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MSFS20 Model part / node name

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hungary
Hi Arno!


Maybe I just missed it but is there any way to list the nodes of the gltf in MCX? I seem not to find it. I need them because I want to create Behaviour Visibility xml for the objects. They are old FSX objects and so far I can only find out the part/nodes names if I import them to 3DS.

It would be also nice if I could export a list of all nodes in gltf. A simple windows where parts are listed and can be copy-pasted all together. Then I could assamble a simple excel macro to prepare for me the xml code structure.

Thanks a lot!


1671434480968.png
 
Hi,

In the hierarchy editor you should be able to find them. In the development release the node names of the glTF file are shown.

But be aware that MCX is not a glTF file viewer, in the sense that it shows the exact structure of the glTF file. On import the data is translated to the internal data model and that could lead to changes in the structure.
 
Hi,

In the hierarchy editor you should be able to find them. In the development release the node names of the glTF file are shown.

But be aware that MCX is not a glTF file viewer, in the sense that it shows the exact structure of the glTF file. On import the data is translated to the internal data model and that could lead to changes in the structure.
Thanks Arno for the answer.
I think I'm blind because I cannot see it. I use the development version. If you check my screenshot I cannot see it. I know that during import/export the nods are renamed.
 
Each node is represented in Hierarchy Editor, it just takes a bit of sleuthing to match them up to the name listed in the 3d software. If the node has a unique material, that is a dead giveaway, number of triangles is another clue and oftentimes it is easier to find them by tracing down the hierarchy tree, or by isolating suspect nodes in MCX to inspect them visually.

In the example above, the nodes appear to be LOD models of a static airplane. In this case, if they were configured properly, you could set Hierarchy Editor to "Only show active LOD" and one would disappear, providing an additional clue. I have also informed the names are not present and been refuted, so I've had to learn other ways of identifying them. Importing into 3ds Max is a good one, you could give them a specific material that shows in MCX.
 
When the nodes have names they should be shown. But I need to check in the code what the hierarchy optimization does with them, they might be lost.
 
Hi,

I had a look in the code, but in most cases the node names are lost indeed during the optimization of the model after importing it.

For a test I disabled the optimizing and then you see that names are stored in the nodes, see the screenshot below. But they are not at the model part level, but at one level above it (the node above). During the optimization this whole structure is removed and that's where the names are lost.

I can check if I can change the optimization to keep some, but it's an illusion to keep them all. That's because MCX is not a glTF viewer that replicates the exact structure of the glTF file.

1671567263971.png
 
Hi,

I had a look in the code, but in most cases the node names are lost indeed during the optimization of the model after importing it.

For a test I disabled the optimizing and then you see that names are stored in the nodes, see the screenshot below. But they are not at the model part level, but at one level above it (the node above). During the optimization this whole structure is removed and that's where the names are lost.

I can check if I can change the optimization to keep some, but it's an illusion to keep them all. That's because MCX is not a glTF viewer that replicates the exact structure of the glTF file.

View attachment 85563
Alright! Thanks Arno for looking at it! Appreciate it.

Then I stay with the 3DS Max, it is an additional step, but than at least I have more control over the object.
 
Hi,

I had a look but trying to preserve the names in optimization will give very confusing results. What I did however is add an option to disable the optimization at all. That's something I do myself when analysing bugs as well. When the optimization is off you get a structure that is more close to the input file (but also more messy). But to inspect names that might help. It will be in the next development release.
 
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