General Question export from Cinema 4d

Stoat

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Okay, I've read a couple of tutorials on textures, and one of the points made about creating a model in a 3d app, to import into Orbiter, was the scale. Normally, I work in millimetre units in C4d, is it best to switch to metres?

I also take it that I should rotate the model ninety degrees.

Next is the question of hooking the model up to the flight controls. Is it best to design the cockpit windows so that they are similar to the windows of the flight control control panel? Is the cabin interior a separate model, and if so, can it's bulkheads be altered to fit more closely the new design, which I was hoping would be a relatively simple matter of slotting over the control system model?

Does that make sense?
 
I also take it that I should rotate the model ninety degrees.
Orbiter uses left-hand coordinate systems. The default orientation for a vessel is like this:

+X: right wing
+Y: up
+Z: nose

Whether or not your mesh needs to be rotated depends on the mesh exporter/converter you are using (perhaps others can provide you more detailed advice :shrug:)

Is the cabin interior a separate model
The mesh used for the exterior and interior can be separate meshes. They need not line up unless you are going to have both meshes visible at the same time (mesh visibility is controlled in your vessel code).

HTH.
 
Thanks a lot, I did download a mesh surgery addon and I'll give that a try out. It does promise to allow rotating of models and scaling of them. I think I'll first open one of the standard models and see how it was constructed. I don't want to make a really super model in C4d then find that it's useless for some reason or other.
 
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