Can you set the Pivots in Blender too?Hello @maxkop,
thanks a lot for your reply! The texture file was in the same folder as the .fbx file, however for some reason the materials were not linked to the texture file. As I was saying I'm in the learning phase, and I presumed that the blender files would correctly resolve the texture files located in the same folder, but it looks like that's not the case (though I saw something related recently in a youtube video, apparently there's a way to set up blender so that texture files use relative paths).
When I corrected the issue with the texture files I was able to import the .fbx without any errors, that's really great news, as I can't afford 3dsmax and Blender looks more than enough for what it's needed.
Cheers,
mms
Yes blender can do everything we need.Can you set the Pivots in Blender too?
Good deal so it's a full replacement for 3ds Max.Yes blender can do everything we need.
Can an you set the Pivots in Blender too?
In former times when it came to pivots in blender and making use of the 3ds2kex-exporter script, one was forced to create a dummy - or an "Empty"-Object without mesh data in order to transfer its orientation to a parent mesh. The information in the .sup file was used to define which dummy object delivered the information to which visible object with mesh-data.
Meanwhile you can edit the pivot of an object in blender directly (see attached screenshot), so transferring pivot data or moving mesh data in edit mode and counter-wise moving the whole object itself until pivot and object orientation "fits" is no longer necessary.
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What really interests me, whether the pivot information is correctly transferred to the .fbx-file created by blender and correctly imported into Realflight, or not?
Has somebody already tried it?
Greets,
Max
Looking at the Box Plane example it seems to be transferred correctly
Good deal so it's a full replacement for 3ds Max.
From your lips...Good deal so it's a full replacement for 3ds Max.
Also, is this a good place to ask questions like that, or should I make a new thread?
EDIT!
I found the answer right here in this thread!
the link below will go to the section in this thread that discusses pivot points:
Would you mind sharing it?that blender 3ds export is not need since rf can import fbx's and blender can export them. I have figured out the multiple nup commands on one object.
Would you mind sharing it?
Thanks.add a custom object property with the name to UDP3DSMAX and adding "&cr;&lf;" between any nup commands (placed in the property value) will separate them in rf make sure to convert the binary FBX from blender to ascii otherwise rf has trouble.
example: NUP_MaxRotationX=90&cr;&lf;NUP_LandingGear=~CS_SG
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