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MSFS Import glTF files into Blender

Messages
201
Country
unitedstates
Hello, although I've been successful at exporting my custom objects out of Blender into MSFS, I've not been able to import already made .glTF's (Asobo made stock objects) into Blender. I've tried using the stock .glTF importer and also another importer I found on github (KSons glTF 2.0 importer) with no luck.

I'm trying to edit just a few things to stock objects so if anyone can help me import them into Blender, I'd greatly appreciate it!

-PEACE FARM
1599426576962.png
 
Messages
392
Country
australia
Asobo compiled glTF cannot be imported as they can be either copy protected or non-standard format. So making changes to stock files is not an option at the moment.
 

Vitus

Resource contributor
Messages
1,480
Country
newzealand
I really don't intent to add an MSFS importer to the Blender toolkit. While I understand how it can further one's understanding of the process by simply disassembling someone else's work, it also opens the door for plagiarism. This is already an issue in the community.
On top of that, it's actually not that simple to implement to begin with. We would need two types of importers, depending on whether you'd like to get your model from the packages or from the sourcePackage. You'd need an interpreter that takes all the extensions of the various materials and based on that figures out what material mode was used to create it.
Ultimately, the toolkit is there to support the creation of 3D assets for flightsim. Since Arno is working on a MSFS extension for MCX, I won't be touching the MSFS import in the foreseeable future.
 
Messages
201
Country
unitedstates
I really don't intent to add an MSFS importer to the Blender toolkit. While I understand how it can further one's understanding of the process by simply disassembling someone else's work, it also opens the door for plagiarism. This is already an issue in the community.
On top of that, it's actually not that simple to implement to begin with. We would need two types of importers, depending on whether you'd like to get your model from the packages or from the sourcePackage. You'd need an interpreter that takes all the extensions of the various materials and based on that figures out what material mode was used to create it.
Ultimately, the toolkit is there to support the creation of 3D assets for flightsim. Since Arno is working on a MSFS extension for MCX, I won't be touching the MSFS import in the foreseeable future.

Thank you for the reply, Vitus. That makes complete sense. I would have really liked to customize a few things in the Piper Cub's cockpit and although it saddens me to learn that an importer is not on the agenda, it's bittersweet as with this method, I assume our custom (commercial) assets should be relatively safe of plagiarism, correct?
 
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