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Blender to FSX Toolset

Hallo Mats,

Just a first thought: what is the scale of your cylinders? For FSX export, all parts of your model must have a scale of (1,1,1). Therefore, I would rather set LocRot keys and not LocRotScale. One other thing, c_gear is the nose gear animation. For the main landing gear, use l_gear and r_gear instead.

Regards,
 
Regardless of scale, you can reset the scale with CTRL A --> Location/Rotation/Scale or whichever you chose from the context menu.

Perhaps you could add a button in your toolset to include this feature instead of relying on newer people to learn all the key commands.
 
I just discovered Blender 2.69 a few days ago, and in playing with it I've fallen in love! My only hesitation was that it lacked an exporter for FSX, which is my primary 3D focus. Bless you for creating these tools! I'm going to install them and do some testing today.

Maybe it's because I never used Blender 2.4x, but I think the workflow in 2.69 is very streamlined and efficient, once you get used to a few hotkeys. Color me impressed.
 
I just discovered Blender 2.69 a few days ago, and in playing with it I've fallen in love! My only hesitation was that it lacked an exporter for FSX, which is my primary 3D focus. Bless you for creating these tools! I'm going to install them and do some testing today.

Maybe it's because I never used Blender 2.4x, but I think the workflow in 2.69 is very streamlined and efficient, once you get used to a few hotkeys. Color me impressed.

Nice to ear that more and more people is joining Blender :) ... more people = more supoort I can get :) !!! :)

The work of captain_x is indeed a great help !!!

Ohhh, forgot to say I started my first model directly with Blender 2.69 ,,, still having some headache (e,g, don't understand why when extruding a surface the normals turn always inside ... never happened with blender 2.49) but let say that I'm going on ...

Now working on Kleine Scheidegg at the foot of the Eiger Nord Wand :)

1460259_10201910603220631_278714875_n.jpg
 
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I just discovered Blender 2.69 a few days ago, and in playing with it I've fallen in love! My only hesitation was that it lacked an exporter for FSX, which is my primary 3D focus. Bless you for creating these tools! I'm going to install them and do some testing today.

Maybe it's because I never used Blender 2.4x, but I think the workflow in 2.69 is very streamlined and efficient, once you get used to a few hotkeys. Color me impressed.

Coming from older versions is a pretty big step, but the major functions are about the same. THe user interface has greatly improved. If you cant find the button or know the hotkey for an action, press SPACE and type in what fuction you want to perform. I am working on a introductory manual for FS development. IDK if it will be relevant in 2.7 when its released. Ive read in a few places the UI might get a pretty big update. A few major players in the blender world have been pushing for a change. Blender Guru's Andrew Price is the primary place I have seen a push for changes in the UI to make things easier, personally after using blender 1.X and 2.X versions, I think the current interface is great.



Nice to ear that more and more people is joining Blender :) ... more people = more supoort I can get :) !!! :)

The work of captain_x is indeed a great help !!!

Ohhh, forgot to say I started my first model directly with Blender 2.69 ,,, still having some headache (e,g, don't understand why when extruding a surface the normals turn always inside ... never happened with blender 2.49) but let say that I'm going on ...

Now working on Kleine Scheidegg at the foot of the Eiger Nord Wand :)

1460259_10201910603220631_278714875_n.jpg

It depends on the direction of extrusion IIRC.
Normals are pretty easy, in EDIT mode, bring up the TOOLS (press T) in the 3d viewport and scroll down to find RECALCULATE and FLIP. Pressing recalculate realigns all the normals for the object faces/verticies. Then you can either flip them using FLIP or after pressing recalculate, there is an option box in the TOOL OPTIONS area below that has a checkbox for INSIDE. Leave it uncheckd for outside normals, and check it for inside normals.
CTRL + N also recalculates the normals.
 
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Blender is a program I've heard lots about as a step-forward from Gmax. To also add, I like the price! I've been modeling with Gmax for over a year now with lots more to learn. This is also (or will be) compatible with Prepar3D v2?

Keep up the great work!!
I'll be watching this topic :D
 
Blender is a program I've heard lots about as a step-forward from Gmax. To also add, I like the price! I've been modeling with Gmax for over a year now with lots more to learn. This is also (or will be) compatible with Prepar3D v2?

Keep up the great work!!
I'll be watching this topic :D

Blender is a 3d design workshop program similar to gmax and others. To make things work for various platforms you just need conversion tools. Some conversion tools dont exist yet, and others do.
 
Given the small differences between fsx and p3d v2, once this fsx toolset is working it should be rather easy to adjust it for p3d v2 as well.
 
Given the small differences between fsx and p3d v2, once this fsx toolset is working it should be rather easy to adjust it for p3d v2 as well.

True that. Once I get the time and my hands on the v2 SDK, I'll update the toolset... For now, it still needs work on skinned animations and FSX material integration into Blender. And some documentation should be made as well...
 
Capt_x, as mentioned elsewhere, thanks for your toolset. This model is created straight from Blender to FSX!
And the glass parts seem to behave nicely, contrary to the transparency issues we faced some time ago.
 
As mentioned elsewhere, I had some problems with landing light attachpoints.

This is the problem:
I created a cube, and a seperate face. At the seperate plane, I attached an effect (fx_landing) and visibility tag.


Then I exported to my Fokker MDL, but this was wat Blender returned, and (inset) wat FSX told me at startup.


I don't know if this occurs at other effects, because the other lights I have are from the config file.

Cheers!
 
bug fix

Hi!

I was able to reproduce and fix the problem. Grab the latest release, it should work now. Thanks for reporting.

Other fix included: "Is virtual cockpit texture" now behaves as it should.
 
Hi,

I downloaded the latest exporter just after your updat yesterday. Today I exported my Fokker with it, showing....this....



I was able to restore the previous version of the toolset zip, did the export again, and got this.



Now, I guess materials are not right exported in the new exporter. I looked my first (fuselage) material up in the new .x file, and didn't find it. It was in the old present, though.
Animations and visibility tags aren't exported as well...

I hope this report has been useful to you.

Good luck!;)
 
I'm terribly sorry for your trouble. Turns out my virtual cockpit texture fix was the culprit. I didn't export anything but the VC after that fix so I couldn't see the texture problem with the exterior model until you came up with it. I have now exported both my exterior and interior models with the updated toolset and they show up fine in FSX (with animations and attached effects). Hopefully this will work for you too.

The fixed release is in the first post, as always... Again, sorry and thanks for reporting.
 
Allright, no worries, this is just test phase for both of us;)

Works fine right now, as you can see!

 
Hi,

How to add Specular Maps and Bump maps to the material in the Toolset?
Or isn't it possible yet? I'm trying to do it through the Influence panel in Blender, but that doesn't seem to work. Or I'm doing something wrong..

Regards!
 
Influence panel is the right place. For a specular map, Specular "Intensity" should be checked, and for a bump map, Geometry "Normal" should be checked. Also make sure the textures are in use, meaning that they are checked in the texture list at the top of the textures rollout.

I have only tried bump map so far, and that works.
 
Right, it proved working fine now! Now adjusting the map;)

BTW, what about skinned animations? The exporter seems to recognise them a bit, since the skinned joystick is found in FSX in neutral position, instead of it 0 keyframe full left/front.
 
Allright, found something else;)

Today I seperated the exhaust ring from the fuselage, to a seperate object and I applied another material to it. But now it appears behind the blurred propeller(s). Is the change I made to the exhaust before kind of 'fatal' for this? And if yes, why?

capt_x, I'm really loving your exporter, it's a great outcome for me!:):) keep it going!
 
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