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Workshops General RMK Workshop

RMK Workshop

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Workshop fort he Reflex model construction (RMK)


Preface:

Because of the high demand for new aircraft and helicopters for  Reflex and some question about
how to build this models, I like to give you some examples.
It is not the intent to replace the help-file of the RMK. Everything is explained very  good there. But I
have found some more possibilities and I like to explain them with some examples.

3-side view:
I have found out, that the size of this view is much higher than 5512x512 pixels. This gives us the
possibility to use photos with more details. This 3-view hs 1024x900 pixels.

Fuselage building:
I have found a way to accelerate the building of the fuselage after you have created your 3-view
and you have set the iso-lines and iso-points like described in the RMK help.
While building a model I always keep the Help opened in the Task-bar. So it is accessible quickly.
At first you insert a point which divides the Z-axis in half. It is important, that this point is on the
Z-Axis. Otherwise you will have 2 aircrafts after mirroring.

Right click and insert a “New object” on the selected point. In “Geometry” you can choose the
object.


Now you just have to adjust it to your side view. It is recommended to do this in the object-tab.
There you have the possibility to modify you object in the side- , front- and top-view.

The shown reference point is your first created point. With this point you can move the complete
object. After finishing you project, this point can be deleted.
After you have scaled your object you can use the reference point to align it.

Now you can add textures. In case you use not a symmetrical texture, keep an eye on the left and
right side. Add another point to the middle of the Z-axis.

There we add the next object, this time a circle that we scale in the object-tab.

After this we join the points to a face.
Right click in the 3D window and create a new, clockwise roating face. Do not use more than 4
points
. More might lead to a failure when exporting the model to Reflex.

Because the first model does have less points than the second one, just join 3 points only.
Allocate a texture to the first face. All other faces will then get the same texture. This saves a lot of
time, just mind the different sides.

If you have accidentally set the rotation to the wrong direction, you can not see it, but it is there. In
this case right click on the 3D window and select “reverse rotation”. You can use this function also
for points that can not be reached from the correct side. I have made the cabin interior of my
Cessna with this.

Repeat this procedure until your fuselage is finished. Just mind, that the reference point is placed
in the centre of the Z-axis.
Now we want to add some windows. Therefore select a point in the middle of the window position.

On this point you select a hemisphere from the “Geometry” folder.

Rotate it with Objects > rotation and then scale it to get a nice cockpit.

After you have finished the cockpit, select a new colour for it and make the Alpha transparent (0.3)

Then click on the faces of our cockpit, select a texture and enter our new set colour in the colour
settings

Of course you can only use the colour, but then you have to add the rods of the cabin. Because I
have chosen the side view, the rods are already there. If you like to have a pilot in the cockpit you
have to add it before creating the windows. Otherwise there is no chance to get access to the
interior of the cockpit.

Wings:
This is the same procedure than at the fuselage, we just take a Profile as object. Therefore place
a new point outside of the fuselage. Later we can move the airfoil to the correct position with this
point.

After you have created the point insert an object on the selected point, go to the “Profile” folder and select an according airfoil.

Insert another one nearby.

Join the points to faces and add the according texture. As said before, for all other faces the
textures will be allocated automatically. There keep an eye on the bottom- and top-side.

Now move the first airfoil exactly to the centre of the Z-axis. The points of the airfoil should have
“0” under points/ x. This is very important for mirroring.

To move the airfoil we take our reference point which is visible under “Objects > airfoil”.
Go to the point-tab and look for the reference point. With the small coordination keys we can move
the complete airfoil. This is very practical and saves a lot of time.

Now you have to scale it accordingly.

Repeat the insertion of airfoils until the outline of your wing is finished.

You don’t need to look for the flaps or ailerons at this point, we will add them later.

If the wind is finished we can complete the model by mirroring.

Now export it to Reflex.

I will add a workshop for the definition of flaps or ailerons soon.

Best regards
Wusel (Klaus)

 

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