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MSFS20 MSFS Asobo Official Blender exporter

@Lagaffe
Yes, Didier, I have had that problem before. It's fundamentally a problem with how Blender works. If Blender ever sees a duplicate component with the same name it will just add .001 or .002 etc to the name and continue on it's merry way. I think the reason I had so many of these is I was loading a Blender 2.83 project that used the Blender2MSFS 0.40 tool into Blender 3.10 and the MSFS tool. There was an option in the MSFS parameters of the textures to "migrate" each texture which I used and I think that was causing the duplicate glTF Settings.

One other thing to check is shading settings to make sure that the metallic, roughness and occlusion are all linked up correctly. The two screenshots I posted earlier show the correct method (I think), one for materials without a separate metallic texture so you use the roughness and metallic in the Surface properties. The other for materials with a metallic texture. I found a lot of the textures that had been migrated had these set up incorrectly.
 
Looks like the latest version of the exporter v1.1.3 has fixed the glTF Settings duplication issue.

"Partially fixes #76
Previously, every time a new material was created we would make a new glTF Settings node tree, even though one already existed. This would cause it to be renamed with an incrementing value at the end, which wouldn't allow it to be properly exported. In this PR, we check if the node tree already exists, and use it"
 
I tried installing the Asobo Official Blender exporter in Blender 3.10, but I must be doing something wrong as there does not seem to be a Microsoft Flight Simulator gITF Extension exporter available in the Export menu.

Anyone have any pointers where I am going wrong please?

31Mar22 Blender 310.JPG


31Mar22 Blender 310 a.JPG
 
Press N to show the sidebar in the 3D view and you should see Multi-export glTF 2.0 as one of the tabs. You export through there and not the file exporter.

I posted a picture in post #31 of the exported. You'd just need to scroll down on that screen to see the Export button.
 
Press N to show the sidebar in the 3D view and you should see Multi-export glTF 2.0 as one of the tabs. You export through there and not the file exporter.

I posted a picture in post #31 of the exported. You'd just need to scroll down on that screen to see the Export button.
Thank you Anthony. I totally missed that.

Tyler
 
Just discovered that this exporter cannot co-exist with the previous one (MSFStookit).
After finding out about this new exporter I downloaded it and added it Addons and then later attempted to export using MSFStoolkit (as I'm not yet confident that I have all required parameters set up correctly for the MSFS Asobo Official Blender exporter). It generated a python 'assertion' error (see below) and did not write the output files.
I then unticked the MSFS Asobo Official Blender exporter addon and tried again and no error.

So they can't co-exist - I guess normally one would not want both addons selected but just letting everyone know. I did not notice any tutorials mentioning disabling the existing exporter when enabling this new one.

exporter_error.jpg


 
Can someone please advise if the new Asobo exporter has different/extra functionality than the MSFSToolKit which it purports to replace.
Just wondering if I should use it exclusively rather than the 'toolkit'.
 
Can someone please advise if the new Asobo exporter has different/extra functionality than the MSFSToolKit which it purports to replace.
Just wondering if I should use it exclusively rather than the 'toolkit'.
+ It has collision shapes
+ It Will have material animations
+ It Will have any other stuff Asobo Will throw in the Sim and Will be constantly updated for any other stuff Asobo Will brake


- lights are still bugged

So unless you need new features you can use the old one, but switching Is not a big deal, Just a Little bit of learning curve

Inviato dal mio Mi 9 Lite utilizzando Tapatalk
 
Thanks mamu
Yes I did notice (and forgot) that it displays collision shapes.
I will keep checking in the future for functionality I can use.
 
As a tip if you like to save the settings in the exporter:
- open a new blender file
- edit all the settings in the exporter menu
- go to file - defaults - save startup file
 
Thanks Mike. I am wondering what the Include > Data > Punctual Lights is for? Is there documentation which explains these 'things' as I can't find any?
 
Punctual lights are the "Lights" in Blender, like spot, Area, sun,point


The option you can toggle in the asobo exporter settings are mostly from the default Blender-gltf Exporter

This Is the manual



Since glTF format Is used across different platform or rendering engine, some of them fqn support or not some of the glTF specifications, thus the option to include or not a feature in the exported gltf



Inviato dal mio Mi 9 Lite utilizzando Tapatalk
 
Thanks again. In asking a question about light coming through 'solid' objects which can be 'turned off' by setting the BIAS setting on shadow in Blender and not seeing that in MSFS someone suggested that could be because the renderer in MSFS is different from the renderer in Blender. I also seem to recollect that someone else (was it you?) who claimed that shadows aren't well 'represented' in MSFS? IF so is it something Asobo may try and correct in the future I wonder.
 
You can download a new version of the exporter: v1.1.4 since yesterday.
fix : some materials dont import proprely (#102)

#102: This fixes a few issues:
  • Colorspace being set even with no texture (causes error)
  • If alpha mode is MASK, treat as MSFS material
  • Material code treating string as list
  • Create image throwing an error if the image is somehow None
  • Don't check enabled property
  • Add alternate serialized name (for extensions that have been renamed)
  • Check blender image name on image during creation (some cases use this)
  • Only import extensions if the SerializedName is present (sometimes we checked for properties without ensuring the extension was there)
 
Press N to show the sidebar in the 3D view and you should see Multi-export glTF 2.0 as one of the tabs. You export through there and not the file exporter.

I posted a picture in post #31 of the exported. You'd just need to scroll down on that screen to see the Export button.
Hi,

This is actually not correct. We made the Multi-Export panel with the intention to do what it says: batch exporting glTF LODs. If you are exporting a single file, you should use the standard glTF exporter, as shown in the Export menu. Our addon is integrated into the export process of that addon, and will work with that.
 
Hi,

This is actually not correct. We made the Multi-Export panel with the intention to do what it says: batch exporting glTF LODs. If you are exporting a single file, you should use the standard glTF exporter, as shown in the Export menu. Our addon is integrated into the export process of that addon, and will work with that.
That's good to know.

The procedure appears to be select File/Export/gLTF 2.0 (.glb/.gltf)

Then set the format to glTF Separate

Set the textures pathway (..\texture for aircraft)

Set your Include and Geometry preferences

Set Exporter Extensions to MSFS Extensions Enabled

It seems like the exported works as intended.

I'll keep using my hacked method using the Multi export LODs to export interior and exterior models. It actually works quite well as all I need to do is hit the big Export button to export both the interior and exterior models of my aircraft directly to their locations. So it saves quite a few steps compared to using the File/Export/gLTF 2.0 method.
 
I am now confused
If you are exporting a single file, you should use the standard glTF exporter,
I am assuming that means using the MSFS Toolkit (that is the only one I know of which is accessible via the Export menu) YET as I mentioned before it doesn't seem to like coexisting with the Multi Export glTF 2.0 (ie being 'ticked'/selected in preferences/addons). When I first installed and 'ticked'/selected the Multi Export glTF and then used the MSFS Toolkit to export it generated a 'python' error (and when I 'unticked'/deselected the Multi it worked without error).
So if we should only use the Multi when multi LODs exist do we need to select/deselect in Addons each time?
 
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