Techniod, by no means I feel frustrated. I take interests in all responses, because I don't know what am I missing or someone else is assuming I know. Will check if I can find the video you refereced to. It would save some time.
As just FYI, the recently version of Blender, seems that solved some issues related to the pivots. (see my response to Donamy)
I guess I don't understand what I'm seeing here because I see lots of bad pivot points unless you only look at the control surfaces. Maybe something happens when I set it up in 3ds Max but here's what I'm seeing here.
Also maybe I'm doing it wrong but for parts like the fuselage, wings, stabilizers I center the pivot point on the part and then hit the transform button to set the correct pivot point direction.
Here's the pivot point issues I see here.
1. The fuselage pivot point is not centered on the fuselage and is the wrong direction.
2. Both wing pivot points are over the left wing and are pointed the wrong direction and are not set to the angle of dihedral.
3. Both horizontal stabilizer pivot points are centered on the fuselage and are pointed the wrong direction.
4. The vertical stabilizer pivot point is not centered on the stabilizer and is the wrong direction.
5. The spinner pivot point is at a small angle and not centered on the spinner.
6. Both cockpit pivot points are not centered on the cockpit part and are the wrong direction.
7. The right tire pivot point is not centered on the tire.
8. The wing gear door pivot points are not set to the dihedral angle of the wings.
9. The nose gear door pivot points are way back towards the end of the fuselage and are not centered on the gear doors.
Well, guys, you are way ahead, no doubt. I think I am learning something here, like that of the fuselage pivot point.
I will slowly and carefully review all the pivot point issues, as well as the screenshots and files, and make due notes of my mistakes.
Thanks a lot!
Well let me tell you something.. if this is your first plane you've done a super job and all the issues you're seeing we all had to go through and get help with. So keep going you're doing great.
Technoid, this is not only my first plane for RF but also the first time I use Blender, I have been doing some basic CAD design many times before, but much simpler than a model for RF. All I achieved is thanks to people like you that have been kind and patient to help a guy that has very little idea of what he got into.
Well, guys, you are way ahead, no doubt. I think I am learning something here, like that of the fuselage pivot point.
I will slowly and carefully review all the pivot point issues, as well as the screenshots and files, and make due notes of my mistakes.
Thanks a lot!
Could be any of those causing the see through concern, or one poly thick doors, the very mistake I made with my first model, quick fix was to extrude the doors, double poly thick. Technoid's tip.
Just want to help Richfl import his work into RF, there is nothing like flying your own design, it motivates you to continue on.
Yes they're one poly thick (what i called flat) but if the material applied to them is named SBS RealFlight will show both sides, of course what's on the outside of the door will be on the inside too so you can't paint each side separately you just see the same color on both sides.
In 3ds Max I'll apply a SHELL modifier and then you can set the Outside And Inside thickness. So I set the outside to zero and make the inside as thick as I want the door. Then covert the shell to an edit poly and you have what you want, a door with some thickness.