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#1
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Blender <-> FSX MDL
Here are some scripts to import and export FSX MDL models to and from Blender. Basic documentation is included.
The following FSX features are curently not supported:
Please let me know if you have any questions, problems or if you're missing a feature (or if you can help me understand how animations are encoded in an MDL file )
Last edited by Marginal; 13 Jan 2008 at 18:07. |
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#2
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While I'm certain that some will applaud the export capabilities, be prepared for some possible grief over the importer...
I cannot for the life of me imagine why any modeler would need to "import" their compiled model back into Blender (or any other 3d modeling program for that matter).
__________________
Bill Leaming 3d Modeler Max/GMax C & XML Gauge Programmer Eaglesoft Development Group http://eaglesoftdg.com Intel® Core™ i7-3770k 4.2GHz - Crucial 16GB DDR3 - Dual Radeon HD770 1GB DDR5 (Crossfire) - Eco II Watercooling - Win7 64bit Intel® Core™ i7-2600k 3.4GHz - Crucial 4GB DDR3 - NVIDIA GeForce GTX550Ti 1GB - Win7 64bit Intel® Core™ i7-860 2.8GHz - Crucial 8GB DDR3 - NVIDIA GeForce GTS240 1GB - Win8 64bit NOTE: Unless explicitly stated otherwise, everything written by my hand is MY opinion. I do NOT speak for any company, real or imagined...
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#3
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I'm keeping fingers crossed for progress on the exporter. We do need a new freeware solution to make FSX compatible aircrafts and sceneries.
Thanks, Mike Last edited by empeck; 14 Jan 2008 at 14:49. |
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#4
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Hi,
Thanks, very interesting. I just started to read more about Blender with the idea of looking for some exporting tools later. May I ask why you decided to go for direct MDL export? I think the preferred way is to write the X file and let XtoMDL make the MDL file. This is also easier as XtoMDL can do a lot of optimizations for you. And I agree with Bill on the MDL import functionality. That is something we should be really careful with (especially in loading it into a modelling tool), as it would allow people to steal and modify other peoples work a lot easier.
__________________
Arno If the world should blow itself up, the last audible voice would be that of an expert saying it can't be done. FSDeveloper Administrator | Former Microsoft FS MVP
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#5
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Quote:
...without which NO animations would be possible for FSX models...
__________________
Bill Leaming 3d Modeler Max/GMax C & XML Gauge Programmer Eaglesoft Development Group http://eaglesoftdg.com Intel® Core™ i7-3770k 4.2GHz - Crucial 16GB DDR3 - Dual Radeon HD770 1GB DDR5 (Crossfire) - Eco II Watercooling - Win7 64bit Intel® Core™ i7-2600k 3.4GHz - Crucial 4GB DDR3 - NVIDIA GeForce GTX550Ti 1GB - Win7 64bit Intel® Core™ i7-860 2.8GHz - Crucial 8GB DDR3 - NVIDIA GeForce GTS240 1GB - Win8 64bit NOTE: Unless explicitly stated otherwise, everything written by my hand is MY opinion. I do NOT speak for any company, real or imagined...
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#6
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A blender exporter for FSX and FS9 would be great, because we actually also convert the sceneries for X-Plane and this would no longer be necessary. Blender is THE prefered tool for X-Plane.
Jörg
__________________
www.flightport.de |
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#7
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Quote:
The reason that I invoke XToMdl directly rather than just leaving this step up to the user is that I suspect that most users find running command-line tools difficult, don't know how to hack the .x file, and have no wish to hack the .x file. Quote:
Quote:
I would have written a Blender gmax importer or a gmax exporter, except for the fact that the gmax file format is undocumented and gmax appears to be deliberately crippled to discourage people from importing or exporting. So importing the .MDL file appears to be the only practical option. I don't condone copyright infringement, but I'd point out that if people want to rip off your models they can already do so - they can use your textures and aircraft or scenery MDLs. Adding the ability to load an MDL into Blender doesn't significantly change this situation in my opinion. Quote:
*: As an aside, I learned about the importance of providing users with ways to migrate their content from existing apps from reading an account of how Jeff Raikes, who ran the Microsoft Applications team in I think the early 90s, took on WordPerfect. In short, if you want to supplant an existing product then you have to provide ways for users to get their content out of the existing product and into your product. Ideally, and perhaps non-obviously, you should also provide users with a way of getting their content out of your product and into the existing product so that they feel that they can safely try your product without getting locked in. Last edited by Marginal; 14 Jan 2008 at 20:42. |
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#8
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Quote:
Complicating matters is that the XML Schema used for FS9 is very different to the XML Schema developed for FSX, so you would have to branch your script depending on which platform the user is exporting for... ...or have two different scripts at a minimum. ![]() In addition, an FSX model requires an ProjectName.xamim file, which together with the ProjectName.x file are parsed by XtoMDL.exe to compile the finished .mdl file. Max/GMax simply exports animation tracks; i.e., a key-frame matrix. The conditions and all other driving information comes from the XML scripts. For example, here is an nnn.xanim for an object with a "rudder" animation file. This file would have to be generated by your Python script (or whatever handler you pass control to). It combines data from the model's animation matrix with data from the modeldef.xml file: Code:
<?xml version="1.0" encoding="ISO-8859-1" ?>
<AnimLib version="9.1">
<Anim name="rudder_percent_key" guid="5433b2a0-0fd9-4192-8f7d-0ba36bf7191d" length="100.000000"
type="Sim" typeParam="AutoPlay" typeParam2="rudder_percent_key">
<AnimStream name="Rotation" id="0" partName="rudder" length="100.000000">
<Keyframe time="0.000000" type="Quaternion" data="0.000000;0.000000;0.000000;1.000000"/>
<Keyframe time="50.000000" type="Quaternion" data="0.000000;0.000000;0.174253;0.984701"/>
<Keyframe time="100.000000" type="Quaternion" data="0.000000;0.000000;0.344016;0.938964"/>
</AnimStream>
</Anim>
</AnimLib>
Code:
<Animation name="rudder_percent_key" guid="5433b2a0-0fd9-4192-8f7d-0ba36bf7191d" length="100" type="Sim" typeParam2="rudder_percent_key" typeParam="AutoPlay" />
<PartInfo>
<Name>rudder_percent_key</Name>
<AnimLength>100</AnimLength>
<Animation>
<Parameter>
<Sim>
<Variable>RUDDER DEFLECTION PCT</Variable>
<Units>percent</Units>
<Bias>50</Bias>
</Sim>
</Parameter>
</Animation>
</PartInfo>
...to be truly successful, your script(s) would need to replicate the .X file and .XANIM files perfectly.
__________________
Bill Leaming 3d Modeler Max/GMax C & XML Gauge Programmer Eaglesoft Development Group http://eaglesoftdg.com Intel® Core™ i7-3770k 4.2GHz - Crucial 16GB DDR3 - Dual Radeon HD770 1GB DDR5 (Crossfire) - Eco II Watercooling - Win7 64bit Intel® Core™ i7-2600k 3.4GHz - Crucial 4GB DDR3 - NVIDIA GeForce GTX550Ti 1GB - Win7 64bit Intel® Core™ i7-860 2.8GHz - Crucial 8GB DDR3 - NVIDIA GeForce GTS240 1GB - Win8 64bit NOTE: Unless explicitly stated otherwise, everything written by my hand is MY opinion. I do NOT speak for any company, real or imagined...
Last edited by n4gix; 14 Jan 2008 at 21:57. |
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#9
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Hi,
Quote:
Quote:
In my opinion the copyright trouble when somebody can actually edit my model, is a lot bigger than when they just use the texture or MDL file as is. But this is indeed a tricky point, maybe it would be a good idea to start a separate discussion about this topic. I have been thinking about other import option that would "prove" the user actually has the source. For FS2004 MDL files you can think of importing the ASM files (I haven't seen MDL decompilers yet). Unfortunately for FSX I did not find something that could be imported and only made if you have the sources.
__________________
Arno If the world should blow itself up, the last audible voice would be that of an expert saying it can't be done. FSDeveloper Administrator | Former Microsoft FS MVP
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#10
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Thanks for developing this conversion tool. I think this is a valuable tool toward making Blender a primary modeling utility for MSFS X for me. A few of you have mentioned concern over unethical use of the utility. I believe that it shouldn't be a deterrent to come up with utilities like this. I look at it this way..."locks keep honest people honest". It's the dishonest people that you need to worry about, not the 99% of honest people. I believe that the community is savvy enough to realize whenever someone might do a knock-off plane and call them out. There is no need to be obscure about model format or conversion utilities in that situation. It's my belief that knowledge shouldn't be hidden -- rather people should be open and helpful with what they know. Conversion utilities like this fall into that category imho. Anyways, thanks much for coming up with this converter.
Last edited by BHawthorne; 20 Feb 2008 at 03:20. |
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#11
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I think that no one has any concern whatever about the export script at all.
As for the "import script" that will take a .mdl and dissect it for use in Blender, my own testing has proven that to be a non-issue as well, simply because the resulting mish-mash-of-mesh is -for all practical purposes- pretty much useless for "casual theft" of someone's IP.
__________________
Bill Leaming 3d Modeler Max/GMax C & XML Gauge Programmer Eaglesoft Development Group http://eaglesoftdg.com Intel® Core™ i7-3770k 4.2GHz - Crucial 16GB DDR3 - Dual Radeon HD770 1GB DDR5 (Crossfire) - Eco II Watercooling - Win7 64bit Intel® Core™ i7-2600k 3.4GHz - Crucial 4GB DDR3 - NVIDIA GeForce GTX550Ti 1GB - Win7 64bit Intel® Core™ i7-860 2.8GHz - Crucial 8GB DDR3 - NVIDIA GeForce GTS240 1GB - Win8 64bit NOTE: Unless explicitly stated otherwise, everything written by my hand is MY opinion. I do NOT speak for any company, real or imagined...
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#12
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Quote:
Last edited by BHawthorne; 20 Feb 2008 at 17:23. |
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#13
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Frankly, the import .mdl is a wonderful diagnostic tool for helping one build uber-efficient FSX models, precisely because everything is imported "per drawcall!"
I've been using it (along with another utility program with which I'm acquainted) to optimize one of my models. So far I've managed to reduce it from 223 drawcalls (FS9 MakeMDL compiled) to a mere FIVE drawcalls (XtoMDL compiled)...
__________________
Bill Leaming 3d Modeler Max/GMax C & XML Gauge Programmer Eaglesoft Development Group http://eaglesoftdg.com Intel® Core™ i7-3770k 4.2GHz - Crucial 16GB DDR3 - Dual Radeon HD770 1GB DDR5 (Crossfire) - Eco II Watercooling - Win7 64bit Intel® Core™ i7-2600k 3.4GHz - Crucial 4GB DDR3 - NVIDIA GeForce GTX550Ti 1GB - Win7 64bit Intel® Core™ i7-860 2.8GHz - Crucial 8GB DDR3 - NVIDIA GeForce GTS240 1GB - Win8 64bit NOTE: Unless explicitly stated otherwise, everything written by my hand is MY opinion. I do NOT speak for any company, real or imagined...
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#14
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Hio, any news on the blender exporter?
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#15
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man, blender2fsx is just what i needed, thank you SO MUCH!
but i have just a question: how to manually install it? since the installer doesn't seems to work on windows 7. also, do i need python installed? cuz blender can't detect python installation. thanks again. |
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#16
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hi!
is there someone in here??? Well, I've been looking all over the net and it seems that Blender2FSX isn't working well. Just wanted to confirm that. Marginal! are you still working on this??? I've spent hours working on a model for an airport project that i'm starting, textured it, and it's not working. Actually I could export the model with a simple material and see it in FSX, but if it's textured it doesn't work. Blender is great software and working in gmax is painful! (IMHO) so, if I don't find how to work between blender and fsx I think i'll give up. I hope there's a reply soon. Thanks! Last edited by liser; 10 Oct 2009 at 15:20. Reason: forgot somethin to write, sorry! |
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#17
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GMax is nowhere near as painful as trying to get the Blender2FSX stuff working...
__________________
Bill Leaming 3d Modeler Max/GMax C & XML Gauge Programmer Eaglesoft Development Group http://eaglesoftdg.com Intel® Core™ i7-3770k 4.2GHz - Crucial 16GB DDR3 - Dual Radeon HD770 1GB DDR5 (Crossfire) - Eco II Watercooling - Win7 64bit Intel® Core™ i7-2600k 3.4GHz - Crucial 4GB DDR3 - NVIDIA GeForce GTX550Ti 1GB - Win7 64bit Intel® Core™ i7-860 2.8GHz - Crucial 8GB DDR3 - NVIDIA GeForce GTS240 1GB - Win8 64bit NOTE: Unless explicitly stated otherwise, everything written by my hand is MY opinion. I do NOT speak for any company, real or imagined...
Last edited by n4gix; 14 Dec 2009 at 12:15. |
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#18
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is this dead??
Isn't there any workaround from blender to fsx??? |
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