The Quick Way
The Quick Way
Disclaimer
- These two versions are compatible for me using (Mac OS High Sierra 10.13.6). I cannot
speak to any other versions of these products.
- I have made this manual to help easy some of the frustration for beginners with getting
objects from Blender to X-plane (Nothing more, nothing less). I do not teach 3d
modeling. For modeling advice please visit Danklau’s page at:
https://www.youtube.com/user/danklaue/featured and Blender Guru at:
https://www.youtube.com/user/AndrewPPrice. There are plenty of other resources as
well.
THE FOLLOWING STEPS ARE LISTED IN ORDER FROM START TO FINISH AND WILL ILLUSTRATE
HOW TO ACTIVATE XPLANE2BLENDER AND GET A SIMPLE CUBE OBJECT FROM BLENDER TO
PLANEMAKER. For installation of xplane2blender please refer to the instructions that
accompany it.
ONE: Activate xplane2blender.
a) Click on file
b) Click on user preferences
c) Click on Addons
d) Under import-export make sure to check the box beside “Export: X-Plane (.obj)”
e) Click “Save User Settings” at the bottom.
TWO: MAKE YOUR CUBE OBJECT (obj)
a) Make sure you’re in object mode and click add.
b) Click on Mesh and then Cube and you will see a cube magically appear
THREE: ADDING A LAYER (The layer process needs to happened for every layer that gets used.)
a) Click on the little icon circled in red. That is the layers tab.
b) Click on “add X-plane Layers.”
FOUR: CREATING AN X-PLANE LAYER
a) Open up layer one and make a name for it. That will be the name of your object when
exported to X-Plane.
b) Click on Level of Detail where it says “none”
FIVE: ADDING LEVELS OF DETAIL
a) After click on “none” select 3. This will allow you to edit 3 different draw distances for
you object. I found a resource that gave this part as a guideline and am not 100% sure
that it is necessary. So, toy around with it as you see fit.
FIVE CONTINUED. As I just mentioned, the numbers placed here are not necessary but it is the
only thing I could find online and have stuck with it.
SIX: ADD A MATERIAL TO YOUR OBJECT:
a) Click on the circled icon for materials
b) Click add new material and there you have it. (material will affect how light reflects off
of your object in X-plane.)
SEVEN: UV UNWRAP YOUR OBJECT. (This tells the computer where to put your texture or
picture on the object. For now, we will simply follow the step to a bare minimum as it is a
required step.)
a) Make sure you are in edit mode
b) Click “mesh,” then “UV Unwrap,” and finally “Unrwap.”
EIGHT: CLICK “SAVE”
NINE: EXPORT THE OBJECT
a) Click “file,” then “Export,” and finally “X-Plane Object.”
b) Then click export object to where ever you please or to the location I will soon reveal.
TEN: SAVE SOME TIME AND JUST EXPORT THE FILE DIRECTLY TO A FOLDER NAMED OBJECTS IN
THE AIRCRAFT FOLDER OF CHOICE. I should have pictured this step, but I forgot. Shame on me.
a) So if you don’t export directly, just drag and drop the file to the objects folder.
ELEVEN: OPEN UP XPLANE AND ADD THE OBJ
a) Click “standard” and then select “misc objects.”
b) Then click “add” and then click the little box that is circled.
ELEVEN CONTINUED: ADDING THE OBJECT
a) Select your object name and then you will see it sitting with your plane
b) Now take a deep breath an realize that blender isn’t hard when there are simple
instructions.
I hope this helps. Any questions feel free to hit me up with a message at xplane.org under
Exploration Out Industries.