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Setting the Prop Axis in GMAX

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>No, the prop's rotational axis will always be 'z'. I think >it's probably best if I explain a little: >Select an object (for example your prop hub) and on the top >middle of the gMax window select 'local' from the list - if >your prop is working you should see the pivot change to show >the blue (z) axis pointing down the axis of rotation you see >in FS2002. I haven't tried using groups instead of linked >hierarchies yet, but in general it's the pivot of the group >rather than the individual objects inside it that affects >what you see in the sim.Before I forget it again, your video on 'blurred prop' is outstanding! Unfortunately, my Adobe Photoshop LE doesn't feature such a rich collection of tools (you cannot even create a circle!). Fortunately, most of the tools you have a replicated nicely in Serif's DrawPlus and PhotoPlus software... :)Now, again... it ain't necessarily so! :) "Lemme 'splain, Lucy," as Ricky Ricardo used to say.It may well be that the coordinate system in my little project is #####-eyed, but the reality is that the little yellow arrow is the longitudinal axis! If I align the z axis (blue arrow) the way the docs say, the durn prop rotates around a vertical axis... :)Thanks for the lucid explanation of the various coordinate systems though, I'm gradually piecing it all together!

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>It may well be that the coordinate system in my little >project is #####-eyed, but the reality is that the little I am sometimes forgetfull that the durn 'porn filter' at AVSIM sometimes can't tell a legitimate word from a profane one. That should be cockeyed... :)

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