Welcome to the comprehensive help guide for RC Flight Replay. Browse the topics below or use the search bar to find specific information about features, panels, and controls.
RC Flight Replay transforms your GPS flight logs into immersive 3D replays, allowing you to analyse your flights from any angle. Whether you’re reviewing your flying technique, comparing flights, or simply reliving your best moments, this guide will help you get the most from every feature.
🎮 3D Model Rigging Guide
Create animated custom 3D models for RC Flight Replay
Learn how to set up your 3D models with animated control surfaces - ailerons, elevators, rudders, propellers, rotors, flaps, and landing gear that move in real-time during flight playback.
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Animated 3D Models Overview
Introduction
RC Flight Replay can animate control surfaces on your custom 3D models based on your recorded RC channel data. When you upload a properly rigged GLB model, you'll see your ailerons, elevator, rudder, flaps, landing gear, propellers, and rotors move in real-time during flight playback.
Supported Aircraft Types
- Fixed-Wing Aircraft: Airplanes, gliders, bi-planes with traditional control surfaces
- Helicopters: Single and coaxial rotor configurations with main and tail rotors
- Multi-Rotor Drones: Quadcopters, hexacopters, and octocopters
How It Works
The animation system looks for specific node (object) names in your 3D model. When it finds a matching node, it automatically animates that part based on the corresponding RC channel data from your flight log.
- Node detection is case-insensitive - "Aileron_L" works the same as "aileron_l"
- The system auto-detects which control surfaces your model has
- Missing nodes are simply skipped - no errors occur
- Your model type (Airplane/Helicopter/Drone) is set in the RC Flyer App
📋 Requirements
- 3D model in GLB or glTF format
- Maximum file size: 10MB
- Control surfaces must be separate objects with correct names
- Object origins (pivot points) must be at the hinge/rotation point
Fixed-Wing Aircraft Setup
Overview
Fixed-wing aircraft include airplanes, gliders, and bi-planes. These use traditional control surfaces that deflect to control the aircraft.
Control Surface Node Names
| Control Surface | Accepted Node Names | Movement | Channel |
|---|---|---|---|
| Propeller | propeller, prop, spinner |
Continuous rotation (Z-axis) | Throttle |
| Elevator | elevator, elev, elevator_L, elevator_R |
±25° rotation (X-axis) | Elevator |
| Left Aileron | aileron_L, aileron_left, aileronL |
±30° rotation (Y-axis) | Aileron |
| Right Aileron | aileron_R, aileron_right, aileronR |
±30° rotation (Y-axis, opposite) | Aileron |
| Rudder | rudder, fin_v |
±30° rotation (Z-axis) | Rudder |
| Flaps (L/R) | flap_L, flap_R, flapL, flapR |
0-45° rotation (X-axis) | Flaps* |
| Landing Gear | gear, gear_main, gear_nose, gear_L, gear_R |
0-90° rotation (smooth) | Gear* |
* Flaps and Gear require manual channel assignment in the Transmitter Panel settings
Pivot Points (Origins)
Each control surface must have its origin (pivot point) set at the correct hinge location:
- Propeller: Center of the propeller hub
- Elevator: Leading edge where it attaches to the horizontal stabilizer
- Ailerons: Leading edge where they attach to the wing trailing edge
- Rudder: Leading edge where it attaches to the vertical fin
- Flaps: Leading edge where they attach to the wing
- Landing Gear: The retraction pivot point
Animation Behavior
- Propeller: Spins continuously, speed based on throttle (0-8000 RPM)
- Ailerons: Move in opposite directions (differential) for roll control
- Elevator: Deflects up/down for pitch control
- Rudder: Deflects left/right for yaw control
- Flaps: Deploy proportionally based on channel value (0-45°)
- Gear: Smooth ~1 second transition between extended and retracted
Helicopter Setup
Overview
Helicopters use rotating blades instead of fixed wings for lift and control. The animation system supports main rotor and tail rotor animation.
Rotor Node Names
| Component | Accepted Node Names | Movement | Channel |
|---|---|---|---|
| Main Rotor | rotor_main, main_rotor, rotor, mainrotor |
Continuous rotation (Z-axis) | Throttle |
| Tail Rotor | rotor_tail, tail_rotor, tailrotor |
Continuous rotation (X-axis) | Throttle + Rudder |
Pivot Points (Origins)
- Main Rotor: Center of the rotor mast, at the hub
- Tail Rotor: Center of the tail rotor shaft
Animation Behavior
- Main Rotor: Spins at helicopter RPM (up to 12,000 RPM at full throttle) - faster than airplane propellers
- Tail Rotor: Base speed from throttle, with ±30% variation based on rudder input for anti-torque
💡 Tips for Helicopter Models
- Include the rotor blades as part of the rotor node - they'll spin together
- Make sure the main rotor spins around the vertical axis (Z)
- The tail rotor should spin around its horizontal axis (X)
- For coaxial helicopters, name rotors
rotor_main_upperandrotor_main_lower
Multi-Rotor Drone Setup
Overview
Multi-rotor drones (quadcopters, hexacopters, octocopters) use multiple motors spinning at varying speeds to achieve flight and control. The animation system simulates realistic motor speed variations based on control inputs.
Motor Node Names
| Position | Accepted Node Names | Rotation | Speed Modifiers |
|---|---|---|---|
| Front Left | motor_FL, prop_FL, rotor_FL |
Counter-clockwise | Throttle + Pitch + Roll |
| Front Right | motor_FR, prop_FR, rotor_FR |
Clockwise | Throttle + Pitch - Roll |
| Rear Left | motor_RL, prop_RL, motor_BL |
Clockwise | Throttle - Pitch + Roll |
| Rear Right | motor_RR, prop_RR, motor_BR |
Counter-clockwise | Throttle - Pitch - Roll |
| Middle Left (Hex) | motor_ML, prop_ML |
Counter-clockwise | Throttle + Roll |
| Middle Right (Hex) | motor_MR, prop_MR |
Clockwise | Throttle - Roll |
Motor Layout (Top View)
FRONT
^
|
FL FR
\ /
\ /
X <-- Center
/ \
/ \
RL RR
For Hexacopter:
FL FR
\ /
ML--X--MR
/ \
RL RR
Animation Behavior
- All motors spin at high RPM (up to 15,000 RPM)
- Roll (Aileron): Left motors speed up, right motors slow down (or vice versa)
- Pitch (Elevator): Front motors speed up, rear motors slow down (or vice versa)
- Yaw (Rudder): CW motors speed up, CCW motors slow down (or vice versa)
- Diagonal motors spin in the same direction to counteract torque
💡 Tips for Drone Models
- Include propellers as part of each motor node
- Use clear naming: FL = Front Left, BR = Back Right, etc.
- The system auto-detects quad (4), hex (6), or octo (8) configurations
- Motor speed variations create a realistic visual effect during maneuvers
Blender Setup Guide
Overview
Blender is a free, open-source 3D modeling software that's perfect for creating or modifying RC aircraft models for RC Flight Replay. This guide covers the essential steps to prepare your model for animated control surfaces.
Separate Control Surfaces
Each control surface that you want to animate must be a separate object in Blender.
- Select your model in Object Mode
- Press
Tabto enter Edit Mode - Select the faces of a control surface (e.g., left aileron)
- Press
Pand choose "Selection" to separate it into a new object - Repeat for each control surface
Name Objects Correctly
In the Outliner panel (top right), rename each separated object to match the required naming convention:
- Click on the object name in the Outliner
- Press
F2or double-click to rename - Use names like
aileron_L,elevator,rudder, etc.
Tip: Names are case-insensitive
Set Pivot Points (Origins)
The origin of each object determines where it rotates from. This must be at the hinge point.
- Select the control surface object
- Press
Tabto enter Edit Mode - Select a vertex at the hinge point (where the surface attaches)
- Press
Shift+S> "Cursor to Selected" - Press
Tabto return to Object Mode - Go to Object > Set Origin > "Origin to 3D Cursor"
Check Orientation
For best results, your model should:
- Face the +X direction (nose pointing right in front view)
- Have +Z as up
- Be centered at the origin (center of gravity)
Apply Transforms
Before exporting, apply all transforms to avoid unexpected behavior:
- Select all objects (
A) - Press
Ctrl+A - Choose "All Transforms"
Export as GLB
- Go to File > Export > glTF 2.0 (.glb/.gltf)
- In the export settings:
- Format: glTF Binary (.glb)
- Transform: +Y Up (Blender default)
- Geometry: Include Normals, UVs
- Click "Export glTF 2.0"
Upload to RC Flight Replay
- Go to your Dashboard on rc-flyer.com
- Click "Upload Custom Model" on your aircraft
- Select your GLB file
- Adjust scale, rotation, and height offset as needed
- Your control surfaces will animate automatically!
Troubleshooting
| Problem | Solution |
|---|---|
| Control surface doesn't animate | Check the object name matches the required naming convention |
| Surface rotates from wrong point | Set the origin to the correct hinge location |
| Surface moves in wrong direction | Check the object's local axis orientation |
| Model appears at wrong size | Adjust the Scale setting when uploading |
| Model faces wrong direction | Adjust the Rotation Offset setting when uploading |
Channel Assignment for Control Surfaces
Overview
Some control surfaces (like flaps and landing gear) need to be manually assigned to an RC channel. This tells the animation system which channel controls that surface.
Primary Control Surfaces (Automatic)
These are automatically linked to their standard channels:
- Aileron: Uses the Aileron channel assignment
- Elevator: Uses the Elevator channel assignment
- Throttle/Props: Uses the Throttle channel assignment
- Rudder: Uses the Rudder channel assignment
Secondary Control Surfaces (Manual Assignment)
These require manual channel assignment:
- Flaps: Assign to the channel that controls your flaps
- Landing Gear: Assign to the channel that controls your retractable gear
How to Assign Channels
- Open a flight in RC Flight Replay
- Click the gear icon on the Transmitter Panel (or in the panel header)
- In the Channel Assignment modal, find the channel that controls your flaps or gear
- Select "Flaps" or "Landing Gear" from the dropdown
- The assignment is saved automatically to your model
📊 Channel Values
RC channels use values from 0 to 255:
- 0: Minimum position (e.g., flaps retracted, gear down)
- 128: Center/neutral position
- 255: Maximum position (e.g., flaps fully deployed)
Flaps Animation
- Flaps animate proportionally based on channel value
- Channel value 0 = Flaps at 0° (retracted)
- Channel value 255 = Flaps at 45° (fully deployed)
- Any value in between gives partial deployment
Landing Gear Animation
- Gear uses a threshold at channel value 128
- Channel value < 128 = Gear extended (down)
- Channel value > 128 = Gear retracted (up)
- The transition is smooth (approximately 1 second)
Tips & Best Practices
Model Optimization
- File Size: Keep models under 5MB for best performance (max 10MB)
- Polygon Count: Aim for under 50,000 polygons for smooth performance
- Textures: Use compressed textures (JPEG) and reasonable resolutions (1024x1024 or smaller)
- Materials: Keep material count low - combine where possible
Origin/Pivot Point Best Practices
- Place the main model origin at the center of gravity
- Control surface origins should be at the hinge line
- Propeller/rotor origins at the center of the hub
- Gear origins at the retraction pivot point
Naming Conventions
- Use underscores or periods as separators:
aileron_Loraileron.L - Be consistent with your naming style
- Names are case-insensitive
- Stick to the documented names for automatic detection
Testing Your Model
- Upload your model via the Dashboard
- Open any flight with that aircraft
- Check the browser console (F12) for "Control surface nodes discovered:" message
- Play the flight and verify each surface animates correctly
- Adjust origins/names if something doesn't work as expected
Where to Get Models
- Create your own: Blender (free), SketchUp, Fusion 360
- Download: Sketchfab, TurboSquid, CGTrader, Free3D
- Convert: Use Blender to convert OBJ, FBX, or other formats to GLB
- RC-specific: Search for "RC airplane 3D model" or specific aircraft names
🆘 Getting Help
If you're having trouble with your model:
- Check the browser console (F12) for node detection messages
- Verify your node names match the conventions exactly
- Test with a simple model first to understand the system
- Contact us via the RC Flyer App for assistance
