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Node placement in Blender


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Hi, this is quick question about node placement which i believe is not covered in wiki nor the blender modelling tutorial-

does the nodes need to be actual objetcs in blender with material, texture and UV map? Or they are created via cfg file? Thats very confusing to me now, and I would be very thankfull for anyone explaining this to me.

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Well, you create the collision node in Blender - thats a mesh that defines the physical 'boundaries' of your object in the game - its usually roughly the same shape as your model and its object must be named node_collider

Read the three sections on this page, from Node Tags and Name to Collision Mesh: http://kerbalspaceprogram.com/~kerbalsp/wiki/index.php?title=Part_Modelling_Guidelines#Nodes_and_Tag_Names

As it says, you create the actual connection nodes are added via the config files - basically it takes the origin point of your model (typically the middle, if you kept the 'dot' lined up over the axis intersection in blender) and then positions them by offsetting by the values in the config.

More about that here: http://kerbalspaceprogram.com/~kerbalsp/wiki/index.php?title=CFG_File_Documentation#Node_Definitions:

One thing to remember, the Y axis is UP in KSP - its translated properly even if you model Z-up in blender, so you don\'t need to rotate usually, but you still have to think Y-up when making coordinates.

I\'ll let you soak all that in, and ask questions about it before we add any more details.

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  • 4 weeks later...

I really need to make a video tutorial about using Blender for KSP work. For now, I will tell you that you can hit the 'N' key in edit mode and select just the face you want to measure then select global from the menu and you can find the exact node point in blender. This can also be used as a caliper if you select two faces and switch the mode to local.

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