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MSFS20 Blender Export settings to get things done.

Vitus

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Since this seems to pop up over and over again, let me show you how it's done.

1. Select the objects you would like to export. Press "A" if you want to export everything:
qngL2ui.png


2. Go to File->Export and select the "extended glTF 2.0 for MSFS.
2dGQfHK.png


3. A wild export-dialog appears.
RF6UFDj.png


4. Make changes to the settings as indicated above. That means:
- make sure the format is glTF Separate
- Don't Batch export LODs if you haven't set up your collections in accordance with the documentation!
- If you're working on scenery, you might want to generate the XML file and a GUID, if you're working on aircraft you can skip that and later generate your xml file manually.
- Activate the option "Selected Objects" - this will export all objects that are currently selected in the scene. Remember step 1.
- Don't use Custom Properties, it'll only clutter up your gltf.
- Don't include Cameras and Punctual Lights. It won't work.
- Make sure that the Asobo extensions are enabled.
- leave the rest at default.
- Don't - and I can't stress this enough - don't screw up.

5. $$$ PROFIT $$$
 
Nice Vitus, now works, now there are still small problems with the ingame PackageBuilder, but I have to try how the workflow is with MSFS :) :D
 
This is some stuff that i learned, while designing my very first scenery.

* I usually keep Blender and the sim open, and saving the new GTLF file it will reload automatically in the sim.
* If you got new textures on your 3D Object in Blender, you have to manually copy the textures files to the current version of the scenery to make it work without reloading.
* Don't forget that you can open your GTLF file with Windows 3D Viewer. That way you can check if textures look ok outside of Blender (Dont forget to put this file in the same folders than the textures)
 
* I usually keep Blender and the sim open, and saving the new GTLF file it will reload automatically in the sim.
From my experience, this does not work for aircraft though. However, you can hit the "Resync" button in the aircraft tool to have new resources loaded in the sim.

* Don't forget that you can open your GTLF file with Windows 3D Viewer.
That works? I tried a couple of glTF viewers, most of them don't like the Asobo extensions and thus don't load the model.
 
From my experience, this does not work for aircraft though. However, you can hit the "Resync" button in the aircraft tool to have new resources loaded in the sim.


That works? I tried a couple of glTF viewers, most of them don't like the Asobo extensions and thus don't load the model.




yes those were the textures i choose for a test :p
 
neat! Have you tried this with more complex materials as well? Say, decals or glass?
 
neat! Have you tried this with more complex materials as well? Say, decals or glass?

I'm still trying to figure it out what texture exported from SP gets loaded in the correct options in Blender2MSFS Exporter...so far as i understand

BasicColor.png > Albedo
Normal.png > Normal
Metallic >

Not sure what else to do with Height.png and Roughness.png (name choices are given by msfs preset SP posted on this forum)
 
Change the export preset of Substance. That way you don't have to copy and paste the metallic texture in photoshop ;)
 
Since this seems to pop up over and over again, let me show you how it's done.

1. Select the objects you would like to export. Press "A" if you want to export everything:
qngL2ui.png


2. Go to File->Export and select the "extended glTF 2.0 for MSFS.
2dGQfHK.png


3. A wild export-dialog appears.
RF6UFDj.png


4. Make changes to the settings as indicated above. That means:
- make sure the format is glTF Separate
- Don't Batch export LODs if you haven't set up your collections in accordance with the documentation!
- If you're working on scenery, you might want to generate the XML file and a GUID, if you're working on aircraft you can skip that and later generate your xml file manually.
- Activate the option "Selected Objects" - this will export all objects that are currently selected in the scene. Remember step 1.
- Don't use Custom Properties, it'll only clutter up your gltf.
- Don't include Cameras and Punctual Lights. It won't work.
- Make sure that the Asobo extensions are enabled.
- leave the rest at default.
- Don't - and I can't stress this enough - don't screw up.

5. $$$ PROFIT $$$

Thats work fine for me, but my issue my friend is a little....mean.
I xport from sketchup with the objxport and their .png textures, so, when i import to Blender some textures dont load....really i´m lost here. For the xport to MSFS dont problem...is beetwen sketchup and blender. Tks in advance.
 
neat! Have you tried this with more complex materials as well? Say, decals or glass?

I did and sadly it doesn't seem to work with emissive and/or opacity maps. (Worked fine without both of them)

EDIT: For some weird reason it started working :0

EDIT 2: I think I've got it. The windows gltf viewer won't take .tga files. When I change my Albedo map in Blender from .tga to .png it shows up in the 3d viewer :)


This is some stuff that i learned, while designing my very first scenery.

* I usually keep Blender and the sim open, and saving the new GTLF file it will reload automatically in the sim.
* If you got new textures on your 3D Object in Blender, you have to manually copy the textures files to the current version of the scenery to make it work without reloading.
* Don't forget that you can open your GTLF file with Windows 3D Viewer. That way you can check if textures look ok outside of Blender (Dont forget to put this file in the same folders than the textures)


That's a pretty amazing tip right there! Just one thing to ask: at my end it loaded the new gltf in a matter of seconds in the first couple tries, but with every next one it took longer and longer until around reload number 8 it just crashed the sim. Does it happen to you as well?
Now it won't load new gltf at all, it just crashes after around 30 seconds.

Meh it was amazing to fiddle around with light settings and see them live in the sim...

EDIT: Figured this one out as well I think ;) When updating the gltf model you have to uncheck the option to create the xml file and leave the textures field blank. I was able to update the same model multiple times with no problems that way and finally got some lights from blender to act as I wanted :D
 
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Is there a way to set a directory structure for the textures so they are not all saved in the \modelib\texture folder in a flat file format, so I can have something like this (it works in 3ds max exporter, just not in the blender one) modelib\texture\ModelNameTextures.
 
@Roman2109 This is done on purpose. Saving the relative texture path in the glTF creates problems with the packagetool, which is why I'm omitting that when the model gets exported. The fact that the textures won't load in a glTF viewer, if they're not located in a different folder, is a limitation of the format that the sim requires. And if you think about it, it actually makes a lot of sense. In the sim, we're using fallbacks at various places. Those fallbacks are always defined in the texture.cfg files that are provided with the model. If you leave the relative path in the glTF, and you create fallbacks, your texture won't show up, because the sim will assemble an invalid path to that file.
I believe that the fact that the filepath is written to glTF if you're using a nested folder structure seems to be a bug in the 3dsmax exporter, not a feature.
 
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