This shows you the differences between two versions of the page.
| Next revision | Previous revision | ||
|
pc:software:xplane11:xplane2blender [2019/01/16 21:17] dwheele created |
pc:software:xplane11:xplane2blender [2019/01/22 18:00] (current) dwheele |
||
|---|---|---|---|
| Line 2: | Line 2: | ||
| [Copied from main xplane11 page] | [Copied from main xplane11 page] | ||
| + | |||
| + | ^Xplane2Blender Home Page|https:// | ||
| + | |||
| ^LUA|A language which makes it easier to automate gauges, other purposes\\ https:// | ^LUA|A language which makes it easier to automate gauges, other purposes\\ https:// | ||
| ^Air Manager|Payware functionality to make 2D Steam gauges and to host gauges in panels. Pi version available.\\ https:// | ^Air Manager|Payware functionality to make 2D Steam gauges and to host gauges in panels. Pi version available.\\ https:// | ||
| ^Xplane2Blender|Python addon to Blender which can export in proper format for X-Plane\\ (Apparently requires Blender 2.79 or earlier, docs say X-Plane 11 ready\\ https:// | ^Xplane2Blender|Python addon to Blender which can export in proper format for X-Plane\\ (Apparently requires Blender 2.79 or earlier, docs say X-Plane 11 ready\\ https:// | ||
| + | ^Older Documentation|{{: | ||
| Non-visible Blenders Layers are not combined with their corresponding X-Plane Layers and do not get exported. | Non-visible Blenders Layers are not combined with their corresponding X-Plane Layers and do not get exported. | ||
| Making objects visible in multiple layers is not recommended because it can get messy fast. [fact check] | Making objects visible in multiple layers is not recommended because it can get messy fast. [fact check] | ||
| + | |||
| + | ===== Process to set up to get a gauge to work ===== | ||
| + | |||
| + | The most helpful document was the "hello world" process I went through until I figured out what was going on. | ||
| + | |||
| + | What is required is this: | ||
| + | |||
| + | * You have a single texture image used by everything in your cockpit. | ||
| + | * Make a graphic representing the gauge needle. It will be UV mapped to the same texture. | ||
| + | * Make a Armature Bone which you parent to be the Bone Parent of the gauge needle. | ||
| + | * Apply rotation and scale for the bone and the gauge needle object. | ||
| + | * To set up the movement, you need to be in Pose Mode. | ||
| + | * Select the Bone, and look at the X-Plane tab in the Properties. | ||
| + | * Paste in the dataref to be mapped, e.g., '' | ||
| + | * Go to Frame 1 or other starting point | ||
| + | * Press " | ||
| + | * In the Bone Properties, enter a value, such as " | ||
| + | * Go to Frame 100 or other ending point | ||
| + | * Rotate the Bone to the ending position. I used **YXZ Euler**. I selected the axis that gave the correct motion, in my case, entering something like -270 degrees. There is a tendency for the gauge to rotate the closest direction, not the correct one. This is only related to the Bone and its rotation, not relevant to the XPlane2Blender plugin. | ||
| + | * Press " | ||
| + | * In the Bone Properties, enter the end value, such as " | ||
| + | |||
| + | At this point, you can " | ||
| + | |||
| + | Export the Cockpit.obj file. If you follow the directions and place the Blender file in ''< | ||
| + | |||
| + | ===== Using X-Plane Plane Maker ===== | ||
| + | |||
| + | At its simplest, you use Plane Maker to append the Cockpit.obj file to the aircraft, and then position it relative to the aircraft' | ||