I have two simple methods for this but one uses blender lingo, so I'll use the other.
Alright, really specifically, what you're going to want to do is to get the camera perfectly positioned to look at the ship properly. This is really pretty easy. "1" on the numpad will put your view directly in front of your ship, and then hitting "8" three times will move your view up to the 45 degree mark, looking at your ship (make sure to center your view on the center of your ship first, but this should already be the case if you've just imported your object).
Now on the lower left-hand corner of the main 3d view, there is a tab called "View". Go View-->Align View-->Align Active Camera to View
Now the location of your camera is set and doesn't need changed.
The next part is pretty easy too. You need to get your ship to rotate properly without slowing down and speeding up at either end. There are two ways to do this; one is a simpler way but requires more blender knowledge, so I'll just use the other way.
Make sure your ship is facing away from you like it would in the first frame of a ship rotation. You'll want to push "n" and then set the z rotation to 180 to do this (if it is already facing away from you, just use 0 and subtract 180 degrees to all of my next numbers, but in my experience these will always work). Make sure that you are on frame 1 (there's a little "1" with arrows on either side of it in between the 3d view and the buttons) and then push "i" to insert a keyframe. A list will come up, and you'll want to select either "rot" or "locrotscale", but "rot" will work just fine.
Now move up to frame 36. Set the new z rotation to -180, and repeat the "i" Insert Keyframe-->Rot command. Now go to frame 72 and set the z rotation to -540, and finally to frame 108 and set the z rotation to -900.
You should now access the "scene" buttons. These are accessible by a button that looks like a little mountain and a moon or sun, or you can just push F10 if you don't have F10 set as a function key for something else. Then, under the big "ANIM" button there will be a "Sta:" and a "End:". Set "Sta:" to 36 and "End" to 71.
Now you should be able to press Option (or Alt) + A and you'll see your animation. It should look just like it's supposed to at this point. However, don't just render the animation yet, you still have a couple things to do. First, under "format" you're going to want to choose "Avi Raw" as opposed to "Jpeg" and set the quality to 100. You're also going to want to set the SizeX and SizeY to twice what you want your ships dimensions to be in game (I only render them at double size so that I can use the LASIK technique, but normal size is OK too if you're not into using that technique).
The last thing to do is to set the location for you animation to render to. If you see on the left hand side a little "/tmp/" with a folder next to it, you should click on the folder. From here you can choose where to save your animation.
Now, if you have your lighting and background color as you like them (in blender I use one light with amb. occ but you can achieve a similar effect with multiple lights), then using "render animation" or pressing the big "ANIM" button should do the trick. I recommend doing a test render of one of the frames first to see if you like the look.
For more frames, go to the "Anim/Playback" buttons (it should look like a squiggly arrow), and use the "MapOld" and "MapNew" features to increase the number of frames. This is an easy way to get, say, 108 frames out of a ship you've already rendered without having to redo the entire process. Remember you have to also adjust which frames are being rendered. If I had a 36 frame animation and I wanted it to instead move more smoothly, I'd set "MapOld" to 100 and "MapNew" to 300, then set "Sta:" to 108 and "End" to 215 (always one less than what it would seem like, because you're also rendering frame 108).
Edit: m2s should be able to handle the .avi files that I use in this method, but if not you have a number of other options for exporting and I know that Spritemaker handles .avi files just fine as well. I always do masks outside of blender because it's easier (which is also why I export in avi raw format - to prevent masking problems), but they can be done by rendering the entire scene with one material. There's an easy way to do that, as well, but it's not so easy that it won't make this post somewhat longer. I just recommend doing it in Ps, Gimp, or whatever you have available (I used to make masks in Appleworks before I gained access to the copy of Ps here at the school).
This post has been edited by Crusader Alpha : 07 November 2008 - 10:24 PM