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View Code? Open in Web Editor NEWObsolete Open Source adoption of Blender2MSFS which apparently had been left in limbo by its author
License: Apache License 2.0
Obsolete Open Source adoption of Blender2MSFS which apparently had been left in limbo by its author
License: Apache License 2.0
When compiling objects with multiple LOD objects, the compiler complains about an invalid texture index error on LOD01 and LOD02. It works when every object is exported separately. No errors then which suggest that there is a bug in the script for LOD01 and LOD02.
Hi, I'm pretty new to this so forgive me if I'm making a dumb mistake, but when I try to export, I get this error:
Python: Traceback (most recent call last):
File "C:\Users\waz\AppData\Roaming\Blender Foundation\Blender\3.2\scripts\addons\Blender2MSFS2\exporter\__init__.py", line 598, in execute
return gltf2_blender_export.save_ext_gltf(context, export_settings)
File "C:\Users\waz\AppData\Roaming\Blender Foundation\Blender\3.2\scripts\addons\Blender2MSFS2\exporter\exp\gltf2_blender_export.py", line 58, in save_ext_gltf
json, buffer = __export_ext_gltf(export_settings)
File "C:\Users\waz\AppData\Roaming\Blender Foundation\Blender\3.2\scripts\addons\Blender2MSFS2\exporter\exp\gltf2_blender_export.py", line 81, in __export_ext_gltf
__gather_ext_gltf(exporter, export_settings)
File "C:\Users\waz\AppData\Roaming\Blender Foundation\Blender\3.2\scripts\addons\Blender2MSFS2\exporter\exp\gltf2_blender_export.py", line 90, in __gather_ext_gltf
active_scene_idx, scenes, animations = gltf2_blender_gather.gather_gltf2(export_settings)
File "C:\Users\waz\AppData\Roaming\Blender Foundation\Blender\3.2\scripts\addons\Blender2MSFS2\exporter\exp\gltf2_blender_gather.py", line 38, in gather_gltf2
scenes.append(__gather_scene(blender_scene, export_settings))
File "C:\Users\waz\AppData\Roaming\Blender Foundation\Blender\3.2\scripts\addons\Blender2MSFS2\exporter\exp\gltf2_blender_gather_cache.py", line 65, in wrapper_cached
result = func(*args)
File "C:\Users\waz\AppData\Roaming\Blender Foundation\Blender\3.2\scripts\addons\Blender2MSFS2\exporter\exp\gltf2_blender_gather.py", line 55, in __gather_scene
for _blender_object in [obj for obj in blender_scene.objects if obj.proxy is None]:
File "C:\Users\waz\AppData\Roaming\Blender Foundation\Blender\3.2\scripts\addons\Blender2MSFS2\exporter\exp\gltf2_blender_gather.py", line 55, in <listcomp>
for _blender_object in [obj for obj in blender_scene.objects if obj.proxy is None]:
AttributeError: 'Object' object has no attribute 'proxy'
Hello,
I'm developing some aircraft for both X-Plane and MSFS. I can deal with the material conversions, but one thing that is very difficult is the default aircraft model forward direction.
In MSFS, the aircraft model points towards the negative Y direction in Blender, but in X-Plane, the aircraft model points toward the positive Y direction.
I cannot find an easy way to solve this issue in my models. I tried selecting and rotating everything around the Z axis to face it in the correct direction, but that screwed up the animations. I then tried parenting everything to an empty and then rotating the empty, but that also screwed up the animations.
Would it be possible to have an option in the Export settings to rotate the model 180 about the Blender default Z axis, or would it be easier for each individual aircraft creator to redo the animations, or is there some easy way of doing this that I am missing?
Thanks.
Description :
Some users (my self included) reported that 90% of the time, when we modify the asset and export it from blender, the render in game doesn't update.
To do that, we must manually edit the glft and add a space for example in the copyright.
Solution :
A timestamp value would be useful to force the update of the 3d asset in the sdk mode in game.
The idea here is to add in "extra" (best practices) a new data : timestamp that will be set to the timestamp of the last update.
That way, it will force the 3d engine to reload the corresponding asset.
I can say that is already working well from my side.
We just need to add this to the plugin
example :
"extras" : {
"timestamp" : "INSERTTIMESTAMPHERE",
Description :
The fact that we create a lot of 3d asset and need to put everytime "../texture" and "My copyright" when exporting assets if very time consuming ( yes 10 secondes x 1000 assets is almost 3 hours consumed ! )
Solution :
Add a preference tab in the addon tab to set :
As you can see, I'm at the middle of something already
I just need to retrieve these values from the export window but I don't yet how to proceed.
To be continued !
The default gltf exporter (and the fbw one) has more settings in the animation tab of the exporter.
After a lot of troubleshooting with exporting jetways I've found that disabling the setting "Always sample animations" to be critical. I was able to set it to default=false by editing the exporter script files, but it would be great to have them available in the exporter window.
Hi,
When I export an object containing an animation with bones, the compilation fails and the error log indicates:
How can I correct this problem?
A proposed solution was to add the following lines below the while frame <= end_frame line:
if type (frame) is float
frame = int(frame)
Unfortunately, this solution does not work.
thank you in advance for your help
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