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MSFS Animated Vertex Group - Mesh fail with export (blender)

Messages
134
Country
italy
I didn't have. i still have :D i was trying that also today with no luck my characters all get spaghettified after the export. I double checked my export options but it all seems fine. Create an animation, push it down to nla tracks and sort the xml. Once in the sim it starts in T Pose with the first frame and the animation gets all fucked up :(
 
Messages
79
Country
france
I did a small animation of some rotor blades and that was also working (with bones).
Could you try an attempt in your side with one of three in this below webpage ? https://renderpeople.com/free-3d-people/
I failed with the girl... 🤔

VygaZ.jpg



Jwp5O.jpg
 
Last edited:
Messages
134
Country
italy
Same issue I am getting with rigged character. No way to import from Mixamo. And Animation Restarting in blender sucks. I can't really find what's wrong and why that result
 
Messages
79
Country
france
I think several objects or meshes in MSFS don't work. I have join all objects and recreate vertex group, and Buddy is moving like my previous horses.
I will try, for the next time, to only join objects (expecting not losing origin vertex groups) and keep the original moving.

 
Messages
79
Country
france
I am quite close with Sophia 😏


but I have got this error message, I don't know why.

project XML: F:\MSFS Projects\LFPN2\SceneryProject.xml
temp dir: F:\MSFS Projects\LFPN2
output dir: F:\MSFS Projects\LFPN2
PackageBuilder | Reading F:\MSFS Projects\LFPN2\SceneryProject.xml...
PackageBuilder | Preparing asset groups...
PackageBuilder | Done, 4 asset groups registered.
PackageBuilder | Generating commands for package ailgorbot-airport-lfpn-toussus2...
PackageBuilder | Preparing commands for asset group ContentInfo...
PackageBuilder | Preparing commands for asset group myscene...
PackageBuilder | Preparing commands for asset group mymodellib...
PackageBuilder | Ready, 154 commands added.
PackageBuilder | Starting the build...
PackageBuilder | Build package ailgorbot-airport-lfpn-toussus2 ...
PackageBuilder | Building assets for the package ailgorbot-airport-lfpn-toussus2...
Compiling texture file TEXTURE\RP_SOPHIA_ANIMATED_003_DIF.JPG...
[CONVERTING BITMAP] 10260579888350724883
[BITMAP CONVERTED] 2D BM_BC1_UNORM 8192x8192 10260579888350724883
Compiling GLTF data file copine.gltf...
Node 'rp_sophia_animated_003_idling_upperleg_r' has non-uniform scale with children, its children may behave/render incorrectly.
Copying files from source folder F:\MSFS Projects\LFPN2\PackageSources\modelLib\...
Compiling BGL file from in-memory data to output file modelLib.BGL...
PackageBuilder | Mirroring...
PackageBuilder | Validating Package 'ailgorbot-airport-lfpn-toussus2'...
PackageBuilder | Finished, 150 skipped, 4 done and 0 failed, took 11s113ms.
? unknown Command AddVFSPath
Appuyez sur une touche pour continuer...
 

Lagaffe

Resource contributor
Messages
857
Country
france
Simple, it's a problem of scale.
On a parent+children, you had use S function and now you should normalize parent+children with SHIFT+A => Scale

If it is as FSX, you should do it on the children first then on the parent. (scale should be equal at 1.00)
 
Messages
372
Country
austria
if you apply the scale on the complete model the animation gets totally broken. In blender the Scale of the bone that is in the console. is 1.1.1 but in the glts it is something like 0.99999982828 :)
so maybe it is too complex to fix a model like this if you dont really know how they have done the animations. :)
 
Messages
79
Country
france
Even I fix the building issue, that's change anything :oops:

{
"children" : [
83,
84
],
"extras" : {},
"name" : "rp_sophia_animated_003_idling_upperleg_r",
"rotation" : [
-0.1400928646326065,
-0.10105706751346588,
0.9825688004493713,
0.06870266795158386
],
"scale" : [
1,
1,

1
],

project XML: F:\MSFS Projects\LFPN2\SceneryProject.xml
temp dir: F:\MSFS Projects\LFPN2
output dir: F:\MSFS Projects\LFPN2
PackageBuilder | Reading F:\MSFS Projects\LFPN2\SceneryProject.xml...
PackageBuilder | Preparing asset groups...
PackageBuilder | Done, 4 asset groups registered.
PackageBuilder | Generating commands for package ailgorbot-airport-lfpn-toussus2...
PackageBuilder | Preparing commands for asset group ContentInfo...
PackageBuilder | Preparing commands for asset group myscene...
PackageBuilder | Preparing commands for asset group mymodellib...
PackageBuilder | Ready, 154 commands added.
PackageBuilder | Starting the build...
PackageBuilder | Build package ailgorbot-airport-lfpn-toussus2 ...
PackageBuilder | Building assets for the package ailgorbot-airport-lfpn-toussus2...
Compiling texture file TEXTURE\RP_SOPHIA_ANIMATED_003_DIF.JPG...
[CONVERTING BITMAP] 10260579888350724883
[BITMAP CONVERTED] 2D BM_BC1_UNORM 8192x8192 10260579888350724883
Compiling GLTF data file copine.gltf...
Copying files from source folder F:\MSFS Projects\LFPN2\PackageSources\modelLib\...
Compiling BGL file from in-memory data to output file modelLib.BGL...
PackageBuilder | Mirroring...
PackageBuilder | Validating Package 'ailgorbot-airport-lfpn-toussus2'...
PackageBuilder | Finished, 150 skipped, 4 done and 0 failed, took 9s413ms.
? unknown Command AddVFSPath
Appuyez sur une touche pour continuer...
 
Messages
10
Country
southafrica
Not sure if the issue, but if you parent to bone instead of armature, I have seen this happen.
 
Messages
79
Country
france
When you parent to the bone, blender brings you back to the armature.
I have tried also several combinaison parent-child. Still fail

dGYmw.jpg
 
Messages
134
Country
italy
Tbh, I tried with NON MIXAMO animations (so Handmade ones, using Rigify rigs, both basic and Complex).

It works FLAWLESSLY.

I suppose the issue is with Mixamo / Rokoko animations themselves, and I really find hard to figure how in any case. I don't know what kind of process the Mixamo / Rokoko algorythm use, and what it modifies into .dae / .fbx files, but making custom animations by hand seemed to work
 
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