PRODUCT NAME: WW2 Aircraft Carrier Akagi COPYRIGHT: Copyright © RPublishing AUTHOR: John T. Martzahn (RPublishing) and purchased and sold exclusively by RPublishing. OWNERSHIP STATEMENT: All of this product's content is owned by RPublishing. Files are not to be redistributed in any way. PRODUCT DESCRIPTION: When Pearl Harbor was attacked, December 7, 1941, the Akagi was already an experienced and well-oiled fighting machine, having participated in the Sino-Japanese War. Her air crews were extremely well trained, and had been tested in actual combat. Serving as the flagship of VADM Chuichi Nagumo, commander of the First Air Fleet, she participated in strikes in the South Pacific, Southest Asia, and the raid into the Indian Ocean, in early 1942. May 27, 1942, she departed Japan for the last time, leading Carrier Divisions 1 & 2 to the Battle of Midway. She and her sisters met their ends in that ill-fated plan of ADM Isoroku Yamamoto, commander of the Combined Fleet. Yamamoto, then a captain, had been the first commanding officer of Akagi. This model has been a considerable undertaking, and we are very happy to be able to bring it to the community. The ship has operating aircraft elevators, and a host of props including the three types of aircraft carried, complete with ordnance. Complete operating instructions are provided below. Please read these, but if you have any further questions feel free Renderosity Site Mail us at RPublishing. SYSTEM REQUIREMENTS: PC/MAC, Poser 5 and above INSTALLATION INSTRUCTIONS: If you use WinZip, be sure to check "Use folder names" and extract to your Poser 'Content' folder, not the "Runtime" folder. All files must go to the file folder paths indicated in the zip file in order for the product to work properly. The templates are provided for making your own textures. They are outside the Runtime, and may be placed wherever you wish. USAGE TIPS/LIMITATIONS: Figure: Found under the RPublishing "Ships" folder (Highlight thumbnail, then click on double-checkmark to add the figure to your scene. Poses: In Poses library, category "RPublishing\Ships" (Highlight thumbnail, then click on checkmark to add the figure to your scene. Be sure that the proper figure is selected first. Props: In Props library, category "Ships" (Highlight thumbnail, then click on checkmark to add the figure to your scene. These are smart props; be sure the correct figure is selected. The aircraft for Akagi are in the Props\RPublishing\Ships\Akagi folder. These are smart props; be sure the correct figure is selected. The B5N2 "Kate" is equipped with a Type 91 torpedo when loaded. Likewise, the D3A1 "Val" has a 550kg bomb. These props may be deleted by selecting the correct prop and going to Object menu--Delete Object, and clicking "Yes" on the confirmation dialog. There are no provisions for reloading these props. If you wish to portray the "Kate" dropping its torpedo, simply move the torpedo while it is still parented to the plane. Rotate it around the X axis so that the attaching lugs are not visible. The "Val" and its bomb may be handled similarly, but there are no lugs to be hidden. Posing: Aircraft Elevators: The elevators are near the top of the body parts list, and numbered fore to aft. Select the desired elevator, and use the "Lower" dial on the Parameters tab to raise or lower. The dials are limited for your convenience. See the next section for information about airplanes parented to the elevators. Aircraft: Each type of airplane comes in two versions, one with wings folded and one with the wings unfolded, ready to take off. Each "folded" version is parented to the elevator on which it loads. The "ready" versions are parented to the hull. Each instance of the same airplane will load in the same spot, and extra copies should be moved to another place. Copies of the "folded" versions should have their parent changed if the elevator is to be posed. Go to Object menu--Change parent, and select the body part "hull" from the hierarchy list. The flightdeck of the Akagi is sloped 1.8 degrees in each direction from a high point ahead of the island. Any airplane moved across the high point will need to have its Z rotation adjusted. Double-click on the zRotate dial to bring up the dialog shown below. The sensitivity has been changed from the default of 1.000000 to 0.100000. Make sure this setting has been saved in your version of Poser. The value only needs to be inverted, and this can be done by either adding or deleting the minus (-). Click on OK after making the change. Because of the slope of the deck, any airplane moved along the X axis will also need to have its yTran value adjusted. This is most easily accomplished by using the Front camera, and grabbing the plane with the Translate tool. For best visibility, use Outline display mode (Ctrl+2). If visibility is poor, set the Foreground color to contrast with the Background color. Guns: The ship's guns are as follows: There are six 8-in. guns, three on each side, at the rear just above thr hull. There are fourteen dual-25mm guns, mounted in four sponsons, three in each of the forward sponsons, and four in each of the rear sponsons. There are also six dual-12cm (4.7-in.), three to a side. The 12cm guns on the starboard side are in shielded mounts, the port side guns are unshielded. Each gun assembly consists of two body parts, a Gun and a Bbl (barrel). The Gun body part trains the entire assembly (yRotate). The Bbl body part elevates the barrel (xRotate). The dials are named "Train" and "Elevate," respectively. The gun naming is as follows: 1. 25mmLF1-Gun is the first gun in the Left Front sponson, its barrel is 25mmLF1-Bbl. The other sponsons are identified by RF, LR and RR. 2. 12cmStbd1-Gun is the first 12cm gun on the starboard (right) side. The left side guns and barrels include the word "Port." 3. 8inPort1-Gun is the first 8-in. gun on the left side. The right side guns and barrels include the abbreviation "Stbd." Each 12cm gun on the port side also has an elevation wheel. This may be posed, but has no effect on the gun. Anchors: Each anchor has a "Hide" dial to be used in conjuction with the anchor chain props. The dials are limited, and turning them as far as they will go to the right will hide the anchors inside of the bow. Range Finders: There are two posable range finders on the island. 4mRF is the 4m range finder atop the large column. 1mRF is the 1m range finder atop the bridge. They may be trained, and are not limited. All other range finders and gun directors on the ship are static. Props: Aircraft: KateFolded loads a "Kate" torpedo bomber, with wings folded, on the #3 elevator, parented to that elevator KateReady loads a "Kate" torpedo bomber, with wings unfolded, nearby, parented to the hull ValFolded loads a "Val" dive bomber, with wings folded, on the #2 elevator, parented to that elevator ValReady loads a "Val" dive bomber, with wings unfolded, nearby, parented to the hull ZekeFolded loads a "Zeke" fighter, with wing tips folded, on the #1 elevator, parented to that elevator ZekeReady loads a "Zeke" fighter, with wing tips unfolded, nearby, parented to the hull Each torpedo bomber has a torpedo attached, and each dive bomber has a bomb. They may be removed as instructed above in the Using section. The fighter is equipped with a drop tank, but it is not removeable. See the Posing section above for instructions on relocating the planes. Antenna Arrays: There are two sets of antenna arrays, one with the antennas in the upright positions (AntennasUp), and one with the arrays parallel to the sea (AntennasDown). They were kept upright as much as possible, only being lowered when flight operations were in progress. Load whichever version is appropriate to your scene. Underdeck details: In most views of the ship the underside of the flightdeck would not be visible. There is a prop (Underdeck) for those instances where the detail would show. The prop consists of the support girders for the flightdeck, for the entire length. At the stern there are also the transporting rails for the steam launches, and the housings for the rear pair of searchlights that could be raised above the flightdeck level. Railings: This prop (Mainrails) adds the railings around the main deck. It should be loaded in most cases, but is unnecessary in distant views. Note: Each of the three preceeding props is relatively light, and they use no texture maps, so they may be used at any time without making any appreciable demand on system resources. Naval and National Flags: There are two props in this category. VADM-IJN Flags adds another rope to the mast, and two flags. The uppermost, with eight rays and a red bar across the top, is the flag of Vice Admiral Chuichi Nagumo. The one just below that, with sixteen rays, is the Imperial Japanese Navy flag. The prop Imperial Flag adds a flag identical to the IJN flag, but smaller. It loads on the second rope from the left, of the six coming from the yardarm. In fact, as they are identical in appearance, this may be the IJN flag and the other the Imperial war flag. Nothing could be found in the research done to differentiate between the two. However, they were always flown as depicted here. Note: Each of these flag has a couple of morphs. Because of the angles of the ropes, they have been applied to a certain extent. Feel free to alter the settings to suit your needs. Signal Flags: The signal flags come in four shapes: a notched flag for the letters A & B; a square flag for letters C through Z; a truncated pennant for numbers and the answer flag; and a pointed pennant for the repeaters, also known as substitute flags. Like the larger flags above, these also have morphs. There is one smart prop for each shape, and they load on the left rope coming from the yardarm. The arrangement of the flags as loaded will rarely be useful as is. Usually you will need to load duplicate props and reposition them, changing the texture maps. To change the textures, go to the materials room and click on the texture name on the image node. Click on the Browse button, and go to textures\RPublishing\SigFlags. To reposition extra flags it will be easiest to use the Front & Right cameras, and it is suggested that you use Outline display mode. The edge of the flag should touch the rope mesh. If you plan to save shapes in new positions, you will need to unparent the flag (Object menu--Change parent, and choose Universe as the new parent). After repositioning, use Set Parent on the Properties tab, and choose the body part "hull." This is important, as the saved flag will otherwise revert to its original position. Anchor Chain Props: First use the Hide dial for the selected anchor. The chains are smart-propped to the hull, hanging straight down. The centers have been set so they may be easily rotated around X and Z axes to position them as you wish. A bit of translation may be needed if angled too much. The props are named ChainLeft-A & ChainRight-A. The "-A" is to differentiate them from similar props for the other RPublishing ships. Additionally, the thumbnails are color-coded. MAT Poses (Aircraft): The MAT poses for the aircraft are for easily changing the appearance of the planes. The "Running" versions make the propeller blades disappear. The "Flying" versions also make the landing gear disappear, as appropriate. For instance, the landing gear on the "Val," and the tail wheel of the "Kate," are not retractable. Each plane also has a "Default" pose to make all parts visible again. As mentioned above, the planes need to be parented for the MAT poses to work. Rendering (FireFly): The default materials should be ray-traced using the settings shown in Fig. 2 above, with some exceptions. The bucket size may be increased if your system has sufficient RAM. Also, the 12 pixel samples setting is for maximum detail at close range. Turning this down for more distant shots will save render time. The simple material set will work acceptably with no need for enabling "Use Displacement Maps," but should still be ray-traced. In fact it gives good results with the Auto render settings, as long as the slider is set to "Final" for final images. This increases the maximum texture size above the needed 3000. For proper detail at medium to close ranges, the Poser 4 render engine should not be used. It will result in many of the positive bump values appearing to be negative. It may, however, be acceptable at a distance. You will need to determine this, based on your own settings and preferences. The props and figure have been saved with Smooth Polygons turned off. They will load that way in Poser 6 and above, but will need to have the "Smooth Polygons" box unchecked on the Properties tab in Poser 5, if polygon smoothing is enabled in the render settings. FILES LIST: \Runtime\Geometries\RPublishing\aircraft\ 550kg.obz KateF.obz KateR.obz ValF.obz ValR.obz ZeroF.obz ZeroR.obz type91.obz \Runtime\Geometries\RPublishing\ships\ AntDwn.obz AntUp.obz ChainPropM.obz FlagRope.obz Jflag.obz Mainrails.obz VAflag.obz akagi.obz nchflagA.obz numflagA.obz repeatA.obz sqflagA.obz underdeck.obz \Runtime\libraries\Character\RPublishing\Ships\ WW2-Akagi.crz WW2-Akagi.png \Runtime\libraries\Pose\Ships\WW2_Akagi\Akagi Planes\ Akagi.p2z Akagi.png Kate Default.p2z Kate Default.png Kate Flying.p2z Kate Flying.png Kate Running.p2z Kate Running.png Val Default.p2z Val Default.png Val Flying.p2z Val Flying.png Val Running.p2z Val Running.png Zeke Default.p2z Zeke Default.png Zeke Flying.p2z Zeke Flying.png Zeke Running.p2z Zeke Running.png \Runtime\libraries\Props\RPublishing\Ships\WW2_Akagi\Aircraft Props\ KateFolded.png KateFolded.ppz KateReady.png KateReady.ppz ValFolded.png ValFolded.ppz ValReady.png ValReady.ppz ZekeFolded.png ZekeFolded.ppz ZekeReady.png ZekeReady.ppz \Runtime\libraries\Props\RPublishing\Ships\WW2-Akagi\ A-B Flag-A.png A-B Flag-A.ppz AntennasDown.png AntennasDown.ppz AntennasUp.png AntennasUp.ppz C-Z Flag-A.png C-Z Flag-A.ppz ChainLeft-A.png ChainLeft-A.ppz ChainRight-A.png ChainRight-A.ppz Imperial Flag.png Imperial Flag.ppz Mainrails.png Mainrails.ppz NumFlag-A.png NumFlag-A.ppz RepeatFlag-A.png RepeatFlag-A.ppz Underdeck.png Underdeck.ppz VADM-IJN Flags.png VADM-IJN Flags.ppz \Runtime\textures\RPublishing\Aircraft\ 550kgTEX.png kateTEX-F.png kateTEX.png type91TEX.png valTEX.png zekeTEX.png \Runtime\textures\RPublishing\Ships\ Akmap1BD.png Akmap1TEX.png Akmap2BD.png Akmap2TEX.png LB1TEX.png LB2TEX.png SL1TEX.png SL2TEX.png SL3TEX.png ijnflag.png vadmflag.png \Runtime\textures\RPublishing\SigFlags\ 1repeat.tif 2repeat.tif 3repeat.tif codeans.tif letAtex.tif letBtex.tif letCtex.tif letDtex.tif letEtex.tif letFtex.tif letGtex.tif letHtex.tif letItex.tif letJtex.tif letKtex.tif letLtex.tif letMtex.tif letNtex.tif letOtex.tif letPtex.tif letQtex.tif letRtex.tif letStex.tif letTtex.tif letUtex.tif letVtex.tif letWtex.tif letXtex.tif letYtex.tif letZtex.tif num0tex.tif num1tex.tif num2tex.tif num3tex.tif num4tex.tif num5tex.tif num6tex.tif num7tex.tif num8tex.tif num9tex.tif Runtime\Templates\RPublishing\Ships\WW2_Akagi 550kgT.gif A6M2T.gif B5N2T.gif D3A1T.gif LB1T.gif LB2T.gif SL1T.gif SL2T.gif SL3T.gif jflagT.gif map1T.gif map2T.gif type91T.gif