Converting FMS Models To ClearView Using AC3D

Transcription

Converting FMS Models To ClearView Using AC3D
Converting FMS Models To ClearView
Using AC3D
This is an updated version of converting FMS models into ClearView. AC3D and Clearview have
updated and changed a little and a lot in some aspects. This is my own process and may not be the
way others would do it, however, I find this process to work very well.
1. There are four areas basically. The first is the initial import and clean up and cutting and
grouping and naming of all the parts.
2. The Second is inserting the hidden XYZ objects that make the control surfaces move and
props spin. And collision points to put the model in and react in a 3D environment. Also setting
and adjusting some basic, and advanced parameters to suit your model, and setting the exhaust
parameters.
3. The third is applying and adjusting the texture / paint scheme onto your model.
4. The forth is creating a collision model and all of the adjustments within it. This is for when the
model crashes the collision model takes over and separates all the parts.
You will need an updated version of AC3D 6.2 or even the latest version 6.4. A version a
ClearView, 4.98 or earlier, A program to work on paintbrush / BMP images, and a way to convert
them to a Jpeg file. Most Windows operating systems have this capability through paintbrush.
And lots of patience.
After loading ClearView Then selecting file, then import model. Choose the location where your
future model is at. Be it in the FMS flight sim folder under model or where ever you have it
stored. Make sure the model you are converting has a directx file. That is the only file type that
the ClearView import / converting program will recognize.
Then choose the parameter type. Helicopter or Plane. Once you have done that you will receive a
message stating that is only the first step.
When you select the model in the plane category you will see there is no preview picture.
That’s ok the program does not instantly provide the one given in the FMS program. We will
insert one later.
The first task that I do is to make a complete new copy of the texture / paint image of the model.
Go to C / ClearViewRC / clearview /models / In older versions of CV, it will be under programs
in C/, then your models folder / data folder, then select your texture file and open it up and you
can now edit it and modify it. I right click on desktop and create new bitmap image then start
cutting from the old texture image and paste what I want and where I want into the new Bitmap
image. Then give it the name I want. Just a lot of cutting and pasting and touching up edges and
adding colors.
.
One reason for this is, if you notice the original on the left has a chopped tail section on the left
side view. In AC3D that can be very frustrating to line up on the body of the model.
So I have realigned it in a new texture file. It is basically a bunch of cutting and pasting and
repositioning the images around. Also I add more paint to the edges of some of the images
because the AC3D program spreads and lays the frame of the model out a little different than the
metesequoia program does.
Also, I add some colors I think I might need. Such as landing gear, wheels, wing spar, engine, and
exhaust color for this model. This also allows more room to work with the body frame in AC3D.
We will insert the new texture file later for now just save it to desktop or where ever you choose.
Save as a BMP file. It will be easier to work with.
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Open Clearview and click on and select the model. You will see some of the reasons for finishing
the conversion through AC3D.
Here you can see the shadow of the plane cuts right through the middle of the plane. That is
because we have not yet given it a 3D position in the 3D flying space of the simulator.
Also, there is no Prop to spin. The Propdisk does not spin. None of the control surfaces yet move.
And there is a lot of paintwork and realigning textures to redo. Also the position of the exhaust
exit point is way off.
It will fly but not like a real plane yet. The parameters that are set for it are at a very basic state of
operation and will need some adjusting. Note that once we start making changes to convert
everything over. It will then not be able to fly until we finish the process.
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Next, open up the folder ClearView / model folder and find your model. Then open up that folder,
and then open up the data folder. You will see the body AC3D file. Open it up.
Now you have a page of four different views of your model. Notice the paint scheme is backwards
and misplaced in parts. This varies from model to model. Some actually get the paint correct on
some or part of the models. Familiarize yourself with the toolbars, options, and menu choices to
start learning where everything is at.
In the top left there are four button selections for Whole object, Objects, Surfaces, and Vertex.
We need to do a quick clean up to improve the memory usage during the conversion and also to
improve the frame rate during flight in the Flight Sim.
First we will get rid of a bunch of extra vertices created in the original design.
Click on Edit / Select all / then click on Surfaces. When you first open up each time everything is
usually already selected.
In the top right of each window you can select that window to make it bigger. Now with your left
mouse, click on the view of the model in the lower left window and drag it way to the left out of
view. You will see all the left over vertices not needed.
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Now click onto an area where there is nothing. That will unselect the model.
Now in the lower right window you can use your arrow keys to quick turn the model around and
see it at different angles.
I suggest a slight down view angle for the next step. In the top left of the program, select Vertices.
In the lower right window again left click and drag a box around all the vertices you can. Then hit
delete on your keyboard. This is a long process but it’s the way I do it to make sure all of those
extra vertices are gone. I just hold my delete key down and keep dragging a box around the vertices
until all those not within the plane are gone.
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Now we need to insert the new texture / paint file that we touched up. One reason for doing this is
this is a good stopping point for a break. So in AC3D select edit / select all / then file / save as
body.ac. This will be the name that is loaded in the parameter file.
Also a good tip if you grab or move something that you did not want to, just select edit and undo or
hit ctrl Z. If you really mess up you can always close the program out and choose not to save and
start over again. This is why it is a good practice to save every so often.
Now find your folder for your model. Sometimes I leave it on the desktop to work on them so I
don’t have to keep going into C/ ClearView / model / then the model folder / then data folder.
Find the jpeg or BMP texture image and delete it, then take your new BMP paintbrush image and
insert it. I usually give it a name that matches the model. This one is MX2 FG
For now we want to keep it as a paintbrush image, they are easier to touch up and work with until
we are done. When it gets saved as a jpeg it can become distorted on its colors. This is fine for the
image will still work. But some of the models however I think benefit from having their file as a
BMP rather than a JPG. They simply look better on the model when it is done. On the other hand a
reason for making them into a JPG. is to save on memory. A JPG. file take up less space. It will be
up to you on which type you save as. For future renderings and changes I keep an entire folder of
each model I work on as BMP’s. I name the folder Models Paint.
Open up the model folder then open up the data folder. This is where you will find the texture file
to delete and replace with the new BMP file. Another reason for using a new texture / paint file is
now when we open up the AC3D body file the model will appear blank because we have not
chosen the new texture to be on the model, Yet, and we want that for it will make it easier to work
with for now.
While we are here backup to the folder of the model and change out the WAV folder, the param
file, and the smoke file. You don’t have to but I suggest find a set of parameters that best suits your
flying and or the type of model you are working on and copy and paste it. The smoke file I have
played with on several models and have a preset smoke file that I use. You can keep the WAV
folder and keep that sound that is provided. I just choose not to. I have created a new plane wav file
and modified the crash sound. There is a list of what the parameters affect on the Sim model further
on in this manual. Every plane is different so the parameters that are provided can be set to just
about anything you need. Plenty of time to study those later. For now try to pick something close to
what you want from another models folder.
To create a new WAV file record the engine sound you want at about half throttle for four seconds.
You can use your sound recorder form your pc. Once you’ve recorded it then select properties, then
convert now, and then the playback format [ PCM 11025 kHz 8 bit Mono ] then save it and name it
plane. Then drop it into the Wav folder and replace your old plane Wav sound.
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Now lets open up our AC3D file again and see it now. Now there is no paint texture on the model.
This will make it easier for adjusting and working on the model.
I have gone ahead and deleted the propdisk. The one provided in the import was doubled up and
not necessary. Also now it is out of the way to work on creating the cowl. Now click in the gray
area anywhere outside of the green 3dimentional box to unselect everything.
Notice how everything except a few parts are all combined as one part when you click on the model
in different places. Usually they’re named unmesh 04 or some numerical unmesh part. The parts we
are going to separate out and create are as follows.
Cowl
maingear1
maingear2
LWing
RWing
LAeleron.LAeleron
RAeleron.RAeleron
LHStab
RHStab
Elevator.Elevator
Ruder.Ruder
Ruder2.tailgear
Canopy
Prop.prop
PropDisk.propdisk
Pilot
Also the names for other types of control surfaces are
LAeleron1 and RAeleron1 for biplanes
LElevon and RElevon for V tails
LAeleron2 and RAeleron2 for Tri wing planes
It is important that the control surfaces be named as such or the CV flight sim program will not
recognize the parts and the movement in the sim.
It is also important that whatever name you give to a part that it is the same in colbody file and the
param file under its breakpart. If it mismatches, the part will not break off when it crashes. Then
you end up with a part hanging on when it should have popped off. IE> the cowl comes off before
the prop does.
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In the top left of the program select Surfaces. Now you can start collecting surfaces to combine and
merge them into one object called Cowl. Hold your shift key down while you drag a square around
and over all the surfaces you want. This will keep adding on your surfaces to collect them all.
After you are certain you have collected all the surfaces for the Cowl. In the top tool bar above the
4 different views select cut. Those surfaces have now been separated from the rest of the model and
temporarily added to a clipboard. You might notice a lot of extra or hidden surfaces left over. Make
sure these are surfaces that you don’t need. If you need them hit ctrlZ and bring back the cowl as it
was. And roll, drag, zoom the model into position to grab those surfaces also. Don’t forget to hold
your shift key. Try again and cut the surfaces away to clipboard. Now those extra surfaces and
vertices can go away. Left click your mouse and drag a box around them and hit delete on your
keyboard, not cut in the program.
Keep doing this until they are all gone. Once the cowl area is clear then in the toolbar up top, select
paste and your selected surfaces for you Cowl will reappear. Note that on some models not all the
surfaces will be together as one object. So to make the Cowl all one object, Select Object box in top
left of program. All the parts that were selected as surfaces are now as parts or part. Now we need
to merge them into one part to name it.
Select Object in top menu and slide down to merge. Once clicked notice the name of object box
lower left corner is highlighted. Now you can name your object / part =Cowl.
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Now we are going to add a new pilot. One that I have worked over and have made to have a
working arm that moves with the Elevator and Aileron movement. I have not created it simply
modified it.
You cannot copy and paste objects and parts from other AC3D files but you can select them and
save and store them into the AC3D object library. To save an object / part Open up the file you
want in AC3D / select objects / then click and highlight the part or parts you want. Then select file
in the top menu, then down to object library in the drop down menu. Then click on store, then
check the circle for store selected, give it a name you want it to have then click store. After a while
you will build a good size parts department of sorts that you can pick objects and parts out of.
Now I reopen my model file, unselect everything, then click on file then object library in the drop
down menu. Then scroll down my list and double click on the moving pilot or retrieve and it
appears in the model. Note that it is too small. In the top tool bar there is a provision for – or+ 10%
I think I clicked on +10% twice to get the pilot up to size.
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Lets move onto the landing gear. Select Surfaces then use left mouse to drag a box around all of the
surfaces you need for the landing gear. Be sure to hold the shift while collecting surfaces to keep
them all together. Basically the same procedure as the Cowl. Same thing happened here as with the
cowl. After selecting Cut in the tool bar, there were still left over surfaces inside and underneath the
surfaces that I had collected. So now we can select them and hit delete on the keyboard to get rid of
them. Then in the tool bar select Paste and your landing gear will reappear. Now select objects in
the top left tool bar. Now your reappeared gear has turned into objects and not surfaces. Note that
there is no name yet for the gear. That’s because there are 3 different parts. The wheel, the, wheel
pant, and the leg of the gear itself. Now in top menu select Object then in the drop down list select
merge. Now you can name your landing gear. I usually name the left gear maingear1 and the right
maingear2 of coarse.
Collecting Surfaces
Cut to Clipboard
Left over Surfaces to delete
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Ready to Merge
Now Merge and Name
Now a quick cheat that can also be utilized for the Wings, Elevator Stabs and almost anything left
side and right side mirror imaged. Select all the surfaces on the other gear. Note that you can’t use
object yet, it is still attached to the rest of the model. You have to select Surfaces in the top tool bar.
Once you have all of the other landing gears surfaces collected just delete them form keyboard.
Even all of the extra surfaces too, until nothing is left. Then click on the maingear1 object you
created. Now in the top toolbar select Copy then paste Notice nothing looks changed or added.
Now in the top tool bar select Flip Z Axis. Now use the coned arrows that are on all six sides of the
green outline box and drag the copied gear over to where the other gear use to be. Now all you do is
change the 1 to a 2 in the name=maingear2.
Flip on Z axis then Drag into Position.
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Now lets go back to the Cowl and touch up a surface that got deleted. To create an ordered surface
connected to an existing surface is fairly easy.
First select Vertices in the top four selection choices. Then click on the vertices around the open
area of where the surface is missing one at a time. Make sure to hold your shift key while gathering
the vertices around the surface, also be sure to click on the vertices in order like going around a
circle in one direction, It does not matter which way you go so long as you go in order not back and
forth.
Then select Vertex in the top menu, and then slide down to Create ordered surface and click. Now
you will have a discolored surface. Now in this case the surface I am creating only has three
vertices. If it were any more it is always a good idea to triangulate the surface. If the vertices are
not all flat on the same plain, then the surface is disordered and bent and when you try to fly it in
the sim you will see a hole where that surface should be. Even though you can see it in AC3D.
When you triangulate, it connects the dots and if the surface is bent then it will sort of follow that
bend and create little surface within the surface you just created. Now the sunlight will reflect off of
it and the texture will have something to sit on to create the painted image.
Now select Objects in the four choice tool bar, top left. Now you have the whole Cowl selected. In
the bottom left, select your base/primer color and apply it. Should just click on it while the cowl is
selected. You can wait until near the end to do this task for I make the whole model minus the
canopy and the propdisk all the same base color. But now you will see the Cowl has all the same
surface color. One more step.
Now in the bottom left click on Poly / Smooth / 2S=for making it 2 sided.
Now it will look and reflect light properly.
Also in the Cowl was another surface that was missing. Same procedure.
If you right click on the color of choice you can edit it to get the right light reflection and
shadowing or transparency if needed. The levels I use suit me best but it is up to you how you want
your model to look.
Selecting vertices around edge to create surface.
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Creating and smoothing out surfaces, and choosing base / primer color.
Next I have skipped ahead and completed all the other parts and control surfaces.
I have exploded the view of the model so you can see all the different parts. Also I have highlighted
three parts that need to be combined and fused at the edges. The three parts are the Fuselage / the
cockpit / and the dashboard cover.
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First select objects in top toolbar then click on and grab the dashboard cover use the coned arrows
to drag it straight down on the Fuse. Zoom in as close as you need to and drag it real close to where
it needs be. Once in place then click on the Fuse while holding your shift key. Now you have both
objects.
Now select objects in top menu / then merge. Now they are one part. Don’t worry about naming
your part yet. We still have one more piece to add.
Now we zoom right in to the dashboard. Looking at the vertices. Now select vertices in the top
toolbar. Now click in open area and unselect everything. Then left mouse click and drag a box only
around two vertices that are next to each other along the edges. Next select vertex in top menu /
then snap together. Select vertex again / then weld now you just got rid of an extra vertex and if
you ever grab that single vertex it will stretch and pull all surfaces connected with it. This also
helps in the Frame Per Rate. The more you get rid of that’s not needed the better the sim will
perform.
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Another way to merge all three parts into one object is to zoom in through the fuselage and you can
see all three parts from inside. Then you can just click on them right there.
Name object after merge
Once you have all the parts merged as one object then name it Fuse. You can merge the pilot and
his / her helmet with fuse but I choose not to so that in the future if I need to touch up something it
will be a lot easier.
MAKE SURE TO SAVE BEFORE YOU CLOSE OUT FILE.
Now that we have all of our parts and named them and cleaned up everything that we can, we can
add our prop and propdisk.
First you have to either create a prop or swipe one from an existing model. Once you find one you
like, select just the prop then file in top menu / then object library / select store / then store selected
/ give it a name then click store.
Now, to retrieve it, go back to your new models AC3D file and select file / object library, then find
your prop or what ever part you are inserting and select it. Keep in mind you might have to resize it
to make it look right.
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Adding a prop.
Now zoom in real close to the front center of it. You will want it to be as close as you can to the
gray centerline. Later on this is important for the look of a smooth spinning prop.
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Sometime only a part of the object needs to be resized. For instance this prop was a good size but
the spinner did not match the cowl extension where the two met. So I select surface in the top tool
bar. Then hold shift key while I click on and collect all the surfaces for the spinner but not the prop.
Then I can select –10% or +10% to make it fit right.
Now lets add a new PropDisk.propdisk.
This is how it needs to be spelled for it to work in the sim.
Now select object in top left tool bar. Then in the mode area select disk / draw a disk.
Now you will get an option underneath there to select how many segments. 20 – 24 is good. You
don’t want to little or you might see the edges of each segment in the sim. 20 –24 will give a nice
round smooth swept edge to it while it’s spinning.
Adding a new PropDisk.
Now face the model to you as level as you can and centered. Aim with your mouse toward the
center of the prop spinner and left click. Now your disk will appear. First turn model a bit and grab
coned arrow and pull disk out in front a little. Now zoom in and center disk as close as you can to
that gray centerline. For color I chose the #14 very light gray then right click and select the edit
color. And made it transparent. I chose a level of about 650 on the slider for this. For the Canopy it
varies on how transparent I want it to be.
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Now, final check on loose parts and surfaces. Also time to apply base / primer color to whole plane.
If any of the surfaces within an object are different colors that too will make it so it does not break
off when crashed. All of the surfaces within an object have to have the same base color.
Now select Tools in the top menu bar, and then choose Hierarchy. Now you’ll have a drop down
list of everything in this model so far.
Click on the eye for the PropDisk.propdisk and the eye for the Canopy. Now in the top select all.
This will select all objects and parts except the Canopy and the PropDisk.propdisk.
Those two items are suppose to be transparent.
Now in the bottom left in your color selection. Find your base color that you chose and click on it.
Generally you want it to be an almost bright white with a slight shade effect when you turn it
around AC3D.
Applying base color.
At this point with all the parts selected I also click on Poly / Smooth / and 2S for all the surfaces to
look nice and smooth. You can leave the smooth unclicked and get that real RC plane look where
you can see the ribs in the wing and parts of the fuselage.
I also make sure that the canopy and propdisk are selected so they to can benefit from the Poly /
Smooth / 2S process just not when applying the base color.
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Check for extra parts and applying base color.
While your in the Hierarchy box, look for extra parts / objects. Such as unmesh 04 or whatever
number they have.
You will want to either combine them to an object if it is visually needed or just flat out delete
them. To delete them. Click on the eye at very top labeled world. This will unselect everything. Yes
the plane will disappear in most of the window views. That’s temporary. Now go down the list and
select the objects you want to delete. I would suggest if there is more than one, just delete one at a
time to make sure you don’t need them.
When your done go back into the hierarchy view and select the worldview. Close out that window
and then select edit / from the menu / then select all / then select file and save body.ac.
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Ok a couple of more steps for cleaning up. Click on edit / select all. Then click on objects in the top
menu and select optimize vertices. On this model even after I have spent a couple of hours cleaning
up and getting rid of extras there were still 594 unconnected vertices.
Now while all is selected go to objects in the top menu again and select optimize surfaces. I still
had 22 surfaces removed due to bad polygon, which means their shape was distorted or had only a
single vertex that I missed and did not delete somewhere. Also that includes surfaces that were
extras all by themselves not attached to anything. When optimizing vertexes I always make sure
that the Coordinate points are unselected in the Hierarchy view otherwise they might get deleted
and you will have to reset them all over again. This is why I try to do all of this work before setting
in the Coordinate points and the control surface XYZ objects.
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Now select all and save. This is about one third of the process hang in there it will get easier.
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Inserting XYZ Objects, and Coordinate Points,
Adjusting and Setting Flight and Smoke
Parameters
XYZ Objects are invisible objects that are linked to the control surfaces. They are a communication
connection between your controller and the image of your control surface on your simulator model.
They have a center axis that creates a pivot point such as along a hinge.
They have a rate of travel in both directions based on your easy settings of how much throw you
give your model.
Some important points on inserting these Object is to make sure they are 90 degrees from the hinge
point and that the XY line runs along the hinge.
Now for coordinate points, these are objects that surround the model and place it accordingly in the
3 dimensional space of the flight simulator. Also if you hit another object in the landscape / flight
area it will react, such as landing soft for touch down landing or hitting to hard and crashing or if a
wing tip hits the ground before the gear touches it could result in a crash.
You can create your own XYZ and Coordinate objects. We will walk through how to create
Coordinate points first.
With the model file opened Choose the 3D view window, bottom left, then select Objects in the
tool bar then select line/draw a line. With the model turned to a side view, left click just under the
Front Left Wheel. Then right click without moving the mouse. Now you have a vertex/dot object in
a green box. Name the object in the object name box, bottom left, then click on nothing in the
window view. Now that object is complete. The proper name must be correct or the sim will not
recognize it. Here are the proper names for these Coordinate objects.
COORD_FLWHEEL
COORD_FRWHEEL
COORD_TWHEEL
COORD_NOSETIP
COORD_LWINGTIP
COORD_RWINGTIP
COORD_TAILEND
COORD_TAILTOP
For a nose gear plane simply place the COORD_TWHEEL
under the nose gear. Then name the nose gear Ruder2.tailgear
Now for in the future you can click on all of these objects and save them to file in the object library.
With vertices selected hold your shift key, then click and collect all eight points. Then select file
and then object library. Click on store, then store selected. Use a name such as COORD POINTS.
Then click store. Now next time all you have to do is retrieve them from the object library and
move them around close to each object they relate to.
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Creating and positioning Coordinate Points
You can create your own XYZ Objects but for now we are going to borrow a set to put into the
model. I have cheated one step further and saved an entire setup of COORD Points and XYZ
Objects in the object library.
There is also a template copy of an XYZObject in the data folder in ClearView you can use this
also but you will need to name each object as needed. You will need to store a copy of it in your
object library. I keep one stored and name it XYZObject.
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To do this you must first pick a model to copy them from almost any model will do, however the
later versions the object are grouped together into one object rather than the different parts that
make them up IE= the XYPlane, XZPlane, YZPlane, Ocoord, Xcoord, Zcoord, Ycoord, then the
group that they are in. Once you found your model you are going to copy them from. Select objects
then hold your shift key and click on each XYZObject.
Prop.XYZObject
Propdisk.XYZObject
LAeleron.XYZObject
RAeleron.XYZObject
Elevator.XYZObject
Ruder.XYZObject
Ruder2.XYZObject
If you have a biplane or other variation of plane with other ailerons and or V tail configuration
there are other names as well.
Prop1.XYZObjecy and or Prop2.XYZObject for multi prop planes
LAeleron1.XYZObject
RAeleron1.XYZObject
And
LAeleron2.XYZObject
RAeleron2.XYZObject
For tri wing planes
For V tails you use Elevon names.
Lelevon.XYZObject
Relevon.XYZObject
Now start grabbing each object and placing them into position.
The Prop and PropDisk Objects need to be centered onto the Prop and the disk. This is why earlier,
as I stated earlier it would be easier if those two were already on that gray centerline however if
you have a multi prop plane this is not possible. But it is important that the center of the Prop and
PropDisk are aligned to one another. And that the Prop.XYZObject be aligned on the center of
those two parts. If not your Prop and or your PropDisk will spin funny.
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Notice that the hinge lines do not match up/ I have exaggerated this view for a moment to show this
misalignment on the Y axis. I set the degree of rotation at .1 -or+ for whatever is needed. As
perfect as you can get, will result in a better looking control surface when it is in motion.
From the top view you can see how the XZPlane is thicker toward the X O COORD line.
To fix this you need to rotate a little on the X axis until the XYZObject becomes flat and level with
the control surface.
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This should be checked on all hinge points.
Once you have alignment in those two directions then you need to drop the XYZObject down into
the control surface at its center. The best way to do this is to look from the inside of the surface. So
you will need to zoom in real close and from a side view. There is a fine tune zoom button in the
top tool bar for this.
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Sometimes after making an rotating adjustment in X Y or Z axis you have to click on the object in
order to release it. Then your arrow keys will let you move and turn the model around again.
Now to do a quick check of your alignment work we need to create a Collision Body file for the
model to fly in the Sim. This is the file that takes over the different parts of the model after it
crashes and sends the parts scattering. For now we will select all and save the body file, then close
it.
Next while in the data folder of your model right click on the AC3D body file and copy it. Then on
your desktop right click and paste it. Then right click and rename it colbody, then left click on it
and drag it into the data folder. Later we will simplify the colbody design to cut down on video ram
and make it better for the frame rate.
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Now close out your models folder and make sure it is in the model folder in ClearView and start
your CV Flight Sim and find your model and see how it looks and works so far.
With the different param file and the colbody file added you should be able to fly it now and crash
it and test the breakparts to see if they all pop off. Note every crash is different so they won’t all
pop off every time.
And this is what happens from a Knife Edge gone wrong. But this shows that the parts have broken
off and scattered.
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Now lets adjust the Exhaust parameters. Open up your AC3D file again and choose the 3D view
window. Turn the model so that it is as flat and level as you can, and concentrate on getting the end
of the exhaust at the center of the view. Now hold the mouse right at the end of the exhaust pipe.
You will notice at the top just below the toolbar there are coordinates for the position of your
mouse for X Y and Z. Note the numbers on X and Y. There is nothing for Z because the exhaust on
this model is centered, that would be left or right. Now open up your param file for this model and
scroll down to smokeExostPoint and set the parameters accordingly. Then save and close.
Next we want to set the trigger point for the smoke. I do this for a few reasons. One, it will cut
down on the lag and increase the frame rate while you taxi the model and it is on ground. Second I
think it gives the model a more realistic visual feel. Third you can set it to turn off at certain
percentage of throttle. This can be useful when coming in to a hover. No smoke then smoke in
hover then throttle up and smoke goes off like you switched it on and off. Kind of cheesy but, good
fun.
Find the Enginesmoke param file in the models folder and open it up.
You will see a level for throttle trigger percent. I set that around 40% and leave the throttle stop
after percent at 110%. To get that shut off effect after hovering you can set the shut off at 60% then
when you hover or do slower aerobatics you will have smoke. As for how much and the size of the
smoke, I would suggest leaving those parameters the way they are. Too much smoke and it can
start to lag up the system. If you have an ample amount of memory then you can beef up the smoke
detail. Those settings are the
maxlifetime
Startsize
Endsize
gravityCoef
Emittersize.
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You can also change the smoke color. Those adjustments can be made in the AC3D files and the
Gif picture files in the data folder. For now we will leave them be.
For parameter settings here is a list of what each parameter is for. Most are self-explaining.
This information is provided in your CV flight manual also. Be sure to read through all of the
parameters to get a good understanding of what does what.
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ClearView RC Simulator - Plane Model Parameter Definitions
Parameter
Default/Example
Definition
aelChordCoef
10.0
Aileron coefficient that amplifies the ael force. Used together with
wingChord coefficient to simulate what proportion the aileron is to
the wing chord wise. If chord wise wing to aileron is proportion 3:2,
use wingChordCoef = 3n and aelChordCoef=2n where n=1,2,3....
experiment with n aelRate 100.0- used in easy setup to adjust
aileron rate
aelCoef
0.2
Lift coefficient for the aileron surface
aelExpo
0.0
Used in easy setup to adjust aileron expo rate (-1<x<1)
aelWashCoef
1.2
Lift coefficient for the aileron in the prop wash stream.
bodyCGCoef
1.0
The same as wingCGCoef, but for the body if you consider the
plane body to be a wing. It is important for flying knife-edge and
overall plane behavior when tail sliding. The corresponding related
coefficient is ruderCoef.
bodyCrashDrag
50.0
The drag for plane parts touching the ground
colisionRotDegCoef
0.1
Use 0.1 to simulate taxing on smooth surface, or 0.2 to 0.3 to
bounce when taxing on uneven surface 0<x<lt;x<x<lt;1
dihedralCoef
1.0
Coefficient describing wing dihedral. Higher for higher dihedral. 0 to
3-4
dihedralFlag
0.0
Enable dihedral flag, 0=disable,1=enable
dihedralRudCoef
1.0
Rudder to elevator coupling, makes plane leans when rudder
applied
elevCoef
4.0
Lift coef for the elevator surface
elevCompCoef
1.0
Adds slight up trim so plane flies level, higher the more up trim it is
(0 to 5-6)
elevCompFlag
1.0
Enable elevator compensation (0=disable, 1=enable)
elevExpo
0.0
Used in easy setup to adjust elevator expo rate (-1<x<1)
elevRate
100.0
Used in easy setup to adjust elevator rate
elevRotInertiaCoef
0.99
Damping coefficient for stability when hovering, 0<c<=1, keep
close to 1.
elevWashCoef
30.0
Lift coefficient for the elevator in the prop wash stream.
fieldOfView
40.0
Camera field of view in degrees. Higher number pans out, lower
zooms in.
frontDragCoef
0.12
Front drag coefficient. Limits the top model speed at given thrust,
also slows down model when gliding and define glide path
(together with wingDragCoef)
gearDrag
20.0
Gear wheel drag (how fast the model slows down when landed)
gearSideDrag
13.0
Gear side force (how wheels resists sideway movements)
gravity
9.8
Earth gravity, use 1.5 to fly on the moon.
highWingCoef
1.0
How low is the engine thrust line under the wing, 0=thrust aligned
with the wing, 1 to 3-4 the engine is lower. Makes plane to pitch up
after applying power.
highWingFlag
0.0
0=disable highWing simulation, 1=enable
initModelPos
2.0 0.02 -5.0
Sets initial model position
initModelRot
0.0 2.5132742 0.0
Sets initial model rotation
initSpeedVect
0.0 0.0 0.0
Sets initial model speed vector (for hand launch)
landBounceCoef1
0.21
Gear bounce coefficient when plane touches the ground under
landSpeed speed, do not set lower than this.
landBounceCoef2
0.61
Gear bounce coefficient when plane touches the ground above
landSpeed speed 0<x<lt;x<x<lt;1
landSpeed
6.0
Used in simulation ground handling, use 8 for big planes 3-5 for
very light and slow flying planes
landXCoef
4.0
Force used to simulate landing/ground crash, tricky to set, use
form similar plane
landYCoef
1.0
Force used to simulate landing/ground crash, tricky to set, use
form similar plane
landZCoef
1.0
Force used to simulate landing/ground crash, tricky to set, use
form similar plane
liftConst
3.0
Const that resize all surface size. Plane with liftConst=4 has 2
times lower wing loading than plane with liftConst=2. Note that
lower liftConst makes all flying surfaces less effective (ailerons,
elevators etc) Use together with modelMass to get exact behavior.
The modelMass will provide mass simulation behavior like model
inertia at turns, liftConst defines how big the wing is. Note:
wingDragCoef is related to liftConst. Use wingDragCoef= 1/2 from
the liftConst, or be very careful and experiment with other values.
loadRealModel
1.0
Keep always to 1
maxAelerRate
7.2
Max rotation rate in radians per second that ailerons can induce.
Note than 7.2 is 360 deg/sec, 14.2 is two rotation per seconds etc.
maxRolRate
100.0
Max rotation rate on X axis in radians per second
maxRotRate
100.0
Max rotation rate on Y in radians per second
maxScaleDist
600.0
After "maxScaleDist" meters, the program stops doubling plane in
size.
maxSpeed
35.0
Max. prop speed for the model. Note: that a model may not come
close to the prop top speed if the body or wing drag is high
maxThrust
700.0
The prop thrust in kN
maxTumbleRate
100.0
Max rotation rate on Z axis in radians per second
modelMass
15.0
Model mass in kg
modelName
Edge540-25.ac
The ac file name with the model
modelType
1.0
0=helicopter, 1=plane. Never change this, or the program will
crash. Helicopters use completely different params file.
paramModelName
PlaneParamModel.ac
the name of the parameter model that defines all simulated
surfaces. Do not modify.
pBodyCG
-0.5
Body center of gravity. Negative is moving CG forward. 0 is not
necessary neutral CG. Experiment!
pElev
2.1044579
??
planeType
0.0
0=gas, 1=electric. Electric planes have smoke disabled and prop
stops at low throttle.
pRuder
2.4273665
??
pWingCG
0.9
Wing center of gravity. Negative is moving CG forward. 0 is not
necessary neutral CG. Experiment!
ruderCoef
4.0
Lift coefficient for the rudder surface
ruderExpo
0.0
Used in easy setup to adjust ruder expo rate (-1<x<1)
ruderRate
100.0
Used in easy setup to adjust ruder rate
ruderRotInertiaCoef
0.99
Damping coefficient for stability when hovering, 0<c<=1, keep
close to 1.
ruderWashCoef
100.0
Lift coefficient for the rudder in the prop wash stream.
scaleDist
300.0
To keep the model visible, the program doubles the model in size
every "scaleDist" meters.
slowSpeed
8.985001
Define model stall speed. Used in modeling of ground effects and
glean bouncing at landing. For most models should be 8, for very
slow flying models 3-5
smokeExostPoint
-0.1 -0.26 0.0
The point on the model where the smoke originate
smokeExostVect
10.0 -4.0 0.0
Direction for the smoke
stallCoef
0.15
Uses shifting center of lift on the wing to simulate stall wing drops,
value is 0.1 to 0.5, set by experimenting
tailDrager
1.0
1= tail dragger, 0= nose wheel. Used in ground handling. Plane
must have properly named wheels.
textureMode
2.0
Use 2, can be integer from 0 to 40, too hard to explain
tRolCoef
4.0
??
tRolFlag
1.0
??
tRolSpeedLimit
5.0
??
useModelInitPos
0.0
If set to 1, will set init model position from initModelPos and
initModelRot if set to 0, will set init model position from landscape
params file.
vertCrashSpeed
4.0
defines vertical speed above which touching the ground will result
in crash.
wingCGCoef
1.0
Goes together with elevCoef. Higher elevCoef+lower wingCGCoef =
Lower evelCoef + higherwingCGCoef for elevator agility. If you
want the plane to snap fast when doing tail slides, go with Lower
evelCoef + higherwingCGCoef, if you want plane to tail slide quite a
bit, go with Higher elevCoef+lower wingCGCoef
wingChordCoef
10.0
Drag coefficient for induced drag when the wing rotates during roll
wingDragCoef
1.1
The drag for the wing. Set it to liftConst/2 for start, then
experiment. For example, gliders have low wing drag, biplanes high
wingStallDeg
35.0
The stall degree for the wing. Some Delta Wings may have stall
deg. up to 90 deg. For aerobatic planes use 20-45, or if you want
expressed wing stall, use 12-13.
wingTipCrashDrag
20.0
The drag if wingtip touches the ground
xResistanceCoef
3.0
??
xRotMass
3.0
Model mass distribution along x axis, affects aileron response and
ground handling
yResistanceCoef
5.0
??
yRotMass
1.0
Model mass distribution along y axis, affects rudder response and
ground handling
zResistanceCoef
3.0
??
zRotMass
1.0
Model mass distribution along Z axis, affects elevator response and
ground handling
30
Next to check is Surface Normals. In the menu up top click 3D then select Normals. Now the
model has become hairy with little pink lines coming 90 degrees off of the face of each individual
surface. Notice that in the maingear2 that we copied and flipped that all of the surfaces are inverted.
In the Tool bar select objects then click on the maingear2 then select surfaces in the tool bar. Now
in the top menu again click on Surface and select flip normal. This will turn all the surfaces
outward to reflect light and shading correctly. Keep looking around on the models surface for other
Normals that are inverted. When your done unselect Normals in the 3D drop down menu.
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Now let’s work on the texture scheme. With AC3D opened. Select all objects in selection tool bar,
then object in the top menu, then texture, then load texture. The find the folder for your model
again and then the data folder within it. The select the BMP image for your model.
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Ok now we can see just how messy it is. This is where that whole patience thing will come into
play. First we want to grab the Cowl, the Fuse, and the Ruder. Select objects first in the select tool
bar and click on those three objects while holding your shift key.
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Now in the top tool bar select tools then texture coordinate editor or F10. Now you can see that the
wire frame of the model is scattered all over the BMP image. We are going to realign it.
On the left side of the editor window select the front Remap button. This will put the model back
into a familiar shape as a side view even though it says front on the button. This is due to the way
the model is loaded into AC3D. It does not need to be corrected, just dealt with. You can adjust and
change the size of your editing window so you can see the model in 3D in the background.
Remember that the editing window is a 2D view of your 3D model. Now if you try to adjust the
frame as it is now it will adjust both sides at the same time. We can’t do that because there is
wording on both sides and therefore the wording would be backwards on one side.
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Now select left Remap and you will have a front view. Now select in the gray area and unselect the
frame. Then left click and drag a box around just one half of the model. This is a shortcut to
grabbing one side of the models surfaces in the editor. Then remap what you just boxed in by
selecting the front view again. There is a button for dragging and panning your view around in the
top right corner. Also to zoom in and out you can use your mouse wheel or the button right next to
the panning button.
Now resize the green box to fit on the BMP image. Now back in the 3D view you can also grab
individual surfaces and resize them in the editor. Note that when grabbing surfaces some PC’s will
lag down from grabbing more and more surfaces. It can use up a lot of memory.
35
Here I have exaggerated the tilt a bit to show that not all BMP images are the same tilt as the frame
you are trying to touch up. Now we need to tilt / rotate the frame to match the image. To the left of
the window is a tool for this. I suggest selecting clear down to 1 degree of tilt at a time. When not
fine-tuning. I leave it at 45 degrees for flipping and turning wings and other parts around. Note that
there is a selection for flipping horizontal and vertical also. Every model can be a little different so
you might have to do some experimentation with some of the tools.
Notice that a quick check shows that the frame after aligning as best as we could is still a little off.
This is where earlier, I stated that, sometimes we need to adjust and add more paint to the edges of
the BMP image for the wire frame to fit. When I stretch the frame in the editor it will go past the
edge of image but the black stripe will then line up. So now it’s a matter of going into the BMP and
adding, more red to the top edges.
36
You can grab and adjust object by object but you will have to make adjustments to individual
surfaces also. It is a matter of check and recheck and recheck to keep looking over your model to
make sure all the paint lines all line up. Tip, when in editor the closer you zoom in. The more fine
detailed you can make adjustments to the green frame box. Now I have gone ahead and adjusted the
maingear 1 and 2, the prop, and the exhaust pipe on the Cowl. Notice the two different colors on
the prop. When your in texture editor you can release from the green box and grab different panels /
surfaces of that object and things different colors. So long as the object has the same base color for
all its surface panels it will break off when crashed. The image paint has nothing to do with that.
Now lets lift the Canopy and fix up inside the cockpit.
Here I am grabbing the three surfaces that make up the dashboard and adjust and resize
accordingly.
37
Now in the next image you can see where I have selected just the surfaces of the top of the
dashboard and they are two different parts from where we separated the Fuse earlier. When I click
on top under Remap it will put them back together and then I can drag it over to what ever color I
want it to be. Also I have already grabbed all of the walls of the cockpit and put them over one of
those colors that I added on the BMP image. Gray in this case.
The Canopy and the Propdisk you will want to pull it over a blank white area of the BMP image
otherwise you will get a blurry image projected onto them. Now I can grab and separate the wings
and separate the tops from the bottoms and adjust them within the texture coordinate editor.
Give your model a good look over to see if there are any parts missing, misshaped parts, or any
surfaces that are missing or missing paint. Sometimes a hard area to get to is the edge between the
ailerons and the main wing. Some zooming in and careful positioning and you will get it.
38
I have one more area to color and that’s the intake holes in the front of the Cowl. I will need to
slide the prop and the propdisk out of the way temporarily. You can grab the XYZObjects also but
it is not needed.
39
Almost done. Now if you want to match the original designers paint scheme that’s fine but you can
make whatever paint you want onto the model. For instance you could make the landing gear silver
to look like real aluminum landing gear if you want. It is entirely up to you. If you don’t like it you
can always go in and change it.
Now we need to complete the collision model. First we might have made some changes to the body
file that don’t match so we will need to copy the body file again onto the desktop, then rename it
colbody and reinsert it back into the data folder. Now open up the new colbody file and choose the
3D window view again. First select object in menu then, texture, then set no texture.
40
Now with everything selected even the canopy and propdisk click on the white base color you
chose in the bottom left of AC3D. Even though the canopy and the disk are white you will not see
that in the sim. This colbody file is invisible however, the more you simplify the model the better
frame rate and less lag and restart time you will have. With everything the same color the sim does
not have to take the time to separate colors to certain parts. It is very little but every MB of ram
counts.
We want to simplify all of the parts but we need to keep the same outline, shape and size. If not, for
instance if the colbody file is longer, when you hover and do a tail touch the colbody file will hit
the ground before the body file does and you will see a bounce but the model in the sim doesn’t
actually touch the ground. You can cheat and use some other colbody files but you will need to
reshape them to fit and match the body file you are syncing it to. This is why it is just as easy if not
easier to make a new colbody file for each new plane. I try to break each part down into a flat panel
like a balsa wood rubber band wind up model.
To keep the shape we are going to select vertex in the select tool bar then start grabbing vertices
around the outline of each part. Remember to hold your shift key while gathering and go in order
around each part. Then in the top menu select vertex, then down to create ordered surface. Now cut
and then paste the surface you just created then, switch to object. Now by selecting vertices from
the original part and then cutting and pasting it. It carries the same original name but there are two
separate parts. Now select the original wing and delete it with keyboard delete. Now you have just
the outlying shape of the wing. Because the vertices you grabbed might not all be on the same flat
plane you will need to click surface in menu and triangulate to get it to bend and flow with the
shape.
41
Now for the Cowl I create a box and the Fuse I create a simple vertical square and reshape it. Select
object in select tool bar. Then down to the mode create box / cube. Then resize and shape to get it
close to what the Cowl is, then delete the Cowl. You will have to rename the box Cowl because
you did not borrow the vertices from the original Cowl.
42
I can do the same thing for the canopy and the Fuse. For the Fuse I usually just create a single flat
panel. Remember to have your model directly sideways when creating your panel so that it will
show up vertical and close to the model. I have it tilted to show where it cuts through before I
resize it.
43
You can make it close to the original shape by inserting vertices along an edge by selecting two
vertices on the corners. Then insert vertex and drag them around to the shape you want. You will
then have to triangulate the surface and rename it Fuse. I did this twice to get two vertices to show
the shape you can achieve. It is not necessary to be this elaborate but it is good practice for creating
models from scratch.
You can reduce almost every part of the plane the more the better. Now in the Hierarchy view
menu. Or just from here select all of the COORD Points and delete them. There doesn’t need to be
two conflicting sets of them. It would still fly but they are not needed. Remember the more you
simplify but keep the size and shape close the better it will perform in the Sim.
Finished look
44
Now open up CV flight sim and select direct view and take a picture of the finished model. You
can take an in flight shot or ground shot or whatever angle you want to display. Just hit F9 then go
to your CV folder and look in the Picture folder. Open it up and select copy image. Find the folder
for your model in CV models and Name it image. That is what the Sim will recognize for a name to
show it in the preview window.
45
Now for a little packaging so you can share your models with other pilots. Now you should include
a readme file. Out of respect I try to always include the name of the original designer in this file. It
is a lot of hard work to create a frame from scratch no matter what AutoCAD program you use.
Also some simple instructions on how to load the model to use it in CV and any changes or
modifications you yourself have made to the model. If there has been other Modelers who have
also worked on the model be sure to include there names as well. Now to save your parameters into
a back up file, open your parameter file and click save as then in the choice box below select all
files and there should already be a params.txt.bkp file double click on it and replace it with your
new parameters. If not then just copy your param file and name it params.txt.bkp. Or you can leave
the one that is there to fall back on. It will be used when you choose Restore defaults settings in
your advanced model setup selection. Now turn the folder of your model into a zip file and you can
email them or create your own website and pilots can download them.
Well that’s it I hope this helps you in your simulator model converting endeavors. If you have any
questions please email me at
[email protected] and I will try to answer any questions and help.
I would like to thank Stefan at ClearView
Ken Northup from Kens RC Sim page
Gary Gunnerson from Gary Gunnersons ClearView Models and FMS Models
And Mark Glennon who wrote the first manual
For all of your patience and help and guidance. What you are reading in this manual is a
culmination of what they have passed on to me along with what I have learned on my own.
Thank You
Michael Cofer
Helpful Links:
http://www.rcflightsim.com/index.html
ClearView RC Flight Sim
http://gunnerson.homestead.com/files/clearview_models.htm
Gary Gunnersons CV Models
http://my.att.net/p/s/community.dll?ep=16&groupid=375877&ck
Ken Northup’s RC Sim page
http://clearviewrc.com/forum/index.php?sid=3e17d8827ca74d73648c0b1f14254316
ClearView Forum
http://www.inivis.com
AC3D
http://rcp.web.infoseek.co.jp/fms_aircraft_e.html
Planes for use in FMS
46