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MSFS MSFS Asobo Official Blender exporter

@jgarnold if you have not Installed any msfs exporter there is already a gltf exporter in blender by default. Pepperoni is talking about that one.
 
Is there something different that we should use the single export through the file menu instead of always using the batch export in the "n" panel when we only have a single object? @pepperoni505
 
Thanks. Yes I know of the 'other' glTF exporter which I tried some time ago but the files do not include and .xml file and so I didn't think they were for MSFS (which I though these forums focussed on).
 
Thanks. Yes I know of the 'other' glTF exporter which I tried some time ago but the files do not include and .xml file and so I didn't think they were for MSFS (which I though these forums focussed on).
The exporter in the main Export menu is not intended to generate XMLs
 
I was confused as earlier you stated -
"If you are exporting a single file, you should use the standard glTF exporter, as shown in the Export menu."
and wasn't sure if that meant the glTF 2.0 exporter or the extended giTF exporter. I now assume it was the latter.
Thanks
 
I was confused as earlier you stated -
"If you are exporting a single file, you should use the standard glTF exporter, as shown in the Export menu."
and wasn't sure if that meant the glTF 2.0 exporter or the extended giTF exporter. I now assume it was the latter.
Thanks
Sorry for the confusion. This is still not correct.

With our official exporter, you have no need to use the extended glTF exporter. They are not the same and have major differences. The normal “glTF 2.0 Exporter” supports the flight sim extensions, but does not generate an XML. That is what the multi exporter is for. A use case for the single exporter would be, for example, a model you just want to quickly export to send to someone without dealing with LOD values
 
I have been using 1.1.5 from an hour after it came available. I've rebuilt several complex projects, and I am overjoyed at how it handles LODs as well as the ease of migrating textures, although there still seems to be a problem with windshields. It's great to be able to change a couple of LODs and simply Export them with one click. The direct settability of the MinSize is marvelous. I haven't used the old exporter in weeks now.
However, the spotlights are still not correct.
The rotation function has the spot rotating around its X axis. This is a change from what I'd observed in 1.1.3: it rotated around the Y axis. That's OK maybe.
The indicated direction of the spot seen in Blender is off by 90 degrees from where the spot points in the sim.
I'll be submitting an Issue to GitHub shortly that will include some further minor nits as well as this direction problem, but here's the workaround I now use successfully:
1. Set the Transformation Orientation to GLOBAL (In the center of the top of the 3D window).
2. Set up your spots exactly as you want them in Blender, and check them in Rendered mode.
3. Change the Transformation Orientation to LOCAL. (This is where I was getting lost at first.)
4. With each spot, rotate it 90 degrees positive around the X axis. (R X 90)
5. Verify in the sim.
Also, can anyone explain to me the meaning/characteristics/function of the Has Symmetry tick box? I see no difference in what I've been doing.
 
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There Is already an issue open at the GitHub about lights, and by looking at the amount of code that Pepperoni and Luca are changing to make It work seems a though One!

Thanks for the workaroud!

Because of the bug i haven't experimented the simmetry with the new exporter, in the one, on spotlight, It creates a light also in the opposite direction of the cone of the spotlight.
Not really useful (could be if you want to avoid a emissive on light source)

Inviato dal mio Mi 9 Lite utilizzando Tapatalk
 
Is anyone else noticing that some punctual lights and emissive textures are not honoring Day/Night Cycle? It's hard to notice, since the lights are not very bright and are hard to see in the daytime, but I have a "trick" to making bridge cable decorative lighting that requires that when the light is off, that the emissive surface goes to a color matching its surroundings. The problem is easiest to see if you use the Weather dialog time setting to set time to dusk. The Options slider moves in one hour jumps, and it's hard to get a dusk setting. If someone else is seeing this, I'll raise an issue. Thanks.
 
I've installed Blender 3.1 and the new exporter 1.1.5 yesterday and i could export a multi lod object (some has trouble and some not), but my problem is :

The material utility "MSFS Material params" don't work properly.

As you can see in the first picture attached. When i select for a new box a basic Standard materail, nothing is created in the shading menu. If i had albedo texture or whatever other texture, noting is created and nothinh is connected.

I also open a object created whith Blender 3.0 and MSFStoolkit 0.40.2.5. It's open correctly, but if i want to change something in the material,
MSFS Material Params say to migrate Material Data. (picture 2)
I tried to migrate but i've got a error message (picture 3), and finaly the migrated material has nothing inside and is same has the first one.

I've completely reinstalled Blender and the exporter, but it's same as the first time.
So it's unusable in this state.

Do i did something wrong ?
 

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I'm loving the collision boxes but I can't figure out how to export them correctly. Is there a specific method to do this?

Certain boxes won't export when multiple ones are applied to a model. One model added several I didn't actually want. All the others won't export multiple boxes attached to one model chosen by me.

They also appear and disappear in sim depending on how you name them. I haven't yet managed to get all of them to export. If one name is changed another vanishes.
 
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Hello,
I found the problem.
My Blender was set to French Language, so "Principled BDSF" was named "BDSF Guidé". The migration tool don't find the "principled bDSF" and stop to migrate.

After set language to english, the migration is correct and objects are shown correctly, even objects with detailled textures are shown less correctly than before (bit glossy and darky than it should).
 
I don't seem to be able to get Asobo Glass to be transparent using Blender 3.1 and 1.1.5 exporter. Nobody seems to have mentioned it, which means I may have missed something. It seems odd to me that Alpha Mode is set to blender, yet there is no way to change the Alpha.

Does anyone have any wisdom to impart on this?

Martin
 
I don't seem to be able to get Asobo Glass to be transparent using Blender 3.1 and 1.1.5 exporter. Nobody seems to have mentioned it, which means I may have missed something. It seems odd to me that Alpha Mode is set to blender, yet there is no way to change the Alpha.

Does anyone have any wisdom to impart on this?

Martin
Alpha can be changed when selecting the base colour. When clicking the base colour you can adjust the A slider as follows

1650979619172.png


Hope that helps
 
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