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Old 10-23-2007, 05:07 AM   #1
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Fokker Dr1 - ‘Remember Me?’



Not a World War 2 aircraft but I thought this may be of interest to some.

This World War 1 Fokker DR1 is one of those do a bit when time allows models. Started getting reference materials quite some time ago and read about the constuction methods and materials used for making the real thing.

This digital version will be made similar to the real thing, subject to satisfactory results from Cinemas' cloth engine.

Software beng used:
Modelling - Cinema4D 9.6 MAXON - The makers of CINEMA*4D and BodyPaint*3D
Texture Creation: BodyPaint MAXON - The makers of CINEMA*4D and BodyPaint*3D / Paint Shop Pro Corel - CorelDRAW, WinDVD, Ulead Video Studio, Paint Shop Pro, WordPerfect, WinZip, & Painter.
Materials and Rendering - Maxwell Render Maxwell Render ™ : The Light Simulator. Render engine. Multilight ™. Materials. Photorealistic...

I ended up with plenty of drawings and plans to work with and this is the plan have used for general dimensions. Seen here cut up in Paint Shop Pro. I'm using a different plan layout in Cinema - instead of making the usual 3 sided box type I've decided to use the arrangent shown. In Cinemas flat' view the plans look just the same as using the box style. I find this easier to work with in Cinemas perspective view.
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Old 10-23-2007, 05:08 AM   #2
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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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Old 10-23-2007, 05:09 AM   #3
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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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Old 10-23-2007, 05:09 AM   #4
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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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Old 10-23-2007, 05:10 AM   #5
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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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Old 10-23-2007, 05:10 AM   #6
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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 06:33 PM.
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Old 10-23-2007, 05:11 AM   #7
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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 06:37 PM.
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Old 10-23-2007, 05:27 AM   #8
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Superb !!!!!!!!!!
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Old 10-23-2007, 10:31 AM   #9
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You are very talented!

Awesome stuff
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Old 10-23-2007, 10:34 AM   #10
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Very well done. I wish I knew how to do stuff like that.
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Old 10-23-2007, 10:39 AM   #11
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Very nice!
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Old 10-23-2007, 11:37 AM   #12
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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 !
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Old 10-23-2007, 11:53 AM   #13
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Nice! That is some serious rendering!
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Old 10-23-2007, 12:13 PM   #14
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Great work. Very impressive.
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Old 10-24-2007, 02:15 AM   #15
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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 02:18 AM.
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