I am a relative newcommer to Blender. Some of my peers at X-Plane.org mentioned that it could be used to design static objects for the sim. I have been spending time experimenting with the program. I have gone through several tutorials and have familiarized myself enough with Blender to be able to use it. There is something new that I recently tried that has been giving me some rather mixed and confusing results. I have discovered that you can take a mesh and break it into two independant mesh elements by selecting some verticies and pressing the P key. I had built an eight-side cylander, then in edit mode I selected only the top verticies and pressed the p key to seperate the mesh. After seperating the mesh and exiting edit mode I selected the newly created mesh and went back into edit mode, pressed the A key to select all verticies, the E to extrude them to for some faces. I often tap the F key after exiting edit mode to see what direction the faces in the newly created mesh are facing in. In all of my experiments, all new meshes created by splitting existing meshes end up with some of their faces looking inward while other faces look outward. I can’t figure out why this is happening, for objects being disigned for X-Plane, all faces must face outward. Anyone know why this is happening?
Not particularly sure why the faces are outward/inward, however you can recalculate the normals to face the outside by going to editmode, selecting all the verts, and pressing Ctrl N.
Welcome to Blender!
I was an X-Plane pilot for awhile several years back, but never updated to 6, or I guess we’re up to 7 now?
Welcome aboard!
-Bischofftep