I've got issues in Animator where I can't seem to sync the faces so they are ALL facing 'out'. the result is that half the model is 'invisible' in Orb
cmoon55

I've got issues in Animator where I can't seem to sync the faces so they are ALL facing 'out'. the result is that half the model is 'invisible' in Orb

The face thing is my fault. I was very new to Sketchup when I built it and did not sink up the faces. I have posted on your original post about the Nostromo, and am working to clean up all these issues
 
Hey Roadare YOU built this baby!? Oh am I ever glad you found me!!! I was sweating bullets over giving appropriate credit. I just really want to have her in Orbiter cuz she's a beauty! How are the faces coming? I've tried everything in Animator to sync them so they don't produce holes in the hull in Orbiter.

If you can fix the faces / mesh, I'll be very happy to rig a preleminary cfg file to place booster exhaust in each of the nozzelles etc... I've yet to figure out the c++ for incorperating animated landing gear etc... (I was hell bent on trying fix the mesh issues first) But I've be willing to help out there especially if you or someone else knows the proper way to do it, show me and I'll comit the hours etc...

Anyway, Glad to finally meet you, I love all the stuff you did in Sketch-up. I honestly think You'll blow a lot of minds if this gets released into Orbiter.

I took your model, imported it into blender, then from there, exported as a 3ds file, then imported it into anim8tor. The reason is that Anima8or seems to be the tool of choice for most Orbiter developers and there are several export tools that allow you to export meshes from Anim8or to Orbiter.mesh format. Sooo, when I compared the your model to others in the .mesh format one thing that alarmed me was the shear SIZE. Compared to most other meshs yours is pretty big, with proper textures etc it may be so big as to cause fram-rate drag in medium to lower end computers. So I spent the last couple months of spare time tinkering with the hoses, and the aft booster section to delete much of the enormous detail and replace it with meshes that use a lot fewer points (substrituting stock forms then re-moulding to match original shapes and sizes) WOW what a learning experience.

I can't wait to see the finished product in Orbiter.

Like I said, If you want help or tips on Orbiter (I don't know how new you are to the SIM) but it's been my favorite pass time for a few years now.

CHEERS!!

Chris.
 
Tis I! thanks for the words... Anyway, I think the first thing to do with this is to normalize all the faces so they all face out (like they should...) in sketchup, in fact the issues you are having are due to the problems this model has in sketchup. namely the reversed faces the scaling issues etc. I will try to have a better version for you by Monday afternoon, not sure but I will try.

I was able to successfully import the modal into Anim8or using the method I described in one of my answers to your post:

Another thought on conversion would be to export to Kerkythea xml format and then use this application to convert to obj file:

http://www.nicetuna.com/kt2obj

I seem to have better success in exporting Sketchup files to Kerkythea rather than Blender. (There is a plugin for direct Kerkythea conversion from within Sketchup.) ...

http://www.kerkythea.net/joomla/

everything seemed to be in the proper scale and placement, but the faces still needed to be fixed.
 
So cool! I'm very excited. I've never gotten into 3D modelling so some of what you've disussed will take a little time to fully understand, namely following your links and checking out Kerkythea etc. Dude, if you get around to it by next month I'd be still grinning, Let me know if you need of want anything, feed back, beta testing, ideas etc...
 
posted a link on the Nostromo thread with the corrections I have made so far. We will need to yank a lot of detail out though to make it flyable I fear.
 

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Nostromo in ORBITER
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