Christian Bahr
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Because of the large scale of the 3-D model. How do you import the file into Blender, via drag and drop, or via the Blender import menu?
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This has been around for a long time at ORBXI never thought I would see dancing in a flight simulator!
That's awesome. I whish I had the man hours to dedicate to such detail.This has been around for a long time at ORBX
Import menu as always. Scale is a thing I don't really understand fully since scale is applied and Blender says the model is 1.63m and armature is tooBecause of the large scale of the 3-D model. How do you import the file into Blender, via drag and drop, or via the Blender import menu?
FYI: I got my skinned mesh animation working fine, too.
The only thing worth noting is that the mesh object should not be the child of another object in the scene and make sure that "Apply Modifiers" is not checked when exporting the model - it'll apply the armature modifier and thus removing the animations.
This could be an indication that centimeters instead of meters is the default unit. Perhaps that is why the figure is depicted as an object 163 meters tall. Blender can possibly be switched from centimeters to meters? Maybe you try a value of Scale = 0.1Scale is a thing I don't really understand fully since scale is applied and Blender says the model is 1.63m and armature is too
For me it was the other way round, my mesh was completely distorted by the animation in the sim although it worked fine within blender. What helped was making the whole group (armature, mesh, animation) a child of an empty like mikea.at suggested in his animated windsock thread. This led to the animation being exported correctly into MSFS.FYI: I got my skinned mesh animation working fine, too.
The only thing worth noting is that the mesh object should not be the child of another object in the scene and make sure that "Apply Modifiers" is not checked when exporting the model - it'll apply the armature modifier and thus removing the animations.
That tutorial is almost useless for Rigged objects. So no need to point that out, the issues explained here (mesh deformation, T-Posing deformtion and such) are something which is stricly rig-relatedTo be clear, up until now I only managed to export a scenery object with a looping animation, exporting a sim object with triggered animations is much more complicated and I failed several times. A simple animated scenery object doesn't need its animation to be exported separately, there is a good tutorial by Flying Theston on YouTube.
Can you point me to this thread? I can't find it for some reason...For me it was the other way round, my mesh was completely distorted by the animation in the sim although it worked fine within blender. What helped was making the whole group (armature, mesh, animation) a child of an empty like mikea.at suggested in his animated windsock thread. This led to the animation being exported correctly into MSFS.
Can you point me to this thread? I can't find it for some reason...
Thanks. I tried parenting the whole thing to an empty, and it didn't' change anything at all :-(MSFS - Blender cloth simulation baked to bones
HowTo do a cloth animation baked to bones exported to msfs: Start with a cylinder and add some segments Add a armature in the middle of the cylinder and place the tips of each bone at one segment. There has to be one bone at the beginning of the cylinder. Add a vertex group for every...www.fsdeveloper.com
See my questions to mikea.at below the tutorial, starts around post #10
See the latest update in the threadThanks. I tried parenting the whole thing to an empty, and it didn't' change anything at all :-(