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Thanks. Maybe the export CTD is due to the pop-up export options window that pops up when one presses the export button? Does anyone know where those options are in the ini file?Shez, the following works exporting from Blender:
The workaround is:
1) Do not use "Export only Current Selection"
2) Export the file with "Export animations and LOD" unticked. And use the GOOD .x file.
3) Export the file again with "Export animations and LOD" ticked this time. And use the GOOD .mdl file.
4) Import the .x file into MCX and then merge it wtih the mdl file.
5) Now delete the ModelPart(s) created by the .x file and then export from MCX the .mdl file.
The .mdl file now contains the correct ModelPart(s) , Effects and Animations.
Yeah I’m with you brother!Hi. Yeah this is very irritating as it has stopped any further work on modeling. It has pushed me to start work with 3DS Max so maybe that is a plus.
What were the work arounds you used?
I am well into 3DS Max now. I like it but the workflows are more complex.Yeah I’m with you brother!
I am in the same boat… I developed a lot of local objects that were pretty well expressed in previous versions of flight simulator including X-Plane., but I can’t figure out for the life of me how to get my previous G max models even through Model ConverterX into MSFS 2020… And…
Should go ahead and bite the bullet and use/ Learn 3DS? I understand Gmax is actually a precursor to 3DS Max… Is that true? And is that an a an intelligent forward path to doing scenery development in MSFS?,
Sending protective and healing vibes to you and your loved ones.