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Confused on which exporter to use????

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unitedstates
I'm using Blender 3.1 and have become VERY confused on which exporter to use for MSFS. I download and keep all Add-on files for "safekeeping" and wound up with 3 different ones! I do not know which one is current and does it supersede the other two, OR are they supposed to be used in conjunction with each other?

The Add-On I have in Blender currently is "Import-Export: gTIF 2.0 format for MSFS version 1.7.5". I do NOT know which one of the below got me this add-on. It does seem to be working, but is it the latest or should I be using something else?

The 3 downloads I have are: (these are the main directory names and what the "readme" says.)

1. "gITF-Blender-IO-Master". "Readme" states it is the "Official Khronos Group Blender [glTF](https://www.khronos.org/gltf/) 2.0 importer and exporter"

2. "msfs2blend-master" "Readme" states it is "Microsoft Flight Simulator (FS2020) Model Importer for Blender" version 0.3"

3. "MSFSToolkit 0.40.0" "Readme" states "This Blender addon allows you to create 3D assets for Microsoft Flight Simulator (2020). The addon is designed for Blender 2.83, and above." It does not give a rev number

Should I remove the one I am using currently and replace it with one or more of the above? If so, which ones?

Please if anyone can help eliminate my confusion I would appreciate it!

Thanks,
TB2
 
I thought that MSFSToolkit was older than gLTF-Blender-IO_Master but not sure. The later has features which the former doesn't (maybe LODs not sure).

I still use MSFSToolkit as I haven't needed the extra features of gLTF_Blender_IO_Master.

One thing I know is true from past experience when I was evaluating. They BOTH CANNOT exist (be enabled) at the same time). I got 'python' errors during an export when I had both enabled.
 
I'm using Blender 3.1 and have become VERY confused on which exporter to use for MSFS. I download and keep all Add-on files for "safekeeping" and wound up with 3 different ones! I do not know which one is current and does it supersede the other two, OR are they supposed to be used in conjunction with each other?

The Add-On I have in Blender currently is "Import-Export: gTIF 2.0 format for MSFS version 1.7.5". I do NOT know which one of the below got me this add-on. It does seem to be working, but is it the latest or should I be using something else?

The 3 downloads I have are: (these are the main directory names and what the "readme" says.)

1. "gITF-Blender-IO-Master". "Readme" states it is the "Official Khronos Group Blender [glTF](https://www.khronos.org/gltf/) 2.0 importer and exporter"

2. "msfs2blend-master" "Readme" states it is "Microsoft Flight Simulator (FS2020) Model Importer for Blender" version 0.3"

3. "MSFSToolkit 0.40.0" "Readme" states "This Blender addon allows you to create 3D assets for Microsoft Flight Simulator (2020). The addon is designed for Blender 2.83, and above." It does not give a rev number

Should I remove the one I am using currently and replace it with one or more of the above? If so, which ones?

Please if anyone can help eliminate my confusion I would appreciate it!

Thanks,
TB2

Hi @TBryson2

The best thing you can do is CLEAN installation of Blender, removing all of the above one and install the Asobo Exporter



It is reliable and will be supported by Asobo (and hope pretty soon included in the SDK updates)

There is no reason to have on your system multiple exporters unless you really know what you are doing or have the need for very specific tasks

As per @jgarnold suggestion, multiple plugins are going to clash with each other creating issue
 
Hi TB:

I agree with recommendations for use of both the above exporters for specific purposes with older- and newer- Blender versions.


BTW: Projects on GitHub can get "forked" ...and 'abandoned'. :oops: :laughing:.


So one may wish to stay alert to new derived projects and related tools to provide features not (yet ?) offered by original apps.


It may also be interesting to see if further progress is made with other special MSFS tools on GitHub authored by "FlyByWire".


The web pages for the Asobo exporter cited above only state that is subject to terms of the Apache 2.0 and 3.0 license.

But, AFAIK, we still have no declaration as to whether this copyrighted software imposes restrictions on "our" derived data. :scratchch


One must be alert for potential problems arising from use of data derived originally via a restricted license exporter or other app. :alert:


Note that there has been a reported license violation subsequent to use of data derived originally via a restricted license app:



While this cited usage scenario involved terrain data, in the context of this thread, it raises questions about the risks of using data for 3D modeling, that may have been derived via an app by that same author, which also has such a restricted license.


Some novice and/or elderly users may not have a thorough understanding of- nor may they be ready / willing / able to allocate their limited time / energy / resources to researching- the intricacies of whether data originally derived via a restricted license that has been subsequently edited to a substantial extent, may no longer be subject to any otherwise applicable terms of a restrictive license. :alert:

Thus, it may be prudent for such users to avoid use of apps by that same author which have a restricted license, such as:




NOTE: Paavo Pihelgas has generously contributed to the FS Community for many years, and is a respected FS developer.

IMHO, these cautionary considerations may apply to any app or other software with a restrictive license ...by any author. :pushpin:


PS: Arno's ModelConverterX (aka "MCX") also merits mention, as it can export both Khronos and Asobo MSFS glTF 2.x 3D models.

Additionally, MCX can export 3D models individually and in 'Combined Scene' mode as either Khronos or MSFS glTF 2.x 3D models.

Also, MCX outputs (un-compiled) Asobo glTF's with XML into a pre-configured MSFS project package source folder chain.

https://www.fsdeveloper.com/forum/forums/modelconverterx.87/

"MSFS scenery package
This writer creates a simple scenery package folder structure for MSFS, with a modellib for any
objects and a scene folder for the placement of them. This writer should not be used to write into
an existing package, as it will overwrite existing files and also not remove files that are not needed
anymore. So use this writer only as a quick start to get a package for MSFS."


GaryGB
 
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Excellent Gary.

Do I assume correctly that the importer/exporter also adds the MSFS 'functionality' to the material properties in Blender eg MSFS Glass etc? If so my dream request would be that changes in the MSFS section of material properties would show on the model displayed instead of having to export (gLTF) and check in MSFS eg when setting to MSFS Glass and an Albedo color is added the color is not displayed in Blender.
 
Hi John:

MCX' PBR visualization is toggled in 3D preview via the [ Red Teapot ] button on the MCX icon toolbar.

When that option and light direction controls are adjusted, one can get a fairly good emulation via OpenGL of what one may see live in MSFS at run time via DirectX.

The tabular "raw data" properties for texture display attributes as mapped Materials can also be directly viewed / tweaked via MCX Material Editor {Tabs} for each individual texture.


Many thanks to Arno for his ongoing wizardry with MCX. :wizard:

GaryGB
 
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Hi John:

MCX' PBR visualization is toggled in 3D preview via the [ Red Teapot ] button on the MCX icon toolbar.

When that option and light direction controls are adjusted, one can get a fairly good emulation via OpenGL of what one may see live in MSFS at run time.

The tabular "raw data" properties for texture display attributes as mapped Materials can also be directly viewed / tweaked via MCX Material Editor {Tabs} for each individual texture.

Many thanks to Arno for his ongoing wizardry with MCX.:wizard:

GaryGB
 
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Thanks Gary
That though adds another step. I would like to see the visualization within Blender (instead of exporting the model and opening it in MCX).
 
OK, I misunderstood that you were inquiring as to whether MCX can function as a "add-on" for Blender; it (currently ?) does not.

MCX (aka "ModelConverterX") is a stand alone application.

So, IIUC, you were wanting to pre-visualize the "color tint" in Blender's workspace, and to tweak that interactively therein ? :scratchch

GaryGB
 
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I'll see if I can find anything about an add-on for Blender that enables live preview of MSFS glass tint color in Blender workspace.


Regarding working with MSFS glass attributes via MSFS PBR Materials, have you seen these tutorial videos ?

https://www.fsdeveloper.com/forum/threads/mcx-transparent-glass.453921/




NOTE: IIUC, according to the latter video by "MyPhysical World" at 7:40...

Blender 3.1 is required to enable viewport preview of glass translucency /color etc. :pushpin:

GaryGB
 
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IIUC, Blender 3.1 et seq. requires use of the Asobo MSFS Exporter add-on.

Good Luck ! :)

GaryGB
 
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I should have asked this question before which relates to other replies. It's regarding the Asobo MSFS Exporter add-on which is available from GitHub which has stumped me in the past and stumps me again when I try and download it again to ensure I have the latest release/version (I have 1.1.3). I have trouble navigating the web page which opens to find what I need to download. There always seems to be a heap of things 'clickable' and I always have trouble locating what I need to select to download.
 
Mamu linked the GitHub main page for the Blender 3.x compatible Asobo Exporter in the post above:

https://www.fsdeveloper.com/forum/threads/confused-on-which-exporter-to-use.455591/post-904473



AFAIK, on that web page click the Green [ CODE ] button > select: "download ZIP" > download / install as an add-on to Blender.

Scroll down on that same GitHub web page for the ReadMe and install instructions. ;)

KEEP BACKUPS of your original blend files, as there will be a "Migration of Legacy Blend File Material Types/Modes". :alert:

GaryGB
 
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Thanks Gary. I thought that I had selected the (green) CODE button before so maybe not as the download link/button is there.
HOWEVER (isn't there always?) when I try and install (the zip file) in Blender 3.2 it doesn't seem to install it displaying on the bottom "modules installed ()...." and when I check ALL addons it is listed at the bottom as "Missing scripts io_scene_glTF_msfs".
AFAIK to install an addon in Blender you choose EDIT>PREFERENCES select INSTALL navigate to the zip file and click on install.
 
Are you reading the ReadMe section on "Installation" ...from the GitHub web page ? :scratchch

https://github.com/AsoboStudio/glTF-Blender-IO-MSFS#installation


This Asobo Exporter build seems to require manually pasting into the ex:

%AppData%\Blender Foundation\Blender\3.1\scripts\addons\ sub-folder.


But, if I browse in Windows 10 Explorer for a Blender 2.83 installation, it's here:

c:\Users\[username]\AppData\Roaming\Blender Foundation\Blender\2.93\scripts\addons\MSFSToolkit\


So, AFAIK, we might instead actually look for:

C:\Users\[username]\AppData\Roaming\Blender Foundation\Blender\3.2\scripts\addons\ sub-folder


Methinks we are seeing the consequences of a lot of hard work; or misinformation resulting from a "MS-Teams" approach. :duck:


Of course it's possible that Windows-11 does things 'differently' than Windows-10 ...for this type of app's 'install' location. :rotfl:


[EDITED]

But, IIUC, that path varies with where the end user acrually decides to install Blender; on my computer, I installed Blender 3.1 to:

D:\Blender\3.1\

...so, my target path would be:

D:\Blender\3.1\scripts\addons\ sub-folder

[END_EDIT]

GaryGB
 
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Sorry I didn't. I assumed (incorrectly) after watching a youtube tutorial that it is far easier to install addons from a zip file rather than the files within the zip file.

Getting back to the green CODE button (for downloading from GitHub). On reflection I am thinking back to my days as a programmer when we 'CODEd' a program which was then COMPILED into an EXECUTABLE and thus I assumed that CODE was where you could get the original program 'code' from. Either its a misuse of the word Code or things have changed since I was a programmer. :eek:
 
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Nope, you're right; in most cases the "code" repositories on GitHub and other such sites require one to compile the source.

IIUC, the "Code" designation implies that a button accesses the source 'code' (...as well as a compiled Windows excutable here).


I prefer ready-to-use pre-compiled Windows executables in ex: ZIP files (I rarely would need / want the actual source 'code').

Luckily, the trend on GitHub has been for including pre-built Windows executables in the ZIP files (...along with the source 'code').

GaryGB
 
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