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pc:software:xplane11:xplane2blender [2019/01/17 17:43]
dwheele
pc:software:xplane11:xplane2blender [2019/01/22 18:00] (current)
dwheele
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 [Copied from main xplane11 page] [Copied from main xplane11 page]
 +
 +^Xplane2Blender Home Page|https://github.com/der-On/XPlane2Blender|
 +
  
 ^LUA|A language which makes it easier to automate gauges, other purposes\\ https://forums.x-plane.org/index.php?/files/file/35579-flywithlua-core-edition-for-x-plane-11-windows-linux-mac-os-x-version/| ^LUA|A language which makes it easier to automate gauges, other purposes\\ https://forums.x-plane.org/index.php?/files/file/35579-flywithlua-core-edition-for-x-plane-11-windows-linux-mac-os-x-version/|
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 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., ''sim/cockpit2/engine/indicators/N1_percent[0]''
 +  * Go to Frame 1 or other starting point
 +  * Press "I" to make a key frame, and select Rotation.
 +  * In the Bone Properties, enter a value, such as "0" and click the "key" button. This creates another gauge entry which tracks with the regular Blender animation.
 +  * 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 "I" to make a key frame for this ending position, and select Rotation.
 +  * In the Bone Properties, enter the end value, such as "1" and click the "key" button.
 +
 +At this point, you can "scrub" across the timeline from 1 to 100, and the bone should move as desired. Usually, the value in the Bone properties will show the proportion as well to match.
 +
 +Export the Cockpit.obj file. If you follow the directions and place the Blender file in ''<airplane>/cockpit_3d/-IMAGES-''  then clicking the button "Export OBJ" in Blender's Scene tab will overwrite the file in the correct place. Then within X-Plane, you can use Developer -> Import Aircraft and Graphic, and it more quickly reloads the aircraft.
 +
 +===== 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's position.
  
  
  
  
pc/software/xplane11/xplane2blender.1547747007.txt.gz · Last modified: 2019/01/17 17:43 by dwheele