 | Fokker Dr1 - ‘Remember Me?’| Modeling Discuss Fokker Dr1 - ‘Remember Me?’ in the Current forums; Not a World War 2 aircraft but I thought this may be of interest to some.
This World War 1 ... |
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10-23-2007, 04:08 AM
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#2 | | Senior Member
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To give the 'cloth' something to shrink onto I'm making an accurate fuselage structure. A more detailed plan of the fuselage construction is being used here, supplemented by some line drawings. |
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10-23-2007, 04:09 AM
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#3 | | Senior Member
Join Date: Jun 2007
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Underway! The longest rails are splines with a sweep nurbs using a cirle spline for the profile. The upright and cross member parts are nothing more complex than cylinder primatives with the caps turned of. Only the outer parts are needed to place the cloth over but while I was making this structure I added some extra bits that may be useful later on - the engine mounting frame, seat frame, etc.
To enable movement of the rudder and tail the parts of each item have been placed into a null object. The reason for testing movement this early is because it's easier to adjust splines now than waste time adjusting mesh after the cloth stage. |
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10-23-2007, 04:09 AM
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#4 | | Senior Member
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The next major components to tackle are the three wing structures. I will be trying cloth for these. To make a start I used an accurate Fokker DR1 wing profile image, applied to a plane and used as a guide to draw a Cinema spline. This took several attempts to use the least amount of points possible and rely on the spline to smooth the missing bits. Another time saver doing this because it seems easier to adjust a few points rather than loads if the spline shape needs adjusting.
An extrude nurbs is used to determine how the spline performs.
Couldn't resist the temptation to add a couple of shiny metal bits! The engine cowl is a chopped up cylinder and the fuel tank nothing more than a reshaped cube in a hyper nurbs. |
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10-23-2007, 04:10 AM
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#5 | | Senior Member
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This is the how the wing profile I ended up. The initial attempt at the bottom uses uniform intermediate points, to subdivide the Cinema4D spline, but didn't quite do the job - to get the trailing edge correct would have meant an intermediate point value that would have made far to many polygons. So, with an extra couple of points added to the spline I used the natural intermediate points which looks like a good compromise to my original intentions. |
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10-23-2007, 04:10 AM
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#6 | | Senior Member
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At render time the natural intermediate points type wins the day - uses fewer polygons and the trailing edge is accurate. The real test is at the cloth stage though!
Last edited by Becco_UK : 12-04-2007 at 05:33 PM.
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10-23-2007, 04:11 AM
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#7 | | Senior Member
Join Date: Jun 2007
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The wings are now just about ready to see how the cloth works out. The problem with completing these was the end caps which on the real aircraft are also cloth. Cinemas extrude nurbs caps wasn't up to the job so in the end I made some from a hypernurbed cube and welded them onto the main wing part. The working airlons also ended up being hand made.
The main wing struts have been positioned to check alignement of the 3 wings and to determine what parts of the wing will not be subject to Cinemas' cloth engine.
The next tedious thing was cutting out the middle wing shape and in the end a cylinder with a deformer was used as the cutting shape in a boole.
Last edited by Becco_UK : 12-04-2007 at 05:37 PM.
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10-23-2007, 04:27 AM
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#8 | | Siggy Master
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10-23-2007, 09:31 AM
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#9 | | Senior Member
Join Date: Feb 2007 Location: Melbourne, Victoria
Posts: 4,615
Country: | You are very talented!
Awesome stuff 
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10-23-2007, 09:34 AM
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#10 | | Der Crewchief
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Posts: 30,173
Country: | Very well done. I wish I knew how to do stuff like that.
__________________ US Army Blackhawk Crewchief 2000-2006 Classic ww2aircraft.net quotes: fly boy said: "isn't that the first jet bomber? becasue i have flown one in a flight sim before and i know how it handles" "wait what ok who made the b-2 crash come on people that messed up its a b-2" "ah yes the mistel those things are so annoying is games and in real life" |
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10-23-2007, 09:39 AM
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#11 | | Senior Member
Join Date: Jun 2007 Location: Edmonton
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Country: | Very nice!
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10-23-2007, 10:37 AM
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#12 | | Member
Join Date: Dec 2005
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| Oh boy if I could do stuff like that I'de never be off the computer. I have a copy of Maya 6 and all it did was frustrate the hell out of me !
__________________ I'm half Irish half Scot. One half of me want's to get drunk. The other half doesn't want to pay for it. |
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10-23-2007, 10:53 AM
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#13 | | "Shooter"
Join Date: Sep 2004 Location: Moorpark, CA
Posts: 12,827
Country: | Nice! That is some serious rendering!
__________________ http://www.vg-photo.com Wherever their bones may lie, the courage of heroes is consecrated in the hearts and engraved in the history of the free. Lt Col Honner DSO MC, 39th Commander speaking of the dead from the battle of Kokoda. |
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10-23-2007, 11:13 AM
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#14 | | Senior Member
Join Date: Jun 2004 Location: Dallas, Tx
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Country: | Great work. Very impressive. |
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10-24-2007, 01:15 AM
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#15 | | Senior Member
Join Date: Feb 2006 Location: Colorado, USA
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Country: | That looks like a good program!
Figuring all the widths and depths must have been tricky.
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Last edited by Soundbreaker Welch? : 10-24-2007 at 01:18 AM.
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