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Blender to FSX - Adding library objects

Do you think the presented methods will fit your needs?

  • Yes.

    Votes: 3 50.0%
  • No.

    Votes: 1 16.7%
  • Implement "library objects" into the Attachpoint tool anyway

    Votes: 3 50.0%
  • I'm unsure/I don't understand the question

    Votes: 1 16.7%

  • Total voters
    6
Messages
588
Country
germany
Hello all!

Not being one myself:duck:, I know that scenery designers are often confronted with adding one object multiple times (taxi lights, etc.) and this can be simplified a lot by the process of making a library object and adding several copies of that object in the scenery model. The ability to edit all of them at once by simply editing the library object is, i think, the main advantage of this process.

Now in Blender...:teacher: There are at least three possibilities of achieving this
  • Link/Append
Create your library object in a separate .blend file and use File>Link/Append to insert the object in the scene.
  • Linked Duplicate
Create one instance of the object, and duplicate it using Alt+D. Changes to one of the duplicates will immediately reflect in all the others.
  • Array
Using the array modifier. For evenly spaced objects (for example), one can use the array modifier to create an array of objects based on one single object.

You can explore these methods on your own; I just wanted to make you aware of them. As you may have noticed, Blender2FSX does not support adding of library objects. However, if enough people think that the above methods do not sufficiently meet their needs, I will dive into implementing that feature as well:rolleyes:. So take the poll and let me know what you think.

Cheers:)
 
Thanks for this Felix, I've never been aware of Linked Duplicate. I have used Linking, but that's a bit more unconvenient I think.

By the way, I think implementing Adding Library Objects in the B2X toolset, would really make sense.
 
hi,

This topic interested me, I do not know the linked duplicate method. great!
Adding items to the library would be a real plus, even if I do not see exactly how you could do.

thank you thank you thank you good luck :)
 
By the way, I think implementing Adding Library Objects in the B2X toolset, would really make sense.

This could be done by separately exporting each scene layer and compiling the exported models into a .BGL, but one still needs to figure out where to store all the GUIDs then.
 
This could be done by separately exporting each scene layer and compiling the exported models into a .BGL, but one still needs to figure out where to store all the GUIDs then.

We're limited to 20 models, then. Or using different scenes? (never worked with that though)

GUIDs could be put in the custom object properties, but that's just what I think of first. I don't know anything of the underlaying structures of the toolset...
 
Hi everyone!

I have worked with more than one scene in blender before. It works nicely when you are making a very complicated and cluttered scene.

Krispy1001:)
 
Here is what I suggest for now: Keeping the library as a folder containing .blend files (and maybe .x files) of the library objects, each library object being a separate .blend file with its own GUID. That would be feasible at the moment IMHO. Fancy schmanz with extra scenes and such are likely to explode in my face at any time. :yikes: And you wouldn't want that, would you? Anyhow, I guess I will have to start making some scenery now, to know what we are dealing with here... I'll keep you posted.

Cheers
 
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