I would like to drop my 2-cents into this thread while it's still active. As the founder of Aerosoar, I say I have extensive experience in the aircraft development side and can answer some questions regarding FSX conversions and Native Development.
Question #1: What do I think this tool will be used for?
Answer: 10% Animation Support. 90% Better FSX Conversions & VR Integration. 0% Copyright Infringement. Why 0%? Well if I wanted to steal something, I could already steal the mesh data using MCX, and animate the objects myself. All this tool provides is animation data. I can already convert .mdls to a variety of 3D file formats and steal whatever I want. So this tool is useless unless you are trying to use it for animation purposes or building a better MSFS conversion. Are animations copyrighted? Well, we know the .xml coding isn't. However on the 3D side, we can already convert FSX Models to MSFS models while maintaining animation integrity using importers. To say that giving a developer a deeper view into the animation data is a copyright issue... is just madness! For example, I just finished Wingflex on my Discus-2b Glider, hardest thing I had to learn with Blender. I would have loved to dive into the DG808s wingflex animation in GLTF format, but I couldn't. Would I have stolen the work? No. What could I have stolen anyways? The keyframes? Sure, I could have replaced the wing mesh with my wing mesh and used that animation work. Either way, looking or scraping those keyframes, would have saved me 10 hours of work that no one seems to have answered on these forums. Like I mentioned, biggest fear is stealing mesh data not animation data. Are keyframes copyrighted?Probably not... your main concern is someone stealing your mesh data and that is already possible thanks to MCX.
Question #2: So why do I want the tool?
Answer: As stated you can already import FSX aircraft to MSFS. So what is the big "Win" of this tool. Well #1 is VR Support. By converting to .gltf format and preserving that animation data, you can finally convert the FSX aircraft to work with VR without the use of workarounds. Those workarounds are very bad at the moment, trust me I know, I discovered them. Also, as mentioned I would primarily use this tool to investigate how animations were made. As of right now, I can only see a rough draft version using the slider in MCX, deep diving into those animations would save me tons of time. Next, I would use this tool to BUFF up any FSX aircraft. Obviously we are aware of copyright complaints with these conversions. But MOST websites that host MSFS mods verify that the newly uploaded mod is an original mod or a converted mod with proper permission from the original developer. I can't tell you how many Readme files I've read where the Developer is ok with redistribution and modification as long as it's for non-profit. We all know the rules, so don't break them. With this tool or not, I could break those rules, this isn't really providing me much more. Now back to buffing up FSX models. With this tool and it's .gltf conversion, you can finally add nodes to the original model. Which in turn, you can add lights, MSFS Pilot models, MSFS particle effects, floats, weapons, 3D gauges, and other great features to your FSX conversions that the in-game "Legacy" features lack. On top of that, you can create a project folder and FINALLY edit the aircraft in-game using the aircraft editor. This will allow for critical conversion from legacy to native. Giving the developer amazing control over the modern flight model and building the aerodynamics, system, engine, geometry, camera, and contact data to work natively and more realistically in MSFS. You could almost rid the FSX aircraft entirely of it's legacy constraints. This is a great thing for the community because FSX conversions will stop flying like bricks and looking like Roblox.
These are all great things to consider, but as far as copyright concerns, they are already here with this tool or not. You aren't gaining any extra protection by not releasing this tool. Instead all you are doing is destroying the community development and slowing the overall learning process of the new SDK and modeling practices for new developers. If I wanted to steal Sound, 3D mesh data, scripts, html, etc... I already can. Everyone who has a basic understanding of MSFS development knows this by now. The real question is this... Do you want to lock down the ability for someone to convert your FSX aircraft to MSFS entirely? Or would you rather give the community a new tool and provide them with another process to converting FSX models to a better, native, newer, modern version that works as MSFS intended.
It seems like the main concerns are money, someone releasing your project as a chop shop or stealing pieces off of it. Well, money will just increase. If the conversion process gets better, people will buy your old FSX models to undertake the conversion themselves. As far as chop shop releases. The hosting mod-sites are the issue. They are ones responsible for not allowing copyright distribution. If someone wants to steal pieces off your work. You can thank MCX, Legacy Importer, Blender2MSFS Toolkit, MSFS2Blender Importer, and other community projects that do just that. I personally see no issue with this tool and anybody who wants to see it gone needs to advocate to remove the FSX conversion process entirely.