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Blender to FSX Toolset

v0.8.4 with a quick bug fix is out.

edit.
@Chrismot
The funny thing is, Chris, that objects which inherit their animation from a parent or from constraints don't even benefit from the new code. :banghead: This to say that your landing gear should be the same size and complexity as in v0.7.03. Nothing gained there :D
 
:rotfl: No problem. Don't be too sorry, I may deserve it, lol...

As to your error, it comes from the XToMdl tool. WHen I run your file, I get a lot of warnings, but I don't get any errors. Can you check what error messages XToMdl outputs to the Blender console?
 
Hello everyone.

As Chrismot and I have discovered, the new version (v0.8.4) of the exporter has problems with IK solvers. This is a huge drawback, as it prevents us from rigging more complex things such as landing gears, etc. I now have two options: 1. reverting to the old behavior which produced big .xanim files (that would be the easy way out) or 2. making it an option to choose whether you want smaller .MDL file size or greater precision for IK solvers.

I hope to get back to you all soon with a solution...

Regards :)
 
Better: greater precision for IK solvers... I was surprised to see that my T.5 Main Landing Gear suddenly worked perfectly as soon as I inserted a IK constraint (in Blender, not in FS).

It doesn't matter me the size of the .xanim, nor export time (as long as it wouldn't take me hours :D). Is .mdl size of any importance in-sim (I would think so, but I don't know the extent of the importance)?

But take your time :)
 
Hello guys,

New beginner problem (!) : I am currently testing my first xml gauge which here is the code:
Code:
<Animation name="asi_morane_d3801" guid="593d9442-24e1-4ec1-4ce8-5e28b4bdc8e0" type="Sim" typeParam="AutoPlay" length="80" typeParam2="asi_morane_d3801" />
  
    <PartInfo>
    <Name>asi_morane_d3801</Name>
    <AnimLength>80</AnimLength>
        <Animation>
            <Parameter>
                <Code>(A:AIRSPEED INDICATED, kph) 0.1 *</Code>
            </Parameter>
        </Animation>
    </PartInfo>


I filed this code to the end of my modeldef.xml file just before </ ModelInfo>. I get the following error message:

err_needleASI.png


Blender Console :

errcode2.png


I hope not to overdo it with my frequent questions, but I'm learning ...! Thank you for your help!
 
Hi Felix,

Thank you for your answer! The most surprising thing is that today, nothing changed in my code, export proceeded without problem ...! :rolleyes:

Sincerely,
 
Hi Felix,

I must tell you one more thing to not mislead you: the modeldef file above is not the source of my problem. After many tests, I found that my modeling needles were the problem ... but I really do not know why :confused:! I remodeled new needles, and everything works perfectly with BlenderToFsx. :D
 
Hi there,

There we go again ;)

I believe the B2X toolset (0.8.3) messes up the animations. I re-exported my D.21 tonight with that toolset, and suddenly some animations were totally out of place. The object origins were fine, but:
- My RPM indicator has now a wrong range, going from 0-4000 in the dead zone instead of the normal zone
- MP indicator the same
- VSI has very strange behavior
- and a few other objects don't do what they should do.

I can give the xml code for these if you want, but I believe the problem is to be found in the toolset. I tried it with 0.7.03 and that works fine.
If you want the files, Felix, let me know.

My main drive for using an 8-series B2X version is the skinned meshes, but the D.21 doesn't feature any (yet, who knows). So for the D.21 I can do it with the old version. It's not a very useful workflow though ;)

I'm sorry, hope this is enough info for you ;)

Regards, Daan
 
Did a short test on the issue I posted above. As I said, 0.7.03 works fine for most animations. I concluded today that I have still problems with a few (D.21 exterior model) animations: flaps (which have at 0 - 50 - 100 keyframes), tailwheelstrut (appeared in opposite direction and didn't rotate) and main landing gear strut compression (no dynamic compression, they remained in the most compressed position, frame 200).

So I reverted to 0.7.01 and that works fine for the issues mentioned in this and the previous post.

Can it be that the Skinned Meshes part messes up things?

I'll keep on testing now, and I'll keep you informed! By the way, I had a visibility condition issue suddenly, no reason, same model as yesterday where I hadn't this issue. But later on, the issue was gone.

Regards! Daan ;)
 
Hi all,

I have unfortunately also big problems. No more export possible.
@Dutcheeseblend can you please send me 0.7.01?
Unfortunately I only have 0.72.

Thx Felix and Daan

Regards, Stefan

error.jpg
 
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