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MSFS20 BLENDER2MSFS Updates

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Is there by any chance somebody who's gonna update / maintain the Blender2MSFS aka MSFSToolkit for next blender's versions, and maybe do some bugfixing? Wondering because still exporting LODs that way is tedious, as the internal LOD exporting is buggy. Also something's weird with rigged model with animations, since the result is pretty random. Sometimes it works, but most of times it just exports spaghetti characters.

If I knew anything about Python I would have asked Vitus myself, but at this time I am totally ignorant on code based stuff :D
 
I have also met some problem with the exporter, and unfortunatly the support thread has been locked
Two annoyng bugs so far:
-Material albedo coloring doesn't export correctly
- decal transparency Is also ignored in exported gtlf file
It's Easy to correct the gtlf, but needs to be done every time

(Dig a bit into the python code...but ouch i gave up!, Kudos to Vitus for the Amazing work!)

Inviato dal mio Mi 9 Lite utilizzando Tapatalk
 
Eheh! Same happens for Parallax, it seems to work nice and smooth in 3DSMax, but since I am a Blender User, I am finding a hard way to get to it, And no matter the settings, it won't export correctly. Also it seems that there is no preview in Blender as far as now...dammit
 
quite right! we need to carry on and support this project
what will happen with the new blender versions?
we are not all millionaires who can buy 3dsMax :p
 
If you search on the forum and Lionhearth posts, you will find the last update 0.4.2 of Blender2MSFS.
I don't remenber exactly but I will assign LODs perhaps.

On the other hand, Blender is evolving but not as fast as that and thinking of developing with v2.92 is a bit premature.

The v2.83.12 is more than sufficient for the same advanced modeling needs. Anyway, the current kit is portable to v2.92 and works very well at home.
 
It hase more to do with the hope that there will be some developement in the future (if there is a need for an update)
at the moment it looks like @Vitus has left from one day to the other. if he is still active a sentence like:
"yea updates in the future", or "no i dont do anything".
will be cool just to know what is going on :)
 
Vitus has been quite busy as I understand it. He is running a addon development company and with the Covid plague, and the FSX/P3D market drying up, it has been difficult.
https://wing42.com/en/news/winding-down-2020

Regarding the Blender2MSFS thread, it was, and remains closed. 90% of the posts were off topic. The entire Blender forum can be used for Blender-related topics, including the Blender2MSFS extension. Just prefix the topic with MSFS, and put the thread in the Blender Forum. And keep it on topic... don't post whatever pops into your head!

You can contact Vitus on twitter or facebook or PM him here. He may revisit the Blender2MSFS, or he might not. Ask him, and post his reply here.
 
Tbh I know of 3 people who contacted him about is 1on1 crash courses for Blender and MSFS, but got no contact back. I know he might be busy (and we all are too ;) I work 6/7, 8 per day + the time spent on the Sim in developing stuff and forever learning).
The most of the subject is wether this addon is gonna be supported (and made similar to Babylon in functionality and documentation) for more time after 0.4.x or if we have to rely on this version as a stable and definitive one :)
 
Actually as of 0.40.0 LODs are to be re-exported by hand since the LOD export algorithm produces compile errors within the SDK, DIDN'T TRY 0.40.2 yet i will as soon as I get to the pc
 
I don't really know tbh. I think it's mostly the GLTF because even correcting the xml by hand after exporting produces compile errors. This can be solved by overwriting each single LOD with a single export
 
So the xml is correct and the gltf just need to be overwritten with the single export gltf. Maybe i can compare the two tomorrow and finde the difference in the gltf.
 
just did a short test and compared a "normal" export with a lod export and the gltf files are identical except 1 part. the reference to the .bin file. but i think this is correct that is different at this part. the different .bin file exists. i still have to check that with the compiler of the sdk :)
 
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