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1. 3D Object Design Tool JUNCTION 5 USER TUTORIALS Junction 5 User Tutorials Junction 5 3D Object Design Tool User Tutorials V1 00 Version 1 00 Page 2 Junction 5 User Tutorials Copyright This material is copyright 2011 The Primal Soup Inc All Rights Reserved Notice The internal programs that control this product are copyrighted and all rights are reserved Reproductions adaptation recompiling or translation of these programs without prior written permission of NewCo is prohibited All brand names of products or software applications used in this manual are copyright and or trademark protected by their respective owners Version 1 00 Page 3 Junction 5 User Tutorials Disclaimer This manual and any examples contained herein are provides as is and are subject to change without notice The producer of this manual accepts no responsibility for damage or claims resulting from misuse or misinterpretation NewCo Capability Engineering Inc its employees or contractors shall not be liable for any errors for incidental or consequential damages in connection with the furnishing performance use of this manual or examples herein Version 1 00 Page 4 Junction 5 User Tutorials Table of Contents CONTENTS NV ENG ONC air 6 TUCO a NAO MAON ra a E E a a 7 Tutorial One Setting up 3 View Build Reference Plane ccccccesecccesseccceseeee
2. a sZ ta O De PN he 3 te 5685s Ei c PEN nw Tow So La zea swine aeea Version 1 00 Page 20 Tip Junction 5 User Tutorials This is just one method of setting up a 3 View Reference Plane others prefer to use a box method we leave it up to your individual style We prefer using the method described because it puts the reference planes right on the axis which makes mirroring and translation easier If you prefer the box method just shift the reference planes out to where you need them E 2 e 53 danre e walaa Sa Version 1 00 Page 21 Junction 5 User Tutorials TUTORIAL TWO BASIC MODELLING EXTRUDE The Extrude function in conjunction with other modifiers in particular the translation modes are a very quick and powerful way to create geometry in Junction 5 STEP 1 Starting with a cylinder primitive we can extrude and translate into a fairly complex shape very quickly EEE i Version 1 00 Page 22 Junction 5 User Tutorials Select the end vertices at one end by clicking on the Select Vertex tool UM and then clicking and dragging to select Click the Extrude icon to then the Translation Move Mode icon Version 1 00 Page 23 Junction 5 User Tutorials Click on the Green arrow and drag to the right Click the Extrude icon SD then the Translation Move Mode icon Click and drag the Red square joining the Blue and Green a
3. e mouse scroll button to twist the texture left or right for better alignment See the User Manual for more details Tm A ooo ON Click on the Camera icon to see the newly textured mesh Don t worry about the scale yet that will be addressed in a subsequent step EE anosa asu SS B emaan Sia STE i esa all o Pe e EI fe ra ate a Repeat the step for all other meshes Version 1 00 Page 16 Junction 5 User Tutorials both sides of the mesh You will have noticed that the Right and Top textures need to be flipped so that they can face the right way Actually the easiest way to get around this for this particular 3 View because we don t have a separate rear top or bottom view in the texture is to make the Left Front and Bottom meshes double sided and delete the Right and Top and Rear meshes Use the Mesh Node Properties window right click in the mesh and select Properties and select the Two Sided Draw Type This will now show the texture on Tip Name Left Attributes Mesh Color Alternate Primary Material cessna 172 3 v Primary Texture Not Used Secondary Texture Standard Texture Type Shader Version 1 00 Cancel Lit Light Mode Flags Draw mesh white if textured Terrain Flag as footprint Flag as roofline Hidden Page 17 Junction 5 User Tutorials Th
4. e viewport should now look like this os Dym Sew Activate Teoh Peter Orres hip DDSX dada s 9 10 Piss nO e SoS7 Ore hl EEE 1 Ro Bo as danga Tow ewwa DWA a A ep CE ay STEP 7 We now Scale the mesh so that the reference 3 View will be the correct size We determine that the wingspan for a Cessna 172 is 11 meters IN OLEO ag maus a ves RS arma Te lata A Bi ii Lar pi PR ET ji atm i l ima Version 1 00 Page 18 Junction 5 User Tutorials Select one vertex as shown by the arrows on the image below on each edge of the a reference plane using the Select Vertex tool dy Select the Scale tool and rescale the reference plane X axis to 11 meters 46 p E TL Version 1 00 Page 19 Junction 5 User Tutorials The result is that the reference plane is now 11 meters wide 1212231221112511 arain o Up m TLL ps sa UHT pia p We do the same for the length in the Y axis the Cessna is 8 28m long and height 2 72m to create a scaled build reference plane You can also select the vertices representing a particular length for all meshes and scale all at the same time The end result should look something like the image below and you are ready to start modelling me ee se 2DView 30View Activate Took AL Gamos Help a ED OE a E OOTs
5. eeeeceeeueeesees 8 Tutorial Two Basic Modelling Extrude cccccccccsssseccecsesececceseesecceseeesccesseeaeecessaensees 22 Tutorial Three Adding Special Effects to an ESP FSX Model cccccccccecessssseeeeeueeeeseeees 27 Tutorial Four Degrees of Freedom Part Articulation eeesessessrrrrrrrrrrrreeeesessrrrrrrrrrrrreee 34 Tutorial Five Build a Wing sd dO GUS dA suado OL Dad ad 46 Version 1 00 Page 5 Junction 5 User Tutorials WELCOME Welcome to the Junction 5 User Tutorials This document contains information on how to use the features and capabilities of Junction 5 Additional on line tutorials are available from our website as a companion to this manual at the following web site The Junction 5 application is a powerful integrated 3D modelling tool for real time graphics This application has been specifically engineered for the Modelling Simulation and Gaming MS amp G industry with support for standard 3D formats with tools made by modellers for modellers Now it is easier than ever to share your models across synthetic environments This simple to use tool set enables artists and modellers to quickly produce stunning quality models and environments in less time Junction 5 is the first content development tool to support the new Lockheed Martin Prepar3D simulation platform and incorporates many advanced features that allow the easy reuse of content from legacy systems Microsoft Flight Simulator X model d
6. evelopment and export is included and our DirectX x model format support allows opportunities to develop content for Microsoft XNA Microsoft Xbox and many other simulation and 3D game development environments Now it is easier than ever to share your models across synthetic environments or create new models It s easy to learn environment enables artists and modellers to quickly produce stunning quality models and environments in less time If you are new to this software it is suggested that you begin with the Getting Started Guide in the User Manual Also visit our on line support forum http forums NewCo com where you will be able to get additional technical support and assistance from NewCo and the user community and also get tips and free models Version 1 00 Page 6 Junction 5 User Tutorials TUTORIAL INFORMATION There are five tutorials in this manual 1 Setting up a 3 View Build Reference Plane 2 Basic Modelling Extrude 3 Adding Special Effects to an ESP FSX Model 4 Degrees of Freedom Part Articulation 5 Build a Wing Version 1 00 Page 7 Junction 5 User Tutorials TUTORIAL ONE SETTING UP 3 VIEW BUILD REFERENCE PLANE This tutorial will explain how to set up a basic 3 View Build Reference Plane These assist the modeller by providing reference images in the background to assist in creating geometry of correct proportions desan SN ta
7. g Object Node Version 1 00 Page 58 Junction 5 User Tutorials 2 R A 3a Ea y i E Q ra a E 3 E ves d eea QiWwd ws ejinialaio Wd SS ca For more including animated tutorials be sure to visit our tutorial website at and our online support forums at Version 1 00 Page 59
8. ge 11 Junction 5 User Tutorials STEP 4 Scale the new shape up to get ready for the application of textures a SRO PRBA Os e307 ae CERUA CEST A jamais 4 STEP 5 Load in the Texture s into the Palettes Textures Palette top menu bar for the 3 view Texture Palette F 7 z Minification Filter Magnification Filter Environment 1 Real World m 1 e Store the full path information and then press OK You will delete the 3 View plane when you export the model so you would keep these textures separate from the model textures which are normally in the same directory as the model geometry Version 1 00 Page 12 Junction 5 User Tutorials STEP 6 Apply textures to the views e Select the Top mesh by right clicking on it click Selection then Select e Select the Top View by pressing the Top View icon oo e Press the Map UVs icon Note that the texture is projected onto the mesh from the eyepoint looking onto the mesh This can be adjusted manually in the drag 2D mode once the texture is applied e On the bottom bar choose the texture from the Texture drop down list Right click on the Top mesh again and select Assign and Texture Selection Assign Material Normals Texture Mesh Tools Shader Map UVs Boolean Delete Properties The texture is applied to the mesh Version 1 00 Page 13 Junction 5 User Tutorials O
9. ion Version 1 00 Page 41 Junction 5 User Tutorials For our flap DOF we perform the same steps as we did for the aileron First select the vertices where the hinge will be 3 ERY ANE EFD E gt Fosz7 eer 4 PE Go aani med Bog E all em ea n Si Sees cot id esa Right Click on the Aileron DOF Node icon in the model tree view and select Set to Centre Version 1 00 Page 42 Junction 5 User Tutorials The DOF Node axis is now set to the centre of the object and the DOF axis lines will now be visible E ade SOT SHON DE HO He 5 a muco TREs EEE i aea Right Click on the DOF Node icon in the model tree view and select Properties This particular flap will rotate about the X axis 40 degrees We set the minimum to O degrees and the maximum to 40 degrees It will move in 1 degree increments Version 1 00 Page 43 Junction 5 User Tutorials Name GES Local Origin ESP Animation Origin X 1 52722 About O Enable ESP Animation Drigin Y 0 73297 abouty O ay OriginZ O a AboutZ O q Rotations Translations Scales About x About r About Z Minimum O Minimum O Minimum O Maximum 40 Maximum Maximum 0 Current Current Current 0 Increment 1 Increment O Increment 0 The angle needs slight adjustment for the flap so we change it by 1 degree About Z ESP FSX P3D ARTICULATION To make the aileron work in ESP FSX P3D f
10. ion 1 00 Page 33 Junction 5 User Tutorials TUTORIAL FOUR DEGREES OF FREEDOM PART ARTICULATION This tutorial shows how to attach a Degree of Freedom DOF node to a part for animation by the model run time system In this case we will use a flap and aileron on an aircraft We will also show how to attach an ESP FSX P3D animation to the part to ensure it operates correctly within the application we ROB Ms HG Version 1 00 Page 34 Junction 5 User Tutorials STEP 1 Our wing example has three main meshes the wing flap and aileron In the image below these are coloured differently for purposes of this tutorial and does not relate to anything specific sos HO by Sa Bo ezeeres 3 Ge ENE as A Bob 3 w wea D ee esa The first step is to click and drag a DOF node from the bottom bar and drop it release the mouse button onto a Group Node In this case it is the Wings Group Node It will appear at the bottom of that branch as indicated below e Rename to Flap e Drag a second DOF node onto the same Wings Group Node and rename Aileron Version 1 00 Page 35 Junction 5 User Tutorials Sd Wings a wings du lwing a laileron kes lt gt laileron BR flaps gb HHlap A Flap og Aileron STEP 2 Click drag and drop the flaps Object node to the Flaps DOF node 3 Model Ed Cube 22EB d Wings ER 7 wi
11. k o STEP 1 Start off with a Cube primitive Version 1 00 Page 8 Junction 5 User Tutorials STEP 2 Rename the Object and Group Node from Cube to View and all the sides of the cube as shown below This is so that you can keep track of the 3 view reference as you model This basic view cube and other models from this tutorial are saved in NewCo 3D Modeller Tutorials Tutorial 1 STEP 3 Next select each mesh and Zeroize these to the Y axis e Right click on the mesh labelled Front click Selection then Select Version 1 00 Page 9 Junction 5 User Tutorials 0 10 e Click on the Zeroize icon NAS check Y Axis then OK Repeat for the other meshes in the following manner Deselect meshes with the 2 button after each operation e Right zeroize on the X Axis e Top zeroize on the Z Axis e Left zeroize on the X Axis e Bottom zeroize on the Z Axis e Rear zeroize on the Y Axis Version 1 00 Page 10 Junction 5 User Tutorials At the end of these functions the cube should look like the following image a eve iS Jo 7 8 r HS a o ET ERES ri Daa a G a waa i 4 ai ai did ES esa STEP 4 Scale the new shape up to get ready for the application of textures Pon ado eae gama Pg A A de iL E PEC ETEDI Fez 82 2 SRS a T i i IT lh Version 1 00 Pa
12. n 5 User Tutorials STEP 2 In this step we will resize and place the geometry into position As mentioned previously the geometry that the effect is attached to disappears once it is rendered in ESP FSX so scale isn t really an issue but it would be good to get the geometry out of the way so that we can still see the rest of the model while we are working Scale the cones so that they are smaller and in this case we also colour them purple so we know that they are attach points Using the scale tool we make the cones smaller Recolour the cones by Right Clicking on the Cone Mesh Node and then Properties o ter a XO Sep be FHC i LEE cd Tarom oston CA ee ee LET S oe ROBOND E pi Version 1 00 Page 29 Junction 5 User Tutorials Our two new effects primitives Place the frm explosion in the centre of the missile body using the Translate Mode icons Version 1 00 Page 30 Junction 5 User Tutorials And then rotate the missileexhaust cone so that the point is facing to the rear of the model and place that in the exhaust of the missile Version 1 00 Page 31 Junction 5 User Tutorials Y It is useful to come up with a standard schema for your attach points so that you know Tip when you see it that it is an attach point In this example we use purple cones STEP 3 Now we will assign an effect to our two special effect attach poin
13. ngs sb Iwing a laileron E did lt 2 laileron o Flap AD flaps Er Aileron Do the same with the Aileron Object into the Ailerons DOF Node These actions make sure that the objects now under the DOF node E Cube a Cube E Wings a wings ej Flap 5 flaps D Aileron H laileron Version 1 00 Page 36 Junction 5 User Tutorials STEP 3 The next step is to select the two vertices of the part that is to be animated articulated These two vertices are normally on the edge that the part is hinged on e e Yor fem Dime Eee Afer Teste Putas Gere Pee JIBHS LDDIA 2a 28599 gt TE Made dd Cute 5 Eca ea Sar A Le i F eo a amp here a amp wie amp s ye NICE Pes PE E f 9 gy 3 2 anora pas wide pr fon ne Me Torne emana Mini sa ns Gees There are two ways to do this for this particular part There are only four vertices so you can select the whole part right click on the Object Node press Selection Select and then deselect the two vertices not required using the Select Vertex dy Tool right a click and drag across the vertex to deselect or you can use the Select Vertex lly Tool and left click on the two vertices The first option may seem to be a little bit more complicated but it is useful when you have more objects on screen as in the image above and you want to see the context of the object that you are working on So that we know which side
14. o to click on normals that have not averaged correctly on the vertices n dm ql ca mm O 25 lt mo as STEP 7 Add in Control surfaces Flap and Aileron We use the same process as Step 2 to create the Flap and Aileron Helper Points are drawn on the mesh and polygons are used to fill to join the dots Version 1 00 Page 53 Junction 5 User Tutorials Using the Top 3 View draw helper points at the corners of the aileron and flap GLERI m SSS 5 songa Baw e 8 SAR waaa Sim SE esa Use the Create Polygons mode to draw polygons between the helper points aide A m Fa a E ps Ea Wabi ws mea l ES eaaa SW css id b di ESA Version 1 00 Page 54 Junction 5 User Tutorials ar vor tgs er dom em soe Hep PSL ECOLE Ill ao 4 HINOS rot O8 ree SHOT ESRC MW PIS 5 e elloee Doy mi oe E sim DAS Some ses Y Use the Translate Drag in Plane ji mode to drag a vertex helper point for fine Tip placement am going to completely cheat at this point for expediency in this tutorial For the flaps and ailerons I will simply create a two sided polygon rather than a volumetric mesh Normally these would have sides and other mechanical parts attached First we need to split the newly created polygons out of the merged wing This is done by Selecting the polygons that make up the Flap and Aileron using the Select by Pol
15. re mm lel Sve SPW SS dd a esa STEP 1 In order for us to start drawing polygons to build the wing we will need to create an empty mesh that will be used house the polygons as they are drawn Click and drag a new Group Node then Object Node as a child and a Mesh Node as a child of the Object Name the new Group Node Aircraft and the Object Node LeftWing for now oe e View EI Aircraft D LeftWing Select the mesh by right clicking on the mesh icon and clicking on Selection Select Version 1 00 Page 46 Junction 5 User Tutorials STEP 2 Select the Create Points icon and place helper points around the outline of the wing as shown It is good practice to put three helper points on the chord of the wing at each end and in the middle so that an airfoil shape can be extruded Also place helper points at each break for control surfaces to be added Helper points are highlighted below to see them easier Version 1 00 Page 47 Junction 5 User Tutorials STEP 3 bs Use the Create Index Polygon mode tool to connect the helper points together Click on the first helper point going from left to right to connect the dots with polygons ido nd 2 a a a a a passes Completed geometry for wing STEP 4 Version 1 00 Page 48 Junction 5 User Tutorials To create the chord of the wing we will Select 4 the leading edge vertices and then Translate
16. rom the DOF Properties screen enable the ESP animation by checking the box select the appropriate animation from the drop down list and select OK For default animation types the range of movement is already contained in the animation file so rotation angles and motion values do not have to be included Version 1 00 Page 44 Junction 5 User Tutorials Start and End figures do not need to be populated unless it is a custom user created animation These numbers represent increments of movement i e is Start is O and End is 100 it breaks down a range of movement into 100 steps For our flap example we use the r_flap_percent_key as shown in the image below V Enable ESP Animation Lflap percent key Sm End po 100 Our wing now has working flap and aileron articulations and ESP FSX P3D animations wu a n co E Pa a l Pq danua Waele PICU Sis tr cr me ess Version 1 00 Page 45 Junction 5 User Tutorials TUTORIAL FIVE BUILD A WING This tutorial combines a number of different functions that will be useful in most modelling activities We will build a basic wing structure using various functions to create the geometry then use the mesh mirror tool to duplicate the object We will use the Cessna template that we generated in a previous tutorial to build the wing Start off in the top view inda Soft vere 4 C 7 ROBOT E PHC SHSD NOS mo
17. rrow and drag on two planes Version 1 00 Page 24 Junction 5 User Tutorials Click the Extrude icon l dy then the Scale Mode cone Scale the mesh equally by clicking and dragging the Purple handle on the top right corner of the selection Click the Extrude icon dy then the Translation Move Mode icon Click on the Green arrow and drag to the right Version 1 00 Page 25 Junction 5 User Tutorials Now lets close off the end and create a smaller opening dy Click the Extrude icon dy then the Scale Mode icon and click and drag the purple handle down Most kinds of modifiers can be used in conjunction with the Extrude tool to create some interesting effects Version 1 00 Page 26 Tip Junction 5 User Tutorials TUTORIAL THREE ADDING SPECIAL EFFECTS TO AN ESP FSX PREPAR3D MODEL This tutorial will show how to add special effects to a model for use within Microsoft ESP Microsoft Flight Simulator X or Lockheed Martin Prepar3D Effects such as smoke fire explosions exhaust steam and others are available already in ESP FSX and P3D You can also create effects using the Special Effects SDK and Special Effects Tool FXTool contained in the ESP FSX or P3D SDK STEP 1 In this example we will use an Air to Air missile called an AIM120 C The two effects attached to this model are the missile exhaust and an explosion The explosion is triggered in the Mission Editor Refer
18. s r te DH EE TEL SORT GUS Fe JoN7 SS re ls BORSA RIHO sanua aau eaman ol SS AE Because it is a projection onto the mesh from the viewport we will adjust the placement of the texture on the mesh by using the UV Drag 2D mode from the side toolbar La Select the UV Drag 2D mode on from the right hand tool bar This may not be visible in the toolbar but nested within the UV mode tools under the Edit Vertex UV Mode icon ra The 2D UV mapping window will appear The red box indicates the current projection of the UVs The green dots indicate nodes that can be left clicked and dragged 20s Epi fed dt fag E ROH E438 Ole Sei Version 1 00 Page 14 Junction 5 User Tutorials A Vv Use the magnifying glass icon q in the top tool bar to zoom the texture to a larger Tip size JBHS XODSX aaeeieiaae Thy Ria gb i g o ye r a A ap tn ied gt Tas ay 6 gt Ba it Gi lites O LUE HN ey z LETT E vy E emilio elo 00 Em nm maia mro a e e a We vS a AUE iA 10 medo 4 mib Es cs i e a neo gt a a m r m n Click and drag the green dots on the red box to fill it with the Top drawing of the Cessna File Edit View Navigate 2DView 3DView Activate Tools Palettes Gizmos Help UBES RODIXQQAWA NLS 0 8 Cessna 172 Skyhawk Version 1 00 Page 15 Tip Junction 5 User Tutorials Use the middl
19. them Do not select the vertices on the very edge select the next two up from the edge Translate the vertices up and out until you are happy with the shape The vertices can be individually translated if required Version 1 00 Page 49 Junction 5 User Tutorials STEP 5 Mirror the top of the wing to create the bottom half by Selecting the wing mesh then right click on the mesh icon and press Mesh Tools Mirror Mesh Select the Z Axis radio button and press OK This function will copy the original mesh and then flip it on the Z Axis effectively creating the bottom half of the wing Version 1 00 Page 50 Junction 5 User Tutorials The wing is now in two halves STEP 6 In this step we will Merge the two meshes to create a single wing We will then recalculate normals and smooth normals if necessary Before merging the meshes they must be renamed to the same name In this case we change Top copy to Top Right click on one of the meshes labelled Top and select Mesh Tools Merge Similar Version 1 00 Page 51 Junction 5 User Tutorials Recalculate normals by right clicking on the mesh and selecting Normals Calc Normals As can be seen by the above image the normals will need manual smoothing using the Smooth Normals tool to eliminate the sharp edge between the newly merged mesh Version 1 00 Page 52 Junction 5 User Tutorials Use the Smooth Normals to
20. ticulation on our aileron select the Exercise DOF Rotations button dO or the toolbar and select the Aileron DOF Node from the drop down list on the Bottom Toolbar You will notice that when we exercise the DOF Node that it is rotating about the X Axis but our aileron is actually at an angle to the X Axis To set the correct angle for the offset to the axis we manually set the angle in the DOF Properties window In this case we set the About Z to match the angle of the part which is 6 degrees Local Origin Origin x About X OrignY 0 8697E About Y Origin 2 About Z Version 1 00 Page 40 Junction 5 User Tutorials When we exercise the DOF we now see the part rotating at the correct angle ESP FSX ARTICULATION To make the aileron work in ESP FSX P3D from the DOF Properties screen enable the ESP animation by checking the box select the appropriate animation from the drop down list and select OK For default animation types the range of movement is already contained in the animation file so rotation angles and motion values do not have to be included Start and End figures do not need to be populated unless it is a custom user created animation These numbers represent increments of movement i e is Start is O and End is 100 it breaks down a range of movement into 100 steps For our aileron example we use the r_aileron_percent_key as shown in the image below ESP Animation _ F Enable ESP Animat
21. to put the hinge on in this case Version 1 00 Page 37 Junction 5 User Tutorials STEP 4 We now set the DOF to the centre of our object Right Click on the Aileron DOF Node icon in the model tree view and select Set to Centre The DOF Node axis is now set to the centre of the object and the DOF axis lines will now be visible alowed wee a2 sees ta wn A wise aan sina oe a Sos Version 1 00 Page 38 Junction 5 User Tutorials STEP 5 The next step is to set the Properties for our new DOF Node This will determine how far our DOF Node moves scales or rotates Right Click on the DOF Node icon in the model tree view and select Properties Select Deselect Setto Centre Reset Current Assign Delete Properties This particular aileron will rotate about the X axis 36 degrees We set the minimum to 18 degrees and the maximum to 18 degrees It will move in 1 degree increments ot z Fal Vegri UT Freedo NF operies pi Cancel Name Ajleron Local Origin ESP Animation Origin gt 3 892321 4 About Es Enable ESP Animation E DriginY O S697E Abouty O S Start End on La La About x Minimum Maximum Current Increment 1 About Y Minimum M aximum Current Increment Version 1 00 About Z Minimum Maximum Current Increment Page 39 Junction 5 User Tutorials To see the new ar
22. to the ESP FSX or P3D SDK for detailed descriptions on how to do this The missile exhaust will be on by default as the missile is flying RO Sere Err IeoToe re ITENSER ENEE U voa d esa A anj Datome wang SMa eas cab In order to attach an effect to our model we need to create a piece of geometry which is an editable mesh for the effect to attach to The actual geometry will not be drawn when the model is rendered so it doesn t matter what it is If the effect is attached as a child to an LOD the effect will only appear when the LOD is triggered Version 1 00 Page 27 Junction 5 User Tutorials In our AIM model we create two new object primitives and place them in our scene In this case we are using two Cones Drag the Group Nodes of the two new cones so that they are children of the midfin Group Node Rename the Group Nodes to frm missileexhaust and frm explosion Rename the Object Nodes to missileexhaust and explosion a f Model E So imidfin darin H toprighti 5 topleftl H D botrightl H botlefti cylinder GD cylinder H backfinl Ae Now that we have set up the hierarchy we will place the geometry into the position where we want the effect to be a e i 4 ile Cre Pyrite RO Fut Petr Oere je BOH2 fe 3 ale up a esa anora ads EE aema Nida ees ca Version 1 00 Page 28 Junctio
23. ts This step could be done anytime after creating the attach point geometry so the order here isn t important Right Click on the missileexhaust Object Node Properties Select Deselect Calc Normals Flip Normals Merge Meshes Assign Delete Properties Select Effect and then choose the appropriate effect from the drop down list Click OK Name missileexhaust Display Flags Microsoft ESP Bont EET No ESP f AlterBumerFires Browse o Effect Don t display at dusk i fx_AfterBurnerFire3 fx hd A C Library Object Don t display at night 3 eae Visibility Object is Groups shadow Platform No Crash Version 1 00 Page 32 Junction 5 User Tutorials Right Click on the explosion Object Node Properties 5 H frm explosion SE D Be i Ce Select Deselect Calc Normals Flip Normals Merge Meshes Assign Delete Properties Select Effect and then choose the appropriate effect from the drop down list Click OK Name explosion Display Flags Microsoft ESP Don t display in daylight No ESP i ale o Effect Don t display at dusk E fx_explosion fx Co Library Object Don t display at night sida Visibility Object is Groups shadow Platform No Crash Browse That s it the effects are now created and ready to be used by ESP FSX P3D when the model is exported and the mdl is created Vers
24. ygons Mode k Version 1 00 Page 55 Junction 5 User Tutorials Next Select the Split Mesh tool to create a new mesh with just the Flap and Aileron The same is done again by selecting the Aileron right click on the Flap polygons to Deselect it Version 1 00 Page 56 Junction 5 User Tutorials There are now three meshes in the LeftWing Object Node These can be renamed appropriately S LeftWing ID LeftWing a i gt Top vated dE Aileron a gt Top Las deb Wing ar Et Top Da oy Flap STEP 8 Mirror and Flip to create second wing We repeat Step 5 to create a new left wing and control surfaces Select the Wing mesh then right click on the mesh icon and press Mesh Tools Mirror Mesh Selection Assign Normals Mesh Tools Merge Similar Map UVs Mirror Mesh Boolean Reduce Mesh Delete Subdivide Mesh Properties Fragment Mesh Clean Mesh Fuse Vertex Select the X Axis radio button and press OK This function will copy the original mesh and then flip it on the X Axis effectively creating the left wing Version 1 00 Page 57 Junction 5 User Tutorials Hauwe wn Es a gala e vis is G ia Ses okt d eia Repeat for the Flap and Aileron make sure that if you are using a flat polygon that it is two sided TELLETT eale zie ota m o HSSE bwawa WWW a E cari Calculate Normals on the LeftWin
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