You will need AC3D 6.1 in order to use this new plug-in.
#Blinder to ac3d how to
Version 1.3 is currently available on the Scenery Tools page. The purpose of this small tutorial is to show how to use the cool new animating features of Ben Supnik’s new release of the AC3D plug-in for X-Plane. Note that World Editor allows users to edit both airport and DSF overlay data. These are useful for anything that needs to be modeled. It's a bit kludgy - but it helps out in some messy cases. DSF overlays, which let you use your own art assets to model anything you want at a lower level. The plbtoac3d tool converts models in the '.plb' XML format into '.ac' format suitable for the AC3D modeller or for import into blender.An apt.dat file, which describes basic airport structure.X-Plane uses a mix of the following in its scenery: For more on the differences between MSFS and X-Plane scenery, see the Scenery System for MSFS Developers article. Note that using overlays like this is not the most efficient way to build scenery due to large differences between the way the two sims build scenery, though, this is the easiest way to import.
#Blinder to ac3d simulator
Microsoft Flight Simulator scenery packages can be converted to X-Plane overlay scenery using Jonathan Harris’ FS2XPlane with varying degrees of success. Importing scenery and airport data is often more difficult If instead your models are built in AC3D, you can use the official X-Plane AC3D plug-in (for Mac, Windows, and Linux, version 6.1 and later) to read and write X-Plane. obj files.įor instance, if you use Blender for your models, you can use Jonathan Harris’ XPlane2Blender (prior version 3.20) scripts to import and export X-Plane. obj files are not the same as Alias|Wavefront.
In the case of 3-D models, there are a number of existing converters from public formats to our OBJ8 format. If the scenery is already in X-Plane’s format, adding it is as simple as unzipping any folders (if needed), and copying the scenery files within to the Custom Scenery folder in the X-Plane directory folder.
If your data exists in a proprietary format, you’ll need to build a toolchain to do the conversion, either directly to the final X-Plane formats or to intermediate public formats that we support. Methods for importing an existing scenery database into X-Plane depend largely on what you have for source resources.