Lets make the rotors turn. The LOD setup for that is similar to the
one from lesson 4, where we made teh rotor blades spin. We need some selections
in 0.00 lod and some axises in Memory lod. Note that we have two engines on this
plane, so if you just have one engine, you just use the first set of selections.
Note that both engines has a rotor structure and a face with a rotor blur on
it. Lets begin.
- Go to 0.00 LOD and zoom in on the left engine.
- Select (F2) the blurred face, the rotor (all 4 blades), the spinner and
the axis structure on the left engine. Name them "vrtule 0" (the zero behind
indicating the rotor it belongs to)
- Then select only the left rotor blur plane and name it "vrtule 0 textura".
- Ok, now zoom in on the right engine. Do exactly the same thing as the two
steps above, but this time with "1" instead of "0" for the selection names
("vrtule 1" and "vrtule 1 textura"). Simple really.
- When you have all four selections, select both image planes for the
engines. Name them "vrtule blur".
- Then select the 4 rotorblades on BOTH engines (not the image planes or any
of the spinners or axises), name all eight structures (blades) "vrtule
staticka".
Ok, done with the rotors in model lod. Lets head for Memory LOD and make the
axises for the spinning rotors.
- Go to memory LOD and make two axises, one for each rotor (2 vertices
each). They should be named "osa vrtule 0" (left) and "osa vrtule 1" (right).
See the picture for proper placement.
And thats that. Compile and see how it looks ingame. Make sure you got all
the selections correct or you might get some strange results.

Plane with
working rotors. Nice!
If you only had like 1 rotor, you simply do the same setup without the one
engine included, and that way you could also leave out the "0" in all selections
that have that.
Now, how about fixing those control surfaces, eh?
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