![]() ![]() When making geometry, you should take into account the 360° camera view, as well as the fact that the game camera can move about 20-30cm in any direction from its neutral position. The model must contain 45-70K triangles for a single seat cockpit and 60-85K for a two seated cockpits. Since these objects will be animated particular axis of rotation (local x,y or z) is not important. Pivots for gauge needles and aircraft controls must be at the point of rotation with one axis pointed along the rotational axis. Pivots for all non-moving objects must be at the center of world coordinates (World 0,0,0), the local axis must match the world axis. nodes – animated pilot nodes linked to controls (are provided in the sample model).GUN – flames from gun barrels and also bomb and rocket mount points (from the external model).Holes in the glass canopy and instrument panel go into this layer also LOD0 - undamaged state of the external model (is taken from the external model).The cockpit should be positioned within the external model and oriented the same way (The X-axis points forward the Y-axis is pointed to the left of the direction of flight the Z-axis should point upward)Īll objects in the scene must be composed into the following layers:.All objects must have their scale reset to 100, 100, 100 (use Hierarchy/Reset Scale).Display units may be whichever you want.Models are made to scale using metric system units (System units = Meters).Stacks must be collapsed on all objects (objects must be Editable Poly).Scene and texture names cannot contain capital letters or hyphens «-». Scene names must contain the full name of the aircraft with the postfix «_cockpit». ![]() The scene must be fully compatible with Autodesk 3ds Max 2011. ![]()
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