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Fspackagetool reports back "Node with this name already exists", Missing animations in MSFS2020

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taiwan
Hey there!
My name is Leon and i am modifying an already existing aircraft for MSFS2020. I have managed to make all the modifications in blender with success, this includes all working animations and textures, however whenever i try to compile the file using the fspackagetool i get a lot of errors reporting this "Node with this name already exists" and then a renaming of the said node. This has caused the main landing gear of the aircraft to be stuck solid in a angled position on the tarmac with no animations. The weird thing about this issue is that every other animations seems to work except for the main landing gear. I wonder if any of you guys had some success modifying default aircrafts, and if so could you please help me with my project? Thank you in advance!

here are some pictures of the command prompt returning the error.

For more information feel free to contact me on discord: Leon.S#2628
 

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I get this notification a lot, but I'm absolutely sure I don't have duplicate nodes (that I am able to detect). On that basis, I assume the message to be a kind of housekeeping statement, duplicate nodes are being created while compiling the model, possibly even the same node on both sides of the conversion, the duplicates have "1" appended to them and after the successful build, I never encounter them again. It's not even a warning, much less an error so beyond casual consideration I ignore it.
 
I've encountered this problem in my projects and found duplicates thanks to the unmistakable indication of their presence in the log during compilation. I found the renamed parts by opening the .gltf file in a text editor. The compiler was not mistaken, and after correcting the matching names in the original model or removing unnecessary duplicates, there were no more instructions in the log to rename them.
Maybe it works in a different way, but I do it even with multi-export.
 
I've encountered this problem in my projects and found duplicates thanks to the unmistakable indication of their presence in the log during compilation. I found the renamed parts by opening the .gltf file in a text editor. The compiler was not mistaken, and after correcting the matching names in the original model or removing unnecessary duplicates, there were no more instructions in the log to rename them.
Maybe it works in a different way, but I do it even with multi-export.
Excellent point. Some screen grabs from my most recent build:
Nodes.png


There are only the three nodes, "elevator," "rudder" and "hips," despite the information reported in the Console. There are no other LOD's, no duplicated nodes, the unmistakable indication of their presence is actually not relevant to this model and as you can see, it complies perfectly.

success.png
 
Excellent point. Some screen grabs from my most recent build:
View attachment 90051

There are only the three nodes, "elevator," "rudder" and "hips," despite the information reported in the Console. There are no other LOD's, no duplicated nodes, the unmistakable indication of their presence is actually not relevant to this model and as you can see, it complies perfectly.

View attachment 90052
Interesting part is that the aircraft functions properly thanks to the renaming procedures. I'm on blender as I can see you're on 3ds but I get it. Thank you.
 
Pay attention to the prefix x0(x1, x2, x3.....) which is removed during multi-export, and also that the compiler does not parse upper or lower case letters, and here you have duplicates. Elevator = ELEVATOR where the compiler selected the ELEVATOR element and added the value ...._1 to the duplicate, removing the match. Same with Rudder = RUDDER -> RUDDER_1. Here Hips = HIPS -> HIPS_1 there are no one can see duplicates of Hips, but they definitely exist.

Try changing the names by adding a suffix, for example Elevator_dummy, Rudder_dummy, HIPS_dummy, you will see what happens.

If you have animation bound to these auxiliary objects, then don’t worry, Babylon will automatically change the bindings itself.

And in your object “INSTRUMENT_Compas Card_1_1” the values after scaling are not reset to zero, if they are insignificant, then it’s not a problem, but with large values, the scale in the sim can differ significantly.
 
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Try changing the names by adding a suffix, for example Elevator_dummy, Rudder_dummy, HIPS_dummy, you will see what happens.
Thank you so much, but I have so much going on in this model that doesn't work the way I want it to, despite doing what seems like all the right things, that for now at least, I am going to leave the things that work, despite doing what seems like the right thing but might be wrong. Wonked out Compass Card being one of those, but thanks also for that, yes clearly, I have to reset the transforms, which means I'll also have to animate it again - a third time.

I really just wanted to reply to the question of duplicate nodes and my experience of ignoring the alerts without consequence to setting up a test build into the simulator. 👍
 
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