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Blender scene, world origin point when exporting

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85
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germany
Dear members,

I have a general question, maybe you have some tipps for me.
I am working on an airport, now already have some objects in the scene. I am working with one blender file and have several buildings in there in different collections. I find it's easier to get the dimensions right, when having the other buildings for reference.

The problem is now, that the farther I get away from the world origin, the more complicated it gets to position the object in MSFS itself, because the origin point is somewhere else. You get the problem?

So I've exported the building to the left, but the gizmo in MSFS for positioning the building will be about where the tower is.

How do you guys handle that? Would be cool if the exporter tool could handle this, before exporting position the object in world origin, export and reset it :)

edvyscene.png

edvyscene_gizmo.png
 
You can reset it prior to saving/ exporting it. You need to move the cursor to the origin and move the selected object to the world origin. Multiple objects should be saved as single files.
 
Mh, okay, then all objects sink into the ground at the world origin, I think I'll have to learn some more blender tricks.
 
I build the airport like you in Blender except that when exporting I place each building in the center of the scene and I export with the "selection" mode.
Why is that, because I don't flatten my airport so you have to place a building or a small group of buildings one by one.

This is one of the big difference with exporting for P3D where you can export almost everything in one piece with of course MCX functionality.
 
Mh, okay, then all objects sink into the ground at the world origin, I think I'll have to learn some more blender tricks.

You will then move the object up using the move tool. First, click either 1 and or 3 so that you are either in front view and or right side view to align it to the x-axis line and or the y-axis line.
 
Ohhh, one more thing, make sure to apply all transforms (scale, location, and rotation).
 
Yeah, what I've done now is use a simple python script to extend the "set origin" menu. It now has another entry "set origin to bottom center".

Upon export I first set the origin to bottom center, then move to the 3D cursor, so everything is set to z=0.
I wish there would be a way without moving it to world origin, I quite often export the object via a shortcut to see changes directly in MSFS as it immediately rebuilds and reloads the new object. Now, it's a little cumbersome to always move to world origin beforehand. 🤔
 
You shouldn't have to move it if you build from it - a starting point.

Keep in mind, Blender was not created for MSFS or any other Sim, but for 3D modeling in General.
 
Yes you are right, but it's so much more convenient, to have the dimensions of other models of the airport as a reference.
 
You can add an image for reference, pretty simple to do. With the image a scale to which to calibrate it with.
 
Yes, that would be an appropriate way. Maybe I have to rethink my workflow.

Thanks for your tipps!
 
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