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June, 2009 "Real" ModellingAnother slight pause in all my computer modelling while I get ready to go to the UK Model flying championships in August.
2 months to stock up on (build) catapault and chuck gliders for the kids and to finish off my rubber powered peanut Austin-Ball AFB1 for flying in the Barkston Heath hangers.
I was surprised there were not more chuck or catapault glider plans on the internet, so I scanned a couple from the July 1945 Aeromodeller and added them to my downloads section (http://cid-06b528339820717e.skydrive.live.com/browse.aspx/Downloads/Chuck%20Gliders)
June, 2009 Catch the train or fly?Since the release of Railworks the UK trainsim forums have been full of complaining posts about the Steam/Valve software used to install RW or register the DVD version.
To be honest, when I first came across Steam a couple of years ago I was horrified at the thought of how it worked and how invasive it could potentially be.
Even if it were the greatest rail simulator in the world I would never install Steam.
So that's the end of my model trains?
No, I'll just keep playing with my N-gauge layout, MSTS1 and the original Rail Sim 1 for a while.
Time to get back to flight simulators.
I am determined to finish a few aircraft for these sims and while my enthusiasm for trains is low, now would be the best time.
The BA Swallow is nearly there for FS9 and FSX. I just need to sit down and make a real effort on the panel and virtual cockpit.
My copy of X-Plane has also arrived. I'm impressed with the company, their efficiency and the dedication of its followers.
The file formats look simple and whats more, it seems to run really well.
Finding the time to play with it will probably be my most difficult problem.
It would be nice to be able to export the Fs9 and FSX models from 3D canvas to X-Plane as well.
April, 2009 Happy New Year!!!!It's been quite some time since I blogged anything.
I can't pretend I'm not disappointed at the cancellation of TS2 and (unbelievably) the whole Flight Sim product line by Microsoft.
My thoughts are still with all those very talented programmers and artists who lost their jobs at the end of Jan. Just over a year earlier I had the good fortune to share a beer or two with some of them at a p*ss up in a real brewery organised by MS. Mike Porter shows us what might have been here: http://www.portergraphic.com/?cat=9 UK content as well as other newly released images in his PorterShowcase.
So with FSXI and TS2 cancelled, where does that leave my hobbies?
FSX/FS9 has a few more years life left in it, hopefully by then X-Plane (http://www.x-plane.org) will have evolved a bit more or Vehicle Simulator (http://www.hangsim.com/vsf/) will have taken off (and may eventually include trains).
MSTS1 - still has a good core of fans and will run for a couple more years.
Trainz - Auran have released yet another version (patch) which provides very little new and it is starting to age.
They have announced TS-X as a major update - as usual with Auran, we'll see. Oddly this is what the TS community were calling MS TS2 before the name was announced.
OpenBVE 1 - A good community freeware production. Getting there slowly, still not quite up to modern standards but I would like to see more.
Rail Simulator - Originally Kuju, funded by EA and Fund4Games now passed on to RSD Ltd (http://www.railsimulator.com). Looks good, which as a modeller is something I care about, released early 2008. It's initial popularity was hampered by quite a few bugs, complexity of modelling and operational issues.
Some say it was also hampered by those waiting for TS2 - I don't really believe this was a huge factor, other than visuals Rail Sim was just not much of an improvement over MSTS1 for a lot of people.
They had something they were familliar with and a huge library to play with - The Rail Sim library of freeware is still only growing slowly as a large number of developers move to payware. Now that will hamper it's development.
The patches, good support from RSDL and the recent announcement of RS2 (June 09), which unifies the current UK and US releases, will all help improve it's prospects. I still have a few reservations about the quality of it's internal programming but for now I believe it's the best hope fro train simming. As a consequence my FSX work is temporarily "on hold" till I get to a stage where 3D canvas will properly support RS and RS2 with a couple of extra helper plugins. Canvas 7.2 due soon, will also take up some of my time while I convert my plugins to the new API. Bone animation export for RS/RS2 may also become possible.
I have been gradually getting up to speed with the Rail Sim models and many of them are now available to download from UKTrainsim.com or from the Rail Simulator Downloads section on this website. November, 2008 Modelling toolsI do know how difficult it is to learn another 3D modelling tool when you are used to using one already - it takes a lot of effort to change and very few manage it.
Although I work with 3D Canvas I am always happy to promote other tools - for me, the production of good models is more important for the hobby than the tools used.
Mr 75027 (no one knows his real name
I was a little saddened to learn that XSI has been bought by Autodesk a few weeks ago - they own 3D Studio and bought Maya last year, now XSI. I always get nervous when companies buy out competitors, Corel did it a few years ago and we lost a few good 2D paint packages.
If I can finish off the FSX aircraft tutorial Doug and I are writing before christmas, I may find some time to do a bit fo work on and FSX export (scenery objects only) for Sketchup. October, 2008 File DownloadsMy free Brinkster website (http://www31.brinkster.com/decapod) keeps running out of bandwidth so I'm putting some of the files in the download area here (left hand colum on this page)
A copy of my plugins for 3D Canvas 7.1.2 is there along with a few other files.
There's an old beta copy of the FSX sparrowjet there too but a better version will be available soon.
The MDL viewer is going well - I've corrected the transforms so all the parts are positioned correctly.
I'm just tidying up the interface and including some basic material handling. October, 2008 MDL file viewerOctober, 2008 The Ghostly Teapot!Now one of the "small" contributions I made to the Train Sim community was a little program I wrote called Shape Viewer.
This was made up from a few modular components, a 3D viewport, MSTS model loader and Trainz Model loader. These were then embedded in a standard windows form which added extra functions such as loading consists, display stands, grass etc.
This worked quite well and the modules were used by several other Train sim utilities to display models.
The program was written using Visual Basic 6 which restricted me to using DirectX8.1. Both are now well out of date and the program needed a bit of an overhaul to upgrade.
I finally bit the bullet last week and converted the 3D viewport module to .NET 2, using the SlimDX library (after Microsoft saw fit to remove .NET 2 support for DirectX)
The conversion was relatively smooth, I was almost able to copy and paste the code with a few small changes. The result was a ghostly teapot rendered using DirectX9.
I have nearly completed my FSX MDL file reader, it should only be a matter of time before I have FSX models viewable without having to start up FSX.
If I can work out how to use the shaders, they may even look exactly like they do in the simulator!
September, 2008 FSX JetJuly, 2008 3DCanvas FSX Export TestI have been progressing the FSX export plugin to make sure all the material options work. It's slow progress but I'm getting there. I have added attachment point support (for effects etc) and have nearly finished support for skin/bone animations. 3D Canvas users should end up with almost the same options available as 3DMax users. Here are a couple of images to wet the appetite. From left to right the materials are:
Some problem with the translucency as I turned on Z-writing for the material. Click for larger images: June, 2008 FSX Attach Tool for 3D CanvasAnother small step closer to full FSX support in 3D canvas. I now have a working attachment point editor. It has 2 modes of operation, selecting a face on an object will add a new attachment group and object on or above the face. Selecting an object will convert the group containing the object into an attachment. All it does internally is create an XML string into a Group Custom field. This is then exported as PartData in the X file on export. Adds the following XML to the new group containing the small purple pyramid in the image below. <?xml version="1.0" encoding="ISO-8859-1" ?> <FSMakeMdlData version="9.0"> <Attachpoint name="attachpt_smoke"><AttachedObject> <Effect effectName="fx_SmokeStack2.fx" effectParams=""/> </AttachedObject></Attachpoint></FSMakeMdlData> It still requires a little more work on validation but it works for now. This just leaves export of bone parameters in to the X file as the last major job - then it's on to some proper testing. June, 2008 Back from across the pondI spent the last few weeks in Montreal and New York visiting family. No time for programming or 3D models but I did manage a little research.
I made it to the canadian rail museum Exporail. Lots of large (compared to UK) locos and an A4 class "Dominion of Canada" hidding in a corner of one of the sheds. In need of a little paint - here is a photo of the cab interior:
We drove from Montreal to New York with a stop at the Old Rhinebeck aerodrome - what a great collection.
It was a great shame I was too early for the weekly airshows, but I did get a small demo as they tested the Caudron which did a short hop along the field and back. What a fantastic sound that rotary engine made.
March, 2008 A break from TrainsJanuary, 2008 More Instant ArtWhen I first showed my Train Sim Engineer plugin to Adrian Woods and Pete Zahn of ACEs they used the phrase "Instant Art" to describe the generation of a few thousand polygons in a few seconds.
Here's another plugin I've just written that also builds geometry.
On selecting a face, it takes 4 parameters, inset from the edge, height, width and number of facets
There is also an option for the type of object to be generated: rivet (cone) or nut (prism)
The result is a rivet or nut object at every corner, equidistant from the two edges that make the corner.
The same plugin can be run 3 times on the same face to produce washers, nuts and the bolt ends: Lots of polys January, 2008 SmoothDecember, 2007 A "Quick" Cab - and the development of a new Canvas OperationStill time for one more before Christmas.
A while ago I wrote a Cab builder plugin.
You simply enter a few dimensions for the size, curve height and overhangs and it automatically generates a box with a curved roof. So that part is easy. I took the dimensions from the plan, as mentioned in the pervious blog post, and filled in the form (dimensions in metres)
Ta-da! A cab with a lovely curved roof in a few seconds.
Then I hit a problem.
Being a bit of a stickler for straight edges, I couldn't think of an accurate way to move the points that make up the roof edge to match the plan. Shown below (I applied a translucent material to the roof so the plan could be seen) Ideally the points needed to be "sheared" or I could shift them by hand - but that could lead to inaccuracies.
Then I had an idea - I vaguely remember back to my days of experimental physics at university. There was a method of finding the best straight line through a set of points of one axis was known accurately, which the X axis (left/right) is in this case.
A bit of a search threw up the Least Squares method - http://www.che.udel.edu/pdf/FittingData.pdf
I put this algorithm into a small program that takes a set of selected points, a fixed axis and a variable axis which then processes them into a straight line.
The result is a new operation button for 3D canvas.
From the plan view, I dragged the points, restricting them to Z axis only movement (hold down the Z key) (I did exaggerate the zig zag for illustrative purposes, normally I would be a bit more accurate when shifting points) Select the points and run the operation, selecting the "Align Z, X fixed" option.
The result is a mathematically straight line - no human error. December, 2007 Straightening scanned plans and working out their pixel scaleLooks like I do have a bit of time to do one or two more blogs...
When you scan a plan from a book, 99.9 times out of a 100 they are not perfectly straight.
Using a paint program it is a relatively simple process to fix this. It is also a good idea to work out the pixel scale for the image.
This can then be used to get unlisted dimensions from plans by using a pixel tool in a 2D paint program. First load up your image. My paint tool (the rather ancient Picture Publisher 8) has a pointer tool that lets me mark out a rectangle on an image without drawing anything.
The status bar shows the start coordinates and the width and height of the box.
Most locomotive drawings show the rail top as a line. Using one end of this line as a start point I draw the rectangle to the other end of the rail top line.
In the example below (red rectangle) it shows I have a height of 25 and a width of 2965.
I then start up the most useful application in Windows - the calculator.
Make sure it is switched to Scientific view.
Divide the height by the width:
25 / 2965 = 0.0084317032040472175379426644182125
Then click Inv and press Tan
Inv Tan = 0.48308955972084815380076833108458
This is the number of degrees that the image must be rotated by.
I then select the rotate by arbitrary amount option in my paint program and enter 0.483 degrees (anti-clockwise)
Now we have a horizontal plan, I pick a known dimension from the drawing, In this case the 32' wheelbase.
This is 1532 pixels wide. This translates to 1523/32 = 47.59 pixels per foot
or the other way up (32 * 12) / 1523 = 0.2521 inches per pixel
and multiply by 2.54 to get to centimetres per pixel = 0.6404
So now, if you measure 10 pixels on the drawing you know it is 10 * 0.2521 = 25.2 inches or 64cm
I usually mark this information directly on the drawing that way it never gets lost - provided you remember to save the altered image file. December, 2007 Christmas & stuffMost of my new N gauge train set has arrived and christmas is fast approaching. It's the season to take time off from the train sim hobby... Not
I'll try and sneak in a bit more programming and modelling whilst I'm off work.
Here's one I did yesterday - 7500 polys, for that! My first model using the new extra high poly wheels.
You can see the full size image in the picture gallery.
Anyway if I don't type anything before, *************** Happy Christmas everyone ***************. December, 2007 PluginsI've been busy programming the FSX plugins this week, fixing a few bugs and adding the attachment tool.
I've also been reviewing the future of the TS Engineer plugin.
I have changed the materials generated for the wheel rim to make those polygons easily selectible (by material)
I also incorporated a couple of extra faces to the flange profile to make it a bit more accurate.
Here is a sample of the output:
This is starting to build a serious number of polygons - the pacific wheelset, using a 40 sided rim, generated over 9000 polys for the wheels alone. November, 2007 Knuckle CouplerI'm used to making chain link couplings for UK Steam rolling stock, but with the tutorial I thought I'd do a bit of research and experiment with a knuckle coupler.
I found some good drawings of an ARA 'D' type in a 1920's cyclopedia of US steam (CD Rom from PI Engineering)
What an awkward shape! I've been working on and off for several days using boolean intersections and subtractions. Welding points where 3DC was not totally accurate, consolidating and optimizing.
I finally ended up with about 400 polys of coupler (Will probably aim for less in the final version) I suspect that's not too bad considering some chain couplings I've made were similar poly counts.
It is probably worth the detail as that is part of the model that people tend to watch very closely.
I'm quite pleased with the result.
I can now add this to my library of parts.... November, 2007 Tutorial 3a - Deck and ChassisOn with a bit more model making. This time the decking and chassis.
First - study the plan and photos. Mike managed to get photos of the real thing, I also have a source of original photos for this particular model, including a few good colour (color
Looking at the plan it seems I need a central rectangle. I can then extrude out the sides of this rectangle twice to get the side decks and extrude the ends
to give me the front/rear platforms by the steps. From the photos and plan, it looks like there is a chassis extending down to just above the wheels. The decking is probably very thin and there is a small (about 4") side plate around the edge. For the decking I start by dragging a cube primitive onto the scene.
Check the hierarchy and may sure the new cube group is a child of the main group - this will help with accurate positioning later. I right mouse click on the cube. Select "Scale -> To Size" and scale it to the size I need.
Right click again and select Properties. Change the X and Z coordinates for the group to 0. This should make the primitive central on the model if the hierarchy is correct.
Now in the perspective view, right mouse drag the decking to the correct vertical position (watch the side view pane)
To start the series of extrusions, hold down the Ctrl Key and select both sides of the box.
Click on the Extrude Operation button on the left menu
If you have the 3DC main panel set up to show the object history, you should now see a parameter adjustment panel for the extrude just below the operation buttons.
Make sure both option boxes are checked and adjust the extrude size by looking at the plan view pane.
Repeat the same procedure for the second width extrude.
Now with the 2 sides selects, hold down the Z key (to restrict movement) and use the scale tool in the side orthographic view (bottom right of the viewport) to add the angle by the steps.
Repeat the 2 extrudes for the ends of the cube.
Now I'm going to delete the vertical sides where the steps go down (8 faces in total) and all of the underside faces.
By running the DoubleSide operation on the whole object, I end up with a deck with 4" side sheets.
I now select a few of the underside faces. This can sometimes be difficult after running the double side operation (3DC bug) - an invert operation usually lets you select them.
We then extrude down about 0.5m (1.7ft) and there we have a very nicely shaped chassis and deck.
(A Consolidate operation will then reduce the polygon count a little)
The Cab comes next ..... |
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