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FSX exporting xanim error

Messages
6
Hello everyone :)
first I want to say that I'm new to this forum and to modelconverterX but I really appreaciate your work on this. It is a great program.

But now my problem. I really hope you can help me with this issue:

I'm trying to convert an FSX model to .x and .xanim files. For some models this works great but for some others I got these error messages while exporting:

An error occured during exporting the selected file

Message:
Der Objektverweis wurde nicht auf eine Objektinstanz festgelegt.
//maybe you can translate this with: the object-reference was not determined on an object-instance

StackTrace:
bei ASToFra.Utils.ModelDef.FindGUID(String name)
bei ASToFra.ObjectWriter.XWriter.WriteXANIMFile(String fileName, ObjectModel obj)
bei ASToFra.ObjectWriter.XWriter.Write(String fileName, ObjectModel objectModel)
bei ASToFra.ObjectWriter.AllObjectWriter.write(String fileName, ObjectModel objectModel, Int32 filterIndex)
bei ASToFra.ModelConverterX.MainWindow.bwExporter_DoWork(Object sender, DoWorkEventArgs e)


In consequence when re-converting my .x and .xanim files to FSX .mdl there are no animations anymore? I think this is because of the error message.

Can you help me to fix the problem??
Thanks in advance and have a nice weekend :)
 
It may help to know what sort of object.

What is it you are trying to do?

Convert FSX mdl to X and xanim then back to a mdl file?
 
Ok,
it is an FSX aircraft model I'm trying to convert.

Basicly my problem is that it has no windows in the virtual cockpit like those in the default FSX aircrafts. Now i want to convert them into an .x file and then start modelling with blender or something. Of course I want to keep the animations after re-converting to .mdl but something wents wrong with the .xanim files ... :(
 
Hi,

Sounds like a bug in the tool, if you send in an error report (including the file that gives the issue) I might be able to debug it.

But since the animations are specific to fsx, you will loose them anyway when you edit your object in blender in think. When exporting as x file again from blender all fsx specific x command will be gone I think.
 
okay, sounds like it would be very tricky to implement a cockpit window in that way. But thanks anyway.

Do you guess there might be another way to do that? maybe use another tool? Or is it possible to edit a cockpit window seperatly and then merge it with the virtual cockpit (in modelconverterx or any other tool) :confused:
 
Hi,

In general you can only make changes to a model when you have the source code. So often that means when you are the author of it. Else there is little you can do in general. All methods to "reverse engineer" something have their limitations and drawbacks.
 
Don't get me wrong, I don't really want to change anything on the model. Just like adding something to it. I don't know if this is possible?
 
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