krispy1001
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Hello,...
@krispy,.. what else does this fix correct?


<?xml version="1.0" encoding="ISO-8859-1"?>
<FSData version="9.0" xmlns:xsi='http://www.w3.org/2001/XMLSchema-instance' xsi:noNamespaceSchemaLocation="bglcomp.xsd">
<SceneryObject lat="N36° 23.92'" lon="W119° 6.05'" alt="428" pitch="0" bank="0" heading="110" altitudeIsAgl="TRUE" imageComplexity="NORMAL">
<LibraryObject name="{e3608390-0499-4d14-43f5-113b41857545}" scale="1.0" />
</SceneryObject>
<ModelData sourceFile="C:\Kris_Work\FSX_Projects\Rig_One\BGL\PlatFormTest.MDL" />
</FSData>


Hello,
I encountered an issue with the animation exporter:
The older versions exported each frame of the animation, so basically like a baked action.
The 085 version does not. So if I just set the start and end keyframe (which worked before) I get nothing.
Now I have to do the bake action step before export to have every keyframe written to the xanim file.






Thanks but that was clear from the start. I think that's the reason why the old toolset performs the "bake action" step on export calculating each keyframe and writing them all to the xanim file.Of course that won't work![]()
The sim will run the shortest rotation between the keyframes, which is actually... 0 degrees!
So, for 360 degrees rotations, you should make keyframes at correct positions: 0, 90, 180, 270, 360 degrees.
I hope my crappy explanation will make the underlying principles clear.
Daan



Yes, you have found it!I hope this is the right platform to ask about Blender to FSX export matter.
In order to get things clear and where it got stuck, it is important to identify where exactly the export stopped:I have created high detailed Taxi Edge Light (as below image) but when i'm exporting it, Blender stops responding and after few minutes running the bgl compilation ended.
Do you have an print-screen of any type-of-error that appeared on screen, since this can help us al lot solving this mystery?But unfortunately it doesn't actually fully compiled.
I do not know this for scenery objects, that should be answered by somebody else. I do know that I'f found a limit for aircraft.So,i was suspecting that there is limitation for FSX SDK since P3D Blender to FSX export works pretty well with similar object.

Hi there,
I hope this is the right platform to ask about Blender to FSX export matter.
Does anyone has any idea about how many vertices will be the best for exporting to FSX/P3D directly from blender to FSX? I have created high detailed Taxi Edge Light (as below imgae) but when i'm exporting it, Blender stops responding and after few minutes running the bgl compilation ended. But unfortunately it doesn't actually fully compiled. It ended with 1kb file only. So, i was suspecting that there is limitation for FSX SDK since P3D Blender to FSX export works pretty well with similar object.
![]()
![]()

Yes, you have found it!
In order to get things clear and where it got stuck, it is important to identify where exactly the export stopped:
A - At the Blender to X/XANIM phase
B - At the X/XANIM -> ToMDL.exe compilation -> FSX compatible MDL file phase?
Do you have an print-screen of any type-of-error that appeared on screen, since this can help us al lot solving this mystery?
I do not know this for scenery objects, that should be answered by somebody else. I do know that I'f found a limit for aircraft.
Take a look over here at this article, under the header "Triangle Counts" at about 1/5 of the page
https://msdn.microsoft.com/en-us/library/cc526974.aspx
Just something that came to mind about the incredible high level of detail for a TAXI-LIGHT (seen as a little blue pixel on the tarmac from the cockpit of your aircraft)
I think it is wise to consider a less detailed version, since you are NOT going to see the magnificence of you work until you can use the P3D avatar,
walk up close to the taxi-light, lay down on your virtual belly in the grass beside it ;-)
What i've learned from Luca (the T346 modeler) http://www.fsdeveloper.com/forum/threads/t-346a.431143/
Always keep in mind the level of detail that you are possible ABLE to see, otherwise it is complete overkill and a performance-penalty

That's simply way too many vertices. X2mdl doesn't compile when there are more than 65k verts per material. I don't know exactly because there are multiple materials in this model but for some reason the vertex count increases on export.
Anyway this level of detail is simply overdone for a taxi light.
Perhaps (one of more) Blender modifiers have been applied to this taxi-light model:I don't know exactly because there are multiple materials in this model but for some reason the vertex count increases on export.

Perhaps (one of more) Blender modifiers have been applied to this taxi-light model:
- https://docs.blender.org/manual/en/dev/modeling/modifiers/index.html
- http://www.blenderdiplom.com/en/tutorials/406-ressource-blender-modifiers-explained.html
I know that - before exporting a model - Blender first tries to "flatten the 3D model" into raw single elements,
by first parsing all modifiers in the embedded given order, before exporting the raw-flattened data outwards into another format.
Example: Subsurface subdivision modifier.
The flattening of meshes - to which this modifier has been applied, can increase the number of vertixes, lines and/or faces drastically.
- https://docs.blender.org/manual/ko/dev/modeling/modifiers/generate/subsurf.html
- http://blender-manual-i18n.readthedocs.io/ja/latest/modifiers/generate/subsurf.html <- see the data table at the end of the page.