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Blender to FSX Toolset

..... have you tried to export in MDL directly .. and it's all ok with Blender 2.75 version?
 
Yes .... You are right ...!!!

I have tried with Blender 2.75 a to export directly in MDL format and .. it's all ok

..... unlike the blender vers 2.76 RC3 has a bug about this option ....

Can you try it ?... let me know if it is so ...

if yes ... could be better send a message, about this bug, to Blender site ... ;-)

Thanks again
 
As a developer for FSX/P3D, I don't really see the big advantage of trying to use a RC version. Wait for final release, and see if the bug persists.

- Joseph
 
Greetings to all. :wave:
I'm trying to make aircraft carrier, but I do not know how to create "empty attach point" for "attachpt_catapult_start", "attachpt_catapult_end", "attachpt_blast_shield"
"attachpt_runway_start", "attachpt_runway_end", "attachpt_runway_edge".
These attach points are not included in the list of options in the attach point tool.
They have to be entered manually.
Here is the page with the instructions:
http://www.fsdeveloper.com/wiki/index.php?title=Catapult/Arrestor_Operations_(FSXA)
Anyone know how to do it in Blender.
I am using Blender2FSX_0703 and Blender 2.74.
And the second question:
Is Blender2FSX_084 is fully functional?
Is it updated?Because on the first page is the original version,and from what I remember,caused some errors.

Rob
 
I'm trying to make aircraft carrier, but I do not know how to create "empty attach point" for "attachpt_catapult_start", "attachpt_catapult_end", "attachpt_blast_shield"
"attachpt_runway_start", "attachpt_runway_end", "attachpt_runway_edge".

It's probably easiest to add these with ModelConverterX once the MDL is finished.
 
It's probably easiest to add these with ModelConverterX once the MDL is finished.
Hi.
I have tried.
I added ''empty attach point" in "attached object editor" tab, I typed attache point name "attachpt_runway_start","attachpt_runway_end","attachpt_runway_edge" and exported to .MDL,but in the game does not appear a meatball.:(
 
At the moment I am trying if this is possible in Blender (my ship is a cube). ;)
I plan to build the HMS Ark Royal before the Second World War.
Unfortunately, even after entering all the necessary attach points in ModelConverterX, nothing works.:confused:
I have to do my carrier in the G-max. Unfortunately.:(:(:(:confused:
 
Hello

I'm trying to export from 2.76 and get the following error.
(The model was imported from gmax, if this is of any help)

uc


Any solutions to this?

Thanks a lot in advance!
 
The only way is to work the checklist:
  • Does the model have a guid and a friendly name?
  • Is the toolset initialized?
  • Does every object have a material?
These are the main reasons I encountered exporting issues but there may be more.

I don't think it has something to do with the model coming from gmax BTW.
 
Tausend Dank für die schnelle Antwort

It was indeed the last point of the checklist...

Dumb mistake, but now it's working.
 
Hi everybody ! Hi changed to Blender 2.76b and Blender2FSX_084 and I have the same exportation issue than l52 it seems. The model exports fine but the texture is renamed texture.png.dds (for my texutre "texture.png" used). The XANIM file's extension is also messed up, the file is named model.x.xanim instead of model.xanim. If you have an idea of the problem.

Thanks

Sebastien
 
Hi again. I also have trouble exporting animations has you can see below. The animation works great in Blender but there is this middle piece that I cannot get right. I remodeled it twice from scrtch and animated it twice also but doesn't want to work.


If anyone has any ideas. Everything was going fine until my last update of Blender. I'll probably go back to V2.75 if I can't manage to make it work.

Sebastien
 
You're doing this with a Skinned Mesh?

Please keep in mind that not everything you can do with Blender, can be done with FSX. Simple animations, OK, but when you use Constraints, you'll get lost any time. To be sure that the animation is working, create the animation the hard way (so, manually setting the bell crank in the correct positions).
 
Hi Dutcheeseblend,

I first did it with constraints but I then did it the "hard" way as you say and the video is what I ended up with. I tried to export it with MCX but I had no luck. I think I'll go back to Blender 2.75, everything worked fine with this version.

Seb
 
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