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Blender 2.68 .X export scripts

Hi Paolo,

Glad to hear the animation is working. Did you already try a rotation animation as well?

I'll check the texture mapping and see if there is a bug in it. Might take a few days, it's a bit busy at my work currently.

Not yet tested the rotation or spinning ... but for sure I'll will try it: the radar dish at LIME has been idling for too long time ! It needs to start working ... shortly :)

Again and again thanks for your patience, Arno !!
Ciao, Paolo
 
Also, my crippled box does not even show up in the sim. :( So obviously I'm missing some essential step. Not even exporting to .X from MCX and then XtoMdl will yield a visible model. :( And yes, I did figure out MCX's useful GUID capability.
 
Also, my crippled box does not even show up in the sim. :( So obviously I'm missing some essential step. Not even exporting to .X from MCX and then XtoMdl will yield a visible model. :( And yes, I did figure out MCX's useful GUID capability.

Sorry ozmann .. but are you using Blender 2.49 ?

I do, and I ound the blender > ".x and .mdl" exporter, following this link
http://www.fsdeveloper.com/forum/showthread.php?t=8427

But Idon't now if it is still working.

If you need the script , let me know by e-mail ... I may send it to you.

(Note ... it doesn't export the animations ... for those Arno is after them right know :) !

C iao, paolo
 
Ah, I didn't read all the posts thoroughly enough to pick that out about the animations.

Blender version 2.68 is the one I'm using. I tried 2.49 but the interface is a lot different than that of 2.6x...Just like you mentioned, but the other way around. :p Using 2.49 just feels a lot more clunky and awkward to me, so I think I'm sticking with 2.68...Unless threatened with death, of course. I don't like dying. :)

Sorry ozmann .. but are you using Blender 2.49 ?

I do, and I ound the blender > ".x and .mdl" exporter, following this link
http://www.fsdeveloper.com/forum/showthread.php?t=8427

But Idon't now if it is still working.

If you need the script , let me know by e-mail ... I may send it to you.

(Note ... it doesn't export the animations ... for those Arno is after them right know :) !

C iao, paolo
 
From the screenshot it seems you use an old version of modelconverterx. Please try the latest development release. That might already fix the missing triangles.

Combination of animation and visibility tag should work. Or else please send me a file for debugging.
 
I use blender all the time. The interface changes can take time getting used to when switching from other programs or pre 2.5 blender versions. The thing you can do to make it easier, in the viewport where you are editing, press SPACE bar, then type the command you want and select from the list. Over time you can learn where the functions are. This will still make it usable and you will learn as you go. Using the .X file native export works. I cant recall if there are settings you have to mark indicating what export settings to use as I dont really use .x often. Using Blender, you have no way to name parts or assign GUID's. That is done with MCX or other tools. Texture mapping can get tricky with blender to FS formats so it takes some work to figure it out. There are settings in the collada export menu to set that preserves mapping.



A lot of functionality has improved and ways to use functionality has changed to be capable of buttonpress and/or keyboard/mouse input. Google how you want to do something and you will have plenty showing you how.
Most of the addons available for older blender versions are now built in and included in the published versions. Most addons for 2.49 and older will not work with 2.6+. Trying to import old scripts can cause undesired results.

You can also create a new post in General Chat using Blender in the title and I can tell you how to do most of the functions.

On a side note, I just found a way to export from Sketchup 8(free) to Blender and preserve UV Mapping while doing so; Collada didnt always preserve that. I havent tried the reverse to see if that will work yet.
 
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I've tagged on to this forum string hoping to get some help. I'm fairly new to Blender, but trying to work on my learning curve. I've completed a christmas tree tutorial successfully; however, I would now like to export it as a Direct X model for use in another program - that's where the problems begin!

I came across your discussions, and am wondering if the Direct X issue has been fixed, or if there is a new version for Blender 2.69?

When I attempt to export, it simply takes one or two seconds and reflects a saved X format file; however, it's only 258 kbs, and the program I use to animate models in doesn't recognize any model??

Would sincerely appreciate any advice! I may be unaware of some additional steps in the exporting process, due to my lack of knowledge.
 
Sir,

Firstly, are you using the default Blender script for .X export?
Secondly, make sure you have looked at the checkboxes left below in the export window. You might need to hit 'Export selected' or uncheck it.
Feel free to play with these checkboxes, they can be the cause of frustration.

How is your model build up? Is it a mesh, or has it modifiers and so on?

Let us hear about your progress! And keep it going!
 
Thanks, Dutcheeseblend, for the quick reply!

Yes, I am using the Direct X exporter that comes with Blender...the one that you have to check the box in preferences to turn on. Then, it's available under File/Export. After reading your response, I discovered there are some options in a drop down format, under Render in the Outliner, that can be checked? I selected Combined, Z, Normal, UV, Index Material, and Color, then exported, and the color wheel (iMac) just turned forever. I gave up after 10 minutes. I have 12 GB 1333 MHz ram and processor is a 3 GHz Intel Core i3

The model itself begins as Curves (used Add Sapling) to start the tree; then, it is converted to Mesh. There are no modifiers. The resulting Blend file is fairly large (47 MB - lots of needles), so I expected the Direct X model to be larger than the exported 258 KB, which reflects nothing when opened. I also exported it as a 3DS model that is 402 KB in size, but when I import it back into Blender, the only thing that appears is a Plane object used for lighting.

The Blend file itself will open/close within Blender, and it looks great. I'm fairly certain I could go on and create decorations on it; however, I wanted to export it as a model, without anything on it.

I REALLY appreciate you taking the time to help!
 
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Hmm, difficult... Let me think a while about it!

Maybe you could put the file here? Then we can have a look at it and do some testing!
 
I would be glad to; however, the web site is returns an error message of some sort of "security token" and requests notification to the administrator. When I follow that link, it says "Invalid Post specified. If you followed a valid link, please notify the administrator"???:mad:
 
because .blend files can not be uploaded here. Maybe arno can add the ability. Otherwise you could use a hosting service
 
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well, it's not a .blend file - it's a .zip file?? The instructions indicate that acceptable file sizes and formats are shown; zip is listed as an acceptable file; however, file sizes for most formats are missing???

If I've done this correctly, here's a link to the .blend file:http://www.fileswap.com/dl/K1yZmxAukr/Christmas_Tree.blend.html

Thanks again, Dutcheeseblend!!

worked. downloading now.
I think it also depends on whats in the zip. The file size is 39mb, you are limited to 25 on fsdeveloper if I recall. thats a downside to blender. the files get large very quickly.

Also what programs cant read it after export? I need a little more info to test this more thoroughly.
 
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Hi Kevin - The program I like to use to further animate with models is Bluff Titler. Here's the only thing they say about models: "BluffTitler can import 3D models stored in the .x format. This is the standard file format used by DirectX. For most 3D tools, plug-ins have been created to export to this format.
3DS MAX. Pandasoft has published a plug-in for 3DS MAX allowing you to save your 3D models as .x files. Google SketchUp. 3D RAD has published a plug-in for Google SketchUp allowing you to save your 3D models as .x files.
Accutrans software can be used to easily convert common 3D formats to .x."


I cannot get the model christmas tree to appear at all with this program. I can get an "earth model" to appear as a white globe. When I place the same jpg texture on the globe (while in BT), it will wrap, but creates a weird seam that is a "deal breaker". Just in case you need to look at that one, it (along with all the material/texture files) is now uploaded here: http://www.fileswap.com/dl/SBJ0E8Hc46/Archive.zip.html

Thanks again, Kevin, for taking the time to help me out with this!!!:)
 
Ok, i was able to get a successful export to collada but had other issues. direct .x and 3ds i got the same results as you, still trying. the dae file is over 200mb and it seems very few programs can read the file this large. Blender does.
MCX does but model does not show. over 2.1gb mem used
SU8 does not. gets stuck in the import at 219,788k mem usage

I really think its the file size causing the problem. smaller size meshes I have no issues with using the same steps.
Im still testing other ways to do it.

exported to these formats normal model
3ds - other program import failed - size 336 bytes
w obj - other program import failed
dir x - other program import failed - size 1 byte
collada - other program import failed - size 206,736 mb

exported to these formats after reducing your model by 50%
3ds - other program import failed - size 89 bytes
w obj - other program import failed - size 67 mb
dir x - other program import failed - size 268 bytes
collada - other program import failed - size 169 mb

Only blender is able to read any of these exports. Iused 2.67, 2.68, and 2.69 with the same results.


Try cutting the tree detail in half and see what that does for your program. You have 1,143,960 verticies , 647,950 faces, 1,295,900 triangles.
Its a pretty large mesh and an average pc will have to work a little harder to manipulate it. It holds 276.8 mb in memory when not rendered.


I would recommend you contact chris foster or other developers to see if he or they may be able to assist you further. Im having the same issues you are. Chris is the author of the script.
http://wiki.blender.org/index.php/Extensions:2.6/Py/Scripts/Import-Export/DirectX_Exporter

Use the blender.org forums and add a link here so we can follow the situation.

Here is a little document on directx performances
http://msdn.microsoft.com/en-us/library/windows/desktop/ff819065(v=vs.85).aspx

for dx10
http://msdn.microsoft.com/en-us/library/windows/desktop/cc308052(v=vs.85).aspx
http://www.blitzbasic.com/Community/posts.php?topic=66276
 
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OK, after I decimated your tree I was able to successfully load it into another program using dae. for some reason only dae appears to work for your model. no other formats are working.

I did realise I need a material so I will try again with a material.
 
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