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Blender to FSX Toolset

Hi.
Capt_x if you want I can send you .blend file with wings.
It would be easier.
And as for the whole Eindecker, it is still far from complete.
For now, I have a model with textures.
Thanks for your interest Dutcheeseblend .
 
Hello everyone :)

After checking the entire export script and rewriting large parts of it, I've decided to release an updated version (v0.8.1) today. Check it out in the first post of this thread.

Small improvements have been made, not likely to be felt anyway, but I tidied things up a little. Next on the TODO-list for the export script is an option for "optimized mesh", which should create smaller .x and .MDL files, although taking more time to export. I hope this will increase in-sim performance for very large models (> ca. 1 million polygons).

But the next immediate TODO-item concerns FSX_Toolset.py. I want to create a "FSX Verify Tool" that checks the models integrity and gives hints for corrections to the model, so one can find out where the problems are. This will include obvious things like forgetting GUID and friendly name, but also wrong scale issues, objects without materials, etc. As Blender's UI is what it is (doesn't allow extra windows), I will write the result of the model verification to a log file that you can then open. That's the plan for now anyway.

One important remark concerning constraints. Constraints no longer work with animated bones. You have to bake animations into the bones and remove any constraints before export. This is a drawback, but the feature was buggy anyway and there is potential conflict with using constraints for Jetway animation, which I plan to include in the future. Any scenery developer with previous experience of Jetways and who is willing to help in getting this feature into Blender2FSX, please contact me.

And remember we are still in BETA with this tool set, still adding features, so it may not always work as expected. I'm sorry for that and I'm planning to have a stable version by v1.0. Thank you all for your help and support.

Happy blending! :)
 
Thanks, will it have somehow impact on the issue I put down in the skinned meshes thread?

I'll give the upd a try!
 
Thanks, will it have somehow impact on the issue I put down in the skinned meshes thread?

It should, because I changed the "location" information of bones. I've tested it thouroughly with the file kowal5376 sent me. If you want, I can have a look at your tailwheel assembly. The more files I get to test, the better. If the issue persists, let me know.
 
Felix,

A FSX Verify capability would be awesome. As a model gets more complex, the likelihood of missing something increases greatly!

- Thanks, good work!

- Joseph
 
hi, sorry but i have no clue what to do to get this into blender. i have the latest bender download, 2.73. i assume i should download
Blender2FSX_081.zip from the first post right? then what do i do with it?

thx

ps, i just copied the ziped .py files to C:\Users\steve\AppData\Roaming\Blender Foundation\Blender\2.73\scripts\addons

what now? i think it should show in blender user preferences right? but i can't find it there
 
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Hello!
First off, I want to thank you for taking the time to build such an awesome tool! I downloaded the files and put them into the proper directory. However, when I try to export, I get errors. (Screenshot Attached). I'm guessing it has to do with the location of the modeldef.xml file? Where do I change that?
ss (2015-02-10 at 09.35.54).jpg
 
Hello Andrew

You have to initialize the tool set to tell it where the SDK is installed. In the toolshelf, under the Blender2FSX tab, FSX File Properties click "Initialize Toolset". You have to initialize the tool set at the beginning of every blender session and whenever you update the modeldef.xml.

Hope this helps :)
 
hi everyone

Capt x still in action :stirthepo
Thank you we will support you all the way !!

breakfast: Blender
lunch: hmmmm? blender
dinner: blender? yes!

Good luck and thank you :wave:
 
Hello everyone :)

I have (hopefully) sorted out the remaining issues with skinned meshes and I am pleased to announce that constraints are supported again now (you don't have to bake animations before export, constraints are taken into account automatically by the exporter). I will post some tips regarding skinned meshes in the skinned mesh mini tutorial thread.

Grab the latest release (v0.8.2) in the first post and enjoy! I hope you do anyway... :D

Cheers :)
 
Hello everyone :)

A new release (v0.8.3) is out with plenty of bugfixes. This was truly necessary after rewriting the exporter.

I hope to have restored all previous functionality. If not... :banghead:

Grab it and report your findings :D

Cheers :)
 
Hello Felix,

First observation: the export run without error, but no animation of the landing gear in FSX ...! It remains in position "0" of the frame. The .mdl file is much smaller...

So sorry...:(

Thank you for your great job
 
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:banghead::banghead::banghead: I'm starting to think that rewriting the exporter was not such a good idea... lol

Well then... The MDL should be smaller, that's what the whole rewriting was about. But it shouldn't become too small as to not contain the animations. I can confirm the problem with the file ProjetLandingGear13.blend that you sent me a couple of days ago. Problem will be resolved within the next few minutes.
 
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