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MSFS20 Blender2MSFS support thread

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I had try to follow the instructions bellow but the only output is a xml file. No bin, no glt, no texture folder with the albedo and emissive maps inside. Of course I enabled the option "Batch export LODs". When I had only one model into a only one Collection I had success. Is the collections names correctly? Inside each collection are the models names correctly? My model name is galpao. I need help. Best regards.
"
It is possible to use the extended glTF2 exporter to generate multiple models of different level-of-detail (LOD) in one go. For this, you need to organize your Blender scene in the following manner:

Each LOD model needs to be contained in a separate collection. Tha name of the collection needs to follow the pattern of x##, where ## is the identifying number of the LOD - e.g. x00, x01, x02, etc.

When opening the exporter, expand the section labeled "MSFS" and enable the option "Batch export LODs". The exporter will now automatically scan your Blender scene and export each of the x## collections in a separate object, called <modelname>_LOD##.gltf."
 

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I had try to follow the instructions bellow but the only output is a xml file. No bin, no glt, no texture folder with the albedo and emissive maps inside. Of course I enabled the option "Batch export LODs". When I had only one model into a only one Collection I had success. Is the collections names correctly? Inside each collection are the models names correctly? My model name is galpao. I need help. Best regards.
"
It is possible to use the extended glTF2 exporter to generate multiple models of different level-of-detail (LOD) in one go. For this, you need to organize your Blender scene in the following manner:

Each LOD model needs to be contained in a separate collection. Tha name of the collection needs to follow the pattern of x##, where ## is the identifying number of the LOD - e.g. x00, x01, x02, etc.

When opening the exporter, expand the section labeled "MSFS" and enable the option "Batch export LODs". The exporter will now automatically scan your Blender scene and export each of the x## collections in a separate object, called <modelname>_LOD##.gltf."

Ok, I got it after change the Collections' name to x01, x02 and x03.
 

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Can't get the exporter to work in any version except 2.9, I get a callback error when I try to enable it.

Small Correction: It only works in 3.90 ALPHA, doesn't work for me in any other version.
 
Can't get the exporter to work in any version except 2.9, I get a callback error when I try to enable it.

Small Correction: It only works in 3.90 ALPHA, doesn't work for me in any other version.

It would help if you attached the error to a message also.
 
I have been using 0.37 in Blender 2.90 since it came out. I had to 'reset' my blender or I got that error.

Yep, a few other users have reported similar issues. It was never tested with 2.90 though and the instructions have always been for 2.83. That said, he is going to try and make it work with 2.90, but this version does not.
 
Trying to do LODs, it seems to export fine BUT when I compile it, it says can't load GITF listener on LOD01 and fails.

Did you find what the problem is? I have the same error with v.2.83

glTFLister | Failed to load model: 'C:\Users\PackageSources\modelLib\Hram\Hram_LOD00.gltf'.
ModelLibLister | Failed to spawn the gltfLister for input file C:\Users\PackageSources\modelLib\
PackageBuilder | Failed to spawn lister for asset group mymodellib (type ArtProj)
 
Has anyone managed to get collisions working on blender objects? I'm using Blender 2.83.5 with the Blender2MSFS 0.36.1 plugin

I have a simple cube in blender (elongated to represent a building) I then add a material to the cube and set the MSFS Material Params to MSFS Standard and just set an Albedo Color.

I then ensure "Collision Material" is ticked and export making sure the following are ticked:

Selected Objects
Custom Properties
+Y Up
Apply Modifiers
UVs
Normals
Tangents
Vertex Colors
Materials

but when I import the model into the game I can still fly right through the cube.
 
Did you find what the problem is? I have the same error with v.2.83

glTFLister | Failed to load model: 'C:\Users\PackageSources\modelLib\Hram\Hram_LOD00.gltf'.
ModelLibLister | Failed to spawn the gltfLister for input file C:\Users\PackageSources\modelLib\
PackageBuilder | Failed to spawn lister for asset group mymodellib (type ArtProj)

I was using 2.9, switched to 2.83.6 and the problem went away. Make sure you use collections called x00,, X01, X02 and so forth and make sure you select Batch Export LODs, that's what worked for me.

After you export you should have the same number of .gitf files that you had collections, and each one should be able to be opened in a viewer, I use 3d viewer from the MS Store.
 
Has anyone managed to get collisions working on blender objects? I'm using Blender 2.83.5 with the Blender2MSFS 0.36.1 plugin

If you go back a few pages here, you'll eventually find a short conversation about this. I think this is mainly an issue on my end, as I haven't incorporated collision gizmos yet. I am not 100% sure how all of this works. On the one hand there's the "collision material" tick box, which should add the extension as expected. However, there's also a bunch of node-extensions to define "gizmos" solely for collisions. It appears to me that those gizmos should be used for object collision in a scenery, while the collision material could be used for something else - like UI? I really don't know yet.
I will find out eventually and add that function to the toolkit, this just hasn't been a priority for me at the moment.
 
If you go back a few pages here, you'll eventually find a short conversation about this. I think this is mainly an issue on my end, as I haven't incorporated collision gizmos yet. I am not 100% sure how all of this works. On the one hand there's the "collision material" tick box, which should add the extension as expected. However, there's also a bunch of node-extensions to define "gizmos" solely for collisions. It appears to me that those gizmos should be used for object collision in a scenery, while the collision material could be used for something else - like UI? I really don't know yet.
I will find out eventually and add that function to the toolkit, this just hasn't been a priority for me at the moment.

Yeah I think you may be right about the collision material being used for UI. According to the SDK docs it says:

`When checked, meshes with this material will have collidable faces. This can be used to create precise colliders, for example for mouse interaction. Use this with low-resolution meshes. `

So I'm guessing that means it has something to do with panel interaction. But saying that the SimpleScenery sample in the SDK, if you look at the Light_Sample gltfs they have the

```
{
"ASOBO_tags":
{
"tags":["Collision"]
}
}
```

set and that light sample model is collidable too. I don't see anything else in their gltf that would denote collidable though so maybe its something within the .bin file that is being exported from 3dmax?

P.S. I tried just adding that `"tags":["Collision"]` manually to my file and it didn't seem to make any difference, still couldn't collide with stuff.
 
A total noob here: I have a strange problem - I can't make the LOD changes show when I load the project into MSFS. When I export with correct collection names, LOD files geneate OK, XML shows them too, but I don't see any changes in Project Editor, and FPS hit doesn't change with distance. I copied model twice and added Decimate modifiers (0.3 and 0.5) to create lower poly LODs for Google Maps captured mesh. Named everything correctly. But it doesn't show the lower ones. In Blender lower LOD look horrible (on porpose, so I can spot it) but it doesn't appear in MSFS Project Editor. I tried default minsize in XML: 8-4, 25-15, 250-150, and I don't see lower LODs showing. My areas are large - 10 city blocks or so. Any idea what am I doing wrong? Also sometimes if I add objects they keep not showing up in MSDS Project Editor, but that I guess is not the exporter problem. I open project -> Build package -> load BGC into editor and new stuff is often not there... Sometimes it is. Just mentioning it in case it may be related. But new LOD are in, I see them mentioned in the console. They just do not show...
 
Are there any restrictions on models and textures? I have simple low-poly models without problems, but more complex models cause glTFLister | Failed to load model:
 
Hello Roman.
Seem that the Export LOD don't export correctly all LOD. I have some trouble with 2.83.
Try to export each LOD separtly (by showing only the LOD you want to export before exporting).

Change manualy values before compiling. I have almost correct LOD viewing with LOD like that :
<LOD ModelFile="blablabla_LOD00.gltf" minSize="5"/>
<LOD ModelFile="blablabla_LOD01.gltf" minSize="2"/>

Values must be probably attapted. It's seem that like in FsX, it's depending of the size of the object.
 
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