Metasequoia LE
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Make sure you're using the oldest version of Metasequoia LE which is 2.1. Also make sure you're not using the regular version of Meta or the newer version of LE, I've had problems with that one. Some things to think about while learning Meta is that it is a simplified version of 3D software so it doesn't have 3 simultaneous views or any of the other stuff the expensive software has. When working with a model you should be looking at the side view <F1> key, the top view, <F2> key or the front view <F3> key. Holding down the shift key while selecting a function key will give the opposing view. Try it! The easiest way to find out how to use Meta is to work with existing models. All mine have the .mqo file included for playing with. You can play all day and if you don't save it, nothing is changed. Also, you can always download the original from my website. Objects must be unlocked and visible to select the object or parts of an object. The little lock and eyeball next to the object name are how this is done. Click the eyeball, a piece disappears, click the empty box where the eyeball used to be and the object reappears. If all locks are indicated, you can't edit anything but you can add new objects or create new objects. Click the little lock, it disappears and you can edit the object. Click the little box where the lock used to be and you can't edit anymore. Objects can be anything from a simple point to a sphere, circle, pyramid or just about anything. Most complex objects are built up from simple ones. One simple way to start out is use File and New to clear the workspace. Then click on the [Primitive] button under the Command section of the screen. Now click the cube that popped up. Now hit the F1 button for the side view and click near the center of the screen. A large white box will appear. If you hold your right mouse button elsewhere on the screen and drag it at a diagonal, you can rotate that cube now. Try it! You may note that the object is made up of points, lines and what are called faces or surfaces. In the upper left corner of the work area are little toggle boxes that say [Pt], [Ln] and [Fc]. As you might guess, clicking and unclicking these will reveal or hide the points, lines or faces. Try it! The [Si] button is used for displaying virtual objects that are mirrors of actual objects. We usually leave this in the up position. The [Fr] is used to select only a portion of an object that is in FRont of you. So you can say change a color of a single face if you want. While the [Img] button is for using an existing 3-view as a background to make modeling easier but it's a bit tricky to use right away. On the Command list, click the [Rect] button now. That says you want to use a rectangle to select an object or parts of an object. Knowing how to select what you want to work on is critical for playing with Meta. Go back to your cube now and hit the <F1> key for the side view. Then put the mouse cursor above and in front of the cube face you arer looking at, then hold down the right mouse button and drag it until the rectangle is below and to the right of the left line of the cube, then release the button. You should now have a single green line with 2 green points selected and the rest of the cube is pink. You've selected the entire front of the cube now. Now comes the fun part. We're going to play with that front part of the cube by using the Edit Panel which should be on your screen in the work area. The first column is for movement, the second is for shrink and grow and the third is for rotation. You activate them by moving the mouse cursor over the one of the boxes, clicking and holding the right mouse button and moving the mouse itself left and right. Try them all, it's a blast. Questions and Answers: 1. Is the size of the model on meta important? or does the PAR file
accomplish that?? (how DO you size on
meta??) Sizing
is done by clicking off all the lock buttons, clicking on the [Sel All] button,
clicking on the [Scale] button and then click the [Number] button on the Scale
pop-up, set the center to 0,0,0 and then adjust the
percentage on the left side. Remember the Ctrl-Z UNDO key is your friend.
<smile> 2. Does it make a difference where on the grid the
image is?? Half the time I end up with the grid thru the middle of the
airplane. The
image should be with the center of gravity at the airplanes CG. So usually, 1/3 of the wing chord back from the leading edge
and somewhere near the middle of the fuse when using the side view
with the <F1> key. Remember that the Z (blue) axis
is fore/aft, X (red) axis is left/right and Y (green) axis is up/down. 3. Do you import a scale dwg. or
something to actually get meta model accurate? Yes,
the best way is to bring in a 3-view image file that's accurate. This is a bit
advanced and someone else's tutorial did a good job of describing it. If you
need this info, I'll look up the other tutorial. You use the [Img] button
at the top of the work area, the {View} {Set Background Image} menu item and
the left hand side Command called [BkImg] that allows for resizing and moving
the background. Hold down shift while resizing or your background will not
maintain its aspect ratio. Usually
you build separate objects when selecting them later would become a
problem. Just move the wings, stab or fin to where they belong,
there is no need to join them together. In fact, FMS is just flying a bunch of
pieces at the same time. You can copy entire airplanes and fly formation too. There
are 2 ways to mirror, one is physical mirroring by selecting an object and then
using the menu item {selected} {mirror} and then choose X, Y or Z mirroring. As
an option you can mirror in software by double-clicking on an object name and
then filling in the {Mirroring} section of the object property box. The only
problem with mirroring in software is that both wings will look exactly the
same even down to the graphics so you can't have different logos on each wing.
That's why wings are usually physically mirrored. But this is done only
near the last step of model creation. Start with software mirroring until it's
time to make it pretty with image mapping. Dihedral is also added as a final step as image
mapping is easier with flat surfaces. The way you add dihedral is to rotate the
wing around the Z axis. 6.
How do FMS and/or PAR do Center of Gravity?? Do I do it? If
the CG in 7.
How do I look at my terrible simple plane without the construction points and
grid?? Up
at the top of work area there were the [Pt], [Ln] and [Fc], click point
and line off. Then down by the view area on the left bottom, click off the ZX
grid and the Ax axis. Now you can see the model without hindrance. 8. I
saved a MQO file and I know I need to edit a PAR and WAV file to the same
folder name;But what is the
--.x file? and how do I do it? Within meta, do a
<Save As> and select {Direct3D Retained Mode .x}
Total
tail area is actual square meters I believe for version beta 7. The
best way to start is to find a model that flies the way you want your model to
fly and then copy the .par to start with. All .par files are independent of the
actual model. That said, it'd be very difficult to
have MetaLE drive the actual model's flying
characteristics. To make .par files, either use the parcreator for version beta 7 or pareditor
for version alpha 8.5. Both are available for free download at: http://sekiai.net/fms_e.html#A8Editor_Converter .
I never did get a good handle on how the .par worked for version 2.7 but was
able to edit them enough to make my models fly OK. In version alpha 8, a good
representation of your model in the .par file should approach realistic flying
of an actual model. I've yet to figure out how to modify POLARs for adjustments of wing lift, drag and moments. 10.
When I set wingspan etc.how does FMS recognise the length and width of the fuse?? Is
it from my editing"tail moment arm"?? (This
is mean wing chord to mean stab chord?) How does it get the nose moment dimen.? Fuse
is not important to the overall handling of a model except with extreme 3D models. The fuselage is not
usually a lifting body but it is reflected in the drag coefficient. Weight, wing area, thrust are all important. As well as the pitching moments. The tail moment arm affects
the control authority of the empennage components. Longer arm, more
influence...
Not
sure about this question but equivalent I think means differential fore/aft from
the actual 3D model. 12.
I now have FMS 2.7 and 2.8 on separate computers. Am I
right that 2.7 planes work on 2.8 but with 2.8 PARs
they would be much better?? Version
2 alpha 8.5 will fly both beta 7 and alpha 8 .par file models. Version beta 7 only flies beta 7 models. 13.
I like to build odd and original models.Is there a
way to print side and top views of something I come up with on THE END
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