@kevjon : Good eye on those edges. For the time being, I’ve added a bevel modifier to the shader to help the edges pop out a little bit. I thought I might help me more easily identify issues. They’ll be toned down later.
I was contacted to help create a model for an F-101 flight simulator. The guy who asked for my help has actually rebuilt an actual F-101 cockpit with working instruments and electronics.
Thanks a lot for sharing your complete rig setup, always interesting to see mechanical ones being built
I was just wondering why you don’t use the type of setup with parents as targets for pistons (like the one depicted in https://www.youtube.com/watch?v=-Xgw-mutOv4 ), as it prevents circular referencing leading to some awkward positions from time to time. It adds more complexity, for sure, but it is not so much to my mind, as it is similar to the setup you use with empties for the springs.
Hi Mark06GT, you mentioned in your Nov 2022 post that this model is intended for a flight simulator. I can only imagine how enormous the final file will be. Will your client use this for static animations or is it intended for a specific game engine?
I don’t know the details of that yet. I suspect there will be a couple versions of the model; a very detailed version and one that has much fewer polygons and baked texture details.