One major step remains: to link the plane into a single hierarchy. Before it's airworthy, however, you'll also need to rotate it into the proper orientation and adjust a pivot.
Load a start file
To work properly with Microsoft Flight Simulator (FS), the pivot point of an aircraft used by FS as its center, should be midway between the propellers, and a quarter of the way back from the front of the wings. In this procedure, you'll make that adjustment in the Top viewport.
Adjust the gondola pivot
The gondola's pivot becomes visible, near its rear.
The gondola's pivot resembles the transform gizmo.
The gondola's pivot properly positioned.
Currently the plane looks like a single object, but it's really just a collection of unconnected parts. You can demonstrate this, if you like, by moving one of the parts, such as the gondola (if you do move it, be sure to undo before continuing). In this section, you'll connect all the parts into a hierarchy, so that moving the gondola moves the entire plane.
Build a hierarchy for the plane
How you link objects is up to you; the only firm rule is that the gondola must be above all the other objects in the hierarchy. As a rough guide, link small objects to larger nearby objects. For example, you might link the propeller objects to their related spinners, and then the spinners to their sponsons. This would create a three-level hierarchy, with the sponson at the top, the spinner as its child, and the propeller blades as the spinner's children and the sponson's grandchildren.
As you work, keep switching to Select And Move and move the gondola to see which objects come along with it. When you're finished, no objects should be left behind when you move the gondola.
H key), and on the Select Objects dialog, turn on Display Subtree. This displays the hierarchy as an tiered list, with the parent object at the top.
You can also check the hierarchy by clicking the Select By Name button on the toolbar (or press theThe final step is to rotate the plane so that it's pointing upward in the Top viewport. Otherwise you'll start out flying backward.
Turn the plane around
Enter, the displayed value changes to –180.0, which is the same thing, rotation-wise.
When you pressAlso, the plane reverses its orientation in the Top viewport, facing upward.
In this tutorial, you learned more about low-poly modeling using primitive objects like boxes, spheres and cylinders. You also made use of a background image to help in the modeling process.