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P3D v5 Blender2P3D/FSX

Would u tell whether we can do a scale animation other than local/rotation in blender for fsx in fact iam working on making a parachute brake for aircraft
 
No, scale won't work for Blender either. But it's neither Blender's fault, nor the addon's. It's FSX/P3D that doesn't allow for it. But for something like a brake chute, a skinned mesh animation would be much more fitting anyway - it allows for so much more movement and flexibility.
 
So, after the first time initializing the toolset and it working fine, I can't seem to do it anymore. I get an error with a fairly elaborate traceback that I'm not sure what any of it means. My suspension is it can't find the modeldef... The previous version in Blender 2.79 didn't seem to have a problem, though?

What's the best way to get you the log file? (and where do I find it?)

I would actually like to have some sort of confirmation whne it does find it properly. Even in 2.79, I'd click the initialization button and would not really know whether it worked or not.
 
Hello @Thralni
Copy and paste the error here in the thread. Just bring up the console from the bottom. You're saying you suspect its a missing modeldef file why do you think so?
 
Last edited:
A log file is only generated during the exporting of your scene. For anything else you need to refer to Blender's console as Doug pointed out. You can also open the console through the main menu of Blender: Window->Toggle System Console
 
Thanks all, then here is the traceback. It seems like it's a couple times the same thing, but since that's all that appeared when I pressed the initialize button, I thought I'd post it all... FYI, I made sure that I selected the right SDK (P3D v4.x). Let me also add that I can click the button to manually find the modeldef and do that without apparent issues. Further, I only recently installed the newest SDK, so all the files should be default without any changes to the modeldef...

Code:
Traceback (most recent call last):
  File "C:\Users\Benjamin van Soldt\AppData\Roaming\Blender Foundation\Blender\2.82\scripts\addons\Blender2P3DFSX\func_scenery.py", line 150, in execute
    tree = etree.parse(path)
  File "E:\Program\Blender 2.82\2.82\python\lib\xml\etree\ElementTree.py", line 1197, in parse
    tree.parse(source, parser)
  File "E:\Program\Blender 2.82\2.82\python\lib\xml\etree\ElementTree.py", line 598, in parse
    self._root = parser._parse_whole(source)
xml.etree.ElementTree.ParseError: not well-formed (invalid token): line 1, column 30

location: E:\Program\Blender 2.82\2.82\scripts\modules\bpy\ops.py:199

location: E:\Program\Blender 2.82\2.82\scripts\modules\bpy\ops.py:199
Error: Traceback (most recent call last):
  File "C:\Users\Benjamin van Soldt\AppData\Roaming\Blender Foundation\Blender\2.82\scripts\addons\Blender2P3DFSX\func_scenery.py", line 150, in execute
    tree = etree.parse(path)
  File "E:\Program\Blender 2.82\2.82\python\lib\xml\etree\ElementTree.py", line 1197, in parse
    tree.parse(source, parser)
  File "E:\Program\Blender 2.82\2.82\python\lib\xml\etree\ElementTree.py", line 598, in parse
    self._root = parser._parse_whole(source)
xml.etree.ElementTree.ParseError: not well-formed (invalid token): line 1, column 30

location: E:\Program\Blender 2.82\2.82\scripts\modules\bpy\ops.py:199

Traceback (most recent call last):
  File "C:\Users\Benjamin van Soldt\AppData\Roaming\Blender Foundation\Blender\2.82\scripts\addons\Blender2P3DFSX\setup.py", line 209, in execute
    bpy.ops.fsx.populate_locations('INVOKE_DEFAULT')
  File "E:\Program\Blender 2.82\2.82\scripts\modules\bpy\ops.py", line 199, in __call__
    ret = op_call(self.idname_py(), C_dict, kw, C_exec, C_undo)
RuntimeError: Error: Traceback (most recent call last):
  File "C:\Users\Benjamin van Soldt\AppData\Roaming\Blender Foundation\Blender\2.82\scripts\addons\Blender2P3DFSX\func_scenery.py", line 150, in execute
    tree = etree.parse(path)
  File "E:\Program\Blender 2.82\2.82\python\lib\xml\etree\ElementTree.py", line 1197, in parse
    tree.parse(source, parser)
  File "E:\Program\Blender 2.82\2.82\python\lib\xml\etree\ElementTree.py", line 598, in parse
    self._root = parser._parse_whole(source)
xml.etree.ElementTree.ParseError: not well-formed (invalid token): line 1, column 30

location: E:\Program\Blender 2.82\2.82\scripts\modules\bpy\ops.py:199



location: <unknown location>:-1

location: <unknown location>:-1
Error: Traceback (most recent call last):
  File "C:\Users\Benjamin van Soldt\AppData\Roaming\Blender Foundation\Blender\2.82\scripts\addons\Blender2P3DFSX\setup.py", line 209, in execute
    bpy.ops.fsx.populate_locations('INVOKE_DEFAULT')
  File "E:\Program\Blender 2.82\2.82\scripts\modules\bpy\ops.py", line 199, in __call__
    ret = op_call(self.idname_py(), C_dict, kw, C_exec, C_undo)
RuntimeError: Error: Traceback (most recent call last):
  File "C:\Users\Benjamin van Soldt\AppData\Roaming\Blender Foundation\Blender\2.82\scripts\addons\Blender2P3DFSX\func_scenery.py", line 150, in execute
    tree = etree.parse(path)
  File "E:\Program\Blender 2.82\2.82\python\lib\xml\etree\ElementTree.py", line 1197, in parse
    tree.parse(source, parser)
  File "E:\Program\Blender 2.82\2.82\python\lib\xml\etree\ElementTree.py", line 598, in parse
    self._root = parser._parse_whole(source)
xml.etree.ElementTree.ParseError: not well-formed (invalid token): line 1, column 30

location: E:\Program\Blender 2.82\2.82\scripts\modules\bpy\ops.py:199



location: <unknown location>:-1
 
Last edited:
Hi Thralni,

to know if the modeldef.xml has been assigned correct just click on the P3D/FSX File Properties window the button P3D/FSX Animation tool and you should see entries
from the modeldef file related to some animation functions in the file. In the example below for example the animation for a Landinglight_Switch and some other switches.

XMLDEF.jpg

Hope this helps.
 
Hi Thralni,

to know if the modeldef.xml has been assigned correct just click on the P3D/FSX File Properties window the button P3D/FSX Animation tool and you should see entries
from the modeldef file related to some animation functions in the file. In the example below for example the animation for a Landinglight_Switch and some other switches.


Hope this helps.

Very helpful! I had a look. When I click 'initialize' this list is populated, despite the error, although the list doesn't look like yours. The assignments have different names and appear in a different order. I suppose this relates to the different SDK versions, though?
 
The lists are populated based on what is found in the modeldef.xml file. When you're developing aircraft you will eventually extend the number of animations by adding your own code to the modeldef.xml - that's why it will most certainly look different on your end. That being said, if there are entries under animations, it means that at least your modeldef.xml was loaded correctly.
Did you previously use the new location-saving function in the scenery tool? If yes, please go to %APPDATA%\Blender Foundation\Blender\<version number>\config and delete the p3dlocations.xml file and see if that helps.
 
Well holy cow. I did use that function, it gave me an error at the time. I deleted the file you specified and the error upon initialization is gone as well. Great, thanks!
 
Hi,

First some details of my installations for a better understanding:
Code:
F:\FSX
S:\P3D (v4.5)
Z:\Prg\Blender-2.79
Z:\Prg\Blender-2.82
Z:\Tools\SDK (for FSX:A)
Z:\Tools\SDK_P3D (for P3D v1.4)
Z:\Tools\SDK_P3D2 (for P3D v2.x)
Z:\Tools\SDK_P3D3 (for P3D v3.x)
Z:\Tools\SDK_P3D4 (for P3D v4.4)
Z:\Tools\SDK_P3D5 (for P3D v4.5)
The Blender2FSXP3D 0.9.5 plugin is installed on Blender-2.79a and works perfectly with a few modifications to find my SDK of FSX and P3Dv4.5

The Blender2P3DFSX 0.97.20 is installed on Blender-2.82 and I have some troubles.
Then I choose "Use P3D SDK" and "Auto Detect SDK" (the sam occurs for v1.4, v2, v3 or v4) then I click on "Initialize P3D Toolset" and in the System Console, I obtain in each case:
Code:
Modules Installed (Blender2P3DFSX) from 'Z:\\Telechargements\\FSX-Prepar3D\\Blender\\NEWS_Blender2P3DFSX_0.97.20.zip' into 'C:\\Users\\Lagaffe\\AppData\\Roaming\\Blender Foundation\\Blender\\2.82\\scripts\\addons'
Writing userprefs: 'C:\Users\Lagaffe\AppData\Roaming\Blender Foundation\Blender\2.82\config\userpref.blend' ok
Couldn't locate location file at <C:\Users\Lagaffe\AppData\Roaming\Blender Foundation\Blender\2.82\config\p3d_locations.xml>
Couldn't locate location file at <C:\Users\Lagaffe\AppData\Roaming\Blender Foundation\Blender\2.82\config\p3d_locations.xml>
Couldn't locate location file at <C:\Users\Lagaffe\AppData\Roaming\Blender Foundation\Blender\2.82\config\p3d_locations.xml>

The file p3d_locations.xml doesn't exist ...
But then I click on "P3D/FSX Animation Tool" I can see the animation names correctly ! ( modeldef.xml is different in P3D SDK v1.4 and P3D SDK v4.5 )

A simple cube with a correct name and a GUID cannot be exported if it has no associated <Material>.
 
The file p3d_locations.xml doesn't exist ...
But then I click on "P3D/FSX Animation Tool" I can see the animation names correctly ! ( modeldef.xml is different in P3D SDK v1.4 and P3D SDK v4.5 )

Hi Didier,
The warning about the location file is fine. I think I should just remove that comment from the console to prevent the confusion. If you're using the location-quick save of the scenery panel, the locations file will be generated in the config folder of blender. It'll store those latitudes, longitudes, etc.
If you never use that feature, the message will pop up every time you initialize the SDK. So in short: you can just ignore that message.

A simple cube with a correct name and a GUID cannot be exported if it has no associated <Material>.
Yes I can confirm that, every object in the scene currently needs a texture applied to work. Do you think this is an issue? Usually all my objects are textured, so I didn't think much of it.
 
Having a cube with no material and no texture ( thereby invisible ) used as a dummy animation that has its axis outside the textured part I find more accurate to line up than an empty.
Dose that make sense to anyone?
I have been using this method in earlier versions of blender.
It will be disappointing if that is no longer possible.
 
Hello...

The keyword here is "material(s)". If a "material" hasn't been assigned to the model then the Toolset will not process the model the reasoning behind this is because the model will appear invisible In the Sim. A "Texture" isn't necessarily needed, just a material assigned (usually a color). Material and texture are 2 different things.
 
I think you will find it is possible to compile a model with parts that have no material applied.
Useful as dummy parts in complex animations where these parts are not to be seen.
Makes it easier to line up animations, more so than using empties.
But if this is no longer possible then there are ways around it, there always are.
 
It is possible,... didn't say it wasn't - The reasoning behind it was: The Toolset wasn't allowing it because the model would appear invisible and in most cases that isn't the desired outcome. @Vitus, I suggest you make it only a "warning" to the designer - and if the logfile is wanted - state as such there as well.
 
FYI, there's a new update to 0.97.30 available (this time fo' real):
Changelog (08.04.2020):
  • Fixed another issue with virtual cockpit textures
  • added "scenery complexity" and "Altitude is AGL" as properties in the scenery tool
  • changed the scenery data fields to floating point variables and limited the input to acceptable ranges
  • It is now possible to change between meters and feet in the altitude setting of the scenery tool
  • Fixed some typos
  • Changed the default behavior of the UV-inverter in the shader graph
 
Hello @Vitus
I just tried your last version and I encountered the following:
  1. My scenery object ended up slightly misplaced: Blender's floating point resolution isn't precise enough.
  2. Bump scale isn't properly exported, but alway one
  3. How do I specify material colors when not using a texture? (especially done for specular colors on less important objects to save performance)
  4. Is it possible to hide the options that are not available with the selected sdk?
  5. Can the node tree be customized? As I prefer to use unconverted png textures for modeling (more flexible workflow in texture creation) I always have to remove the normal map rechanneling and UV flipping nodes, jus as an example, but I do that over and over again on every material. Others may like it that way on the other hand. Maybe a single slider could fix that? I also thought of node group to improve the overview. It could look somewhat like this:
1586550929719.png



Keep up the good work!

David
 
Hi Vitus,

I have a real problem with the 0.97.30 version. My system is FSX Acc.
Description of the problem:

1. Installation of the 0.97.10 version as described in the wiki doc. Export of the the file as
.x/mdl file with the settings on the export panel: LogFile=On, Use Bmp=ON, Export only
current selection=ON, Export mdl=ON. Only the fuselage of the aircraft has been selected.
Click on : Export P3D/FSX .x File.
The file will be exported, the mdl file and the .x file will be generated OK. The log file
indicates the correct version 0.97.10.
The installation of the mdl file into my test aircraft in FSX works OK. I open FSX and the
the fuselage with the correct texture is displayed in the full glory.
The texture: Single image and as the Blender file 24 bit bmp.
For the presentation in FSX it is a .dds file.

The shading node pic is very simple and looks like this:

Shading_Pic.jpg


2. To move to 0.97.20 I did this:
I opened the preference window in Blender, clicked on the install button, selected the
0.97.20 zip file, activated it on the P3D/FSX panel, and closed the AddOn window.
No other changes in Blender. All the same as above under point 1.
I did the export as above under point 1, the .mdl file has been generated, I installed it
in FSX,k and all worked OK. The texture was perfect presented.

3. To move to 0.97.30 I did this:
I opened the preference window in Blender, clicked on the install button, selected the
0.97.30 zip file, activated it on the P3D/FSX panel, and closed the AddOn window.
No other changes in Blender. All the same as above under point 1/2.
I did the export as above under point 1, the .mdl file has been generated, I installed it
in FSX, and all worked OK. The texture was perfect presented.
I saved this version and closed Blender.

4. I opened this 0.97.30 version again and did the same thing as above. Selected my fuselage
did the export and the and the model was generated. Texture in Blender was displayed
OK in Layout mode as well as in Shading mode. No differences on any display as on the
0.9710/ 0.97.20 versions. So I installed the mdl file in FSX and the texture was gone !
Just the model in a pure white color was shown.

5. I tried also the following installation procedure:
- Installation of 0.97.10 . Test OK
- Saved Blender an closed. Re-opened this version and test OK.
- De-Installation of 0.97.10 .
- New installation of 0.97.20. Test OK
- Saved Blender an closed. Re-opened this version and test OK.
- De-Installation of 0.97.20 .
- New installation of 0.97.30. Test OK
- Saved Blender an closed Blender. Re-opened this version and test failed. No texture
in FSX.
Any idea whats wrong in my setup/ installation procedure ? Once more, in any combination
the versions 10 an 20 working OK.

Dietmar
 
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