake
So, I'm having a touch of trouble getting custom 3d-models into realflight. We have been developing autopilots through ardupilot for a while, and are trying to build a simulator for our airframes in RealFlight 9 with ardupilot's native FlightAxis link SITL integration. We have custom 3d-models of our plane in both 3DSMax 2019 and Blender, but implementing them into the game hasn't worked so far.
Brief rundown of the steps I've taken so far (I can elaborate if necessary):
- Imported our STLs into both blender and 3DSMax
- Assigned the naming conventions detailed in KnifeEdge's aircraft development guide and parented all parts to the fuselage
- Created a ~CS_SPINNER and a ~CS_ENGINE part at the motor mount hub, parented to fuselage
- Applied a solid grey 32x32 TGA texture to all parts with the UVMap Editor, located in the same directory as the model
- exported from 3DSMax as a .3DS file (in the same directory)
- called with recommended export settings
- Ran 3ds2kex, both the beta and non-beta versions available for download from knifeEdge's site, on the file. I get the license & terms of use output in the command prompt, but no output file. The converters work on the supplied samples in the folder.
I'm kind of not sure what to do next! All the 3ds plugins available are for legacy versions of the software, which Autodesk no longer supports. Do you guys have any suggestions for possible ways to go from here? We are running Windows 10 x64.
Thanks! you guys are doing some awesome stuff here.
-jake