dhk79 said:In Real Flight open the new plane up in the editor and you'll see that nothing matches up.
Starting with the fuselage make the Real Flight physics model match up with the 3D one.
Move from one part to the next until you get the whole plane done.
dhk79 said:The canopy and fuselage were shaped as one part so that the edges would match exactly, but now it is time to seperate them into two. Selecting the boundry lines between the two parts, cut them apart and move the canopy up out of the way. Then extrude the interior down so that you can later add details to the interior of the cockpit.
Define the bottom surface of the canopy as a "hole", so that it has no real surface and move the canopy back into place.
Note: The control surfaces of the wings will be seperated the same way as the canopy/fuselage. The entire wing structure will be made as one part and then the control surfaces will be cut out of it.
Most good 3D programs have the ability to import images for use as templates. In Wings this is called an image plane. In 3D Studio (and GMAX) it is called a viewport background. They both work the same way, just be sure to lock them so that you don't accedently select and move them.Win Hand said:Are you using a CAD rogram, because it looks like there is a Blueprint you are modeling over. That must be nice when I have to do it all be eye, I can't put that stuff in the back ground.
dhk79 said:In Max the axis which translates to the rotation axis in Real Flight is usually X (the red one). The exceptions are the engine & spinner, which for some reason use Y (the green one).