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MSFS20 MSFS Asobo Official Blender exporter

Am I crazy or is anyone else having trouble using Blender 3.2 (Stable) with Exporter 1.1.6? Works for simple stuff, but putting an emissive blended decal texture on a separated face over an opaque image texture on the face below generates a gigantic error list. Works fine with a simple cube. This has been working fine in Blender 3.1.0 with 1.1.6. I'm running both Blenders as portable so I can switch back and forth.
(EDIT) Problem solved: When I first ran Blender 3.2 I set it up as portable (from .zip) and clicked the button that asked whether I wanted to copy all my settings from 3.1. As a result, I ended up with the original exporter (Vitus) plus the Asobo exporter. Deleting that old one, even though it wasn't showing in the Preferences, fixed the problem. Is there an emoji that shows egg on face?
 
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Does anyone here know the correct setting for exporting projected meshes? I know everything has to be joined into one object or make parents but some layers are exported with a different scale.

1659545111416.png
 
Am I crazy or is anyone else having trouble using Blender 3.2 (Stable) with Exporter 1.1.6? Works for simple stuff, but putting an emissive blended decal texture on a separated face over an opaque image texture on the face below generates a gigantic error list. Works fine with a simple cube. This has been working fine in Blender 3.1.0 with 1.1.6. I'm running both Blenders as portable so I can switch back and forth.
(EDIT) Problem solved: When I first ran Blender 3.2 I set it up as portable (from .zip) and clicked the button that asked whether I wanted to copy all my settings from 3.1. As a result, I ended up with the original exporter (Vitus) plus the Asobo exporter. Deleting that old one, even though it wasn't showing in the Preferences, fixed the problem. Is there an emoji that shows egg on face?
Are you able to get lights to export with 3.2?
 
Are you able to get lights to export with 3.2?
Actually, no. I ran blender 3.2.1 (portable) with Exporter 1.1.6. I put a point light and a spotlight in the scene and exported successfully to the .xml, .gltf and .bin. Looks like they serialized fine. Then I attempted to compile in the sim. I got the Punctual Lights not supported error. This worked fine with 3.1 and 1.1.6 though.
I'll get more evidence and send to Asobo later today. I did not try 3.2.2 yet. Needs more experimentation before I can say for sure. Need to look at the version of glTF packaged with Blender and a few other things first.
Anybody else having this problem?
Further EDIT:
Just verified that 3.1.0 with 1.1.6 exports and compiles fine. 3.2.1 with 1.1.6 exports, but compiler throws error: "required extension not supported: KHR_lights_punctual".
Big hint as to what's happening: Blender prior to 3.2 ships with glTF Khronosgroup exporter 1.8.19, Blender 3.2 ships with Khronosgroup exporter 3.2.43. Go figure!
I'll package this up and report it to Asobo.
 
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Actually, no. I ran blender 3.2.1 (portable) with Exporter 1.1.6. I put a point light and a spotlight in the scene and exported successfully to the .xml, .gltf and .bin. Looks like they serialized fine. Then I attempted to compile in the sim. I got the Punctual Lights not supported error. This worked fine with 3.1 and 1.1.6 though.
I'll get more evidence and send to Asobo later today. I did not try 3.2.2 yet. Needs more experimentation before I can say for sure. Need to look at the version of glTF packaged with Blender and a few other things first.
Anybody else having this problem?
Further EDIT:
Just verified that 3.1.0 with 1.1.6 exports and compiles fine. 3.2.1 with 1.1.6 exports, but compiler throws error: "required extension not supported: KHR_lights_punctual".
Big hint as to what's happening: Blender prior to 3.2 ships with glTF Khronosgroup exporter 1.8.19, Blender 3.2 ships with Khronosgroup exporter 3.2.43. Go figure!
I'll package this up and report it to Asobo.
Yep, I get the same error for trying to export lights on 3.2. And on 3.1 I get the following error (not related to lights though):
"Failed to load model data: 'Neither required `bufferView` nor `uri` defined for image[0] name = "Devinci_RJBE_T_WALLS_ALBEDO.png""

So I'm stuck not being able to compile some textures or some lights depending on the version of Blender.
'
 
Yep, I get the same error for trying to export lights on 3.2. And on 3.1 I get the following error (not related to lights though):
"Failed to load model data: 'Neither required `bufferView` nor `uri` defined for image[0] name = "Devinci_RJBE_T_WALLS_ALBEDO.png""

So I'm stuck not being able to compile some textures or some lights depending on the version of Blender.
'
Here's what I sent to Asobo: https://github.com/AsoboStudio/glTF-Blender-IO-MSFS/issues/162
Suggest we stick to 3.1 until the dust settles.
 
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It might be best that v3.1 of Blender along with the exporter v1.1.6 be the last until the LTS (Long Term Support) v3.3 of Blender is released. At least then Asobo will have the time to update the exporter fully without any major changes that can happen in Blender.
 
I can't see the "Migrate Material Data" button. Is it still present in version 1.1.6?
 
Just ran a quick test: The Migrate Material Data button only appears if the material you are working on was created using the original exporter. The 1.1.6 exporter looks for a bunch of nodes with names particular to the original nodes created. Otherwise, it merely give you the choice of type of node tree. HTH.
 
Hey all,

I've been learning how to use this add on and blender together and have made good progress, but my textures always end up darker in MSFS than they appear in Blender. Is there a fix for this?
 
I have tested the exporter in July and it appeared to work, it did create a proper file set for an object. However now, after a huge amount of time spent in modeling a terminal in my project, and converting/migrating all my materials, when I tried to export, it throws an error. What's even worse, the file I tested on, back in July, also returns an error. I installed Blender 3.1.2 and tried there - same error. All materials are converted. This is a disaster...

This has something to do with materials. If I create a test cube with a MSFS Srandard material it works OK and exports without errors - although all images are named image.png, image-1.png and so on, instead of material name or something meaningful. That also means multiple images for same materials on different objects, instead of overwriting and reusing same images?

But as soon as I change material from "Standard" to "Parallax" (which I use extensively in my sceneries) - I get the same error!

What's worse, if I check the "day/night cycle" checkbox even on "Standard" material - I get the same error immediately!

And checking "Collision Material" results in the same error!

So either "Parallax" or "Day/Nifht cycle" or "Collision Material" do not work, and result in the fatal error.

This is a major disaster! I have spent a lot of time on creating an Asset Library and converting/migrating all my materials (about a hundred of them) to the new format. Now it turns out nothing can't be exported, and basically this Asobo Blender Exporter is unusable, because it can't export parallax, day/night cycle and collision, the features I always use and can't live without. Please tell me there's something with my setup that's wrong and can be fixed, and it's not a dead end... I don't think coverting materials back to Blender2MSFS is an option...
 
Hello:

While ASOBO delegates this MSFS Blender Python Exporter to the outsourced team, can your Blender project be exported via MCX ?

The MCX Manual shows:

9.1.2 Assimp
ModelConverterX makes use of the Assimp library to read certain 3D formats. Geometry, material
settings and animations can be read using the Assimp library. It should be noted that not all
formats in the Assimp library support all these functionalities, e.g. some formats don’t support
animations for example. The following formats are read by ModelConverterX using Assimp:
•AutoDesk FBX
•COLLADA (DAE)
•Wavefront OBJ
•Stereolithography (STL)
•AutoCad DXF
•Blender project files

...and shows this capability during import for Blender and glTF files:

mcx_object_and_scenery_reader_capabilities-gltf-jpg.84729


Arno also recently posted this announcement in the MCX Forum:

Hi all,

There is a new build of MCX online now that will read and write the secondary UV channel correctly. And it also has a vertex editor so that you can edit the texture coordinates of the second channel. This might help when trying to add parallax windows to an object.

I am still trying to understand how the texture mapping really influences the room that is shown.

GaryGB
 

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I think I solved my issue, though it took most of the day eliminating different factors. In case it's useful to others, here's what helped:

1. Installing Blender 3.1.0 - that exact version, newer versions may be problematic.

2. Completely erasing blender user folder, where all settings and addons are stored, and not importing previous Blender settings. So a clean slate installation.

3. Fresh install of the exporter,

4. Adding and enabling the addons that I need, one by one.

So far it's working, though I haven't tested in MSFS yet. But my test files are exporting without errors and are creating plausible files. I have no idea what was corrupted in Blender settings or anywhere else in the Blender user folder that has resulted in those errors. But for now the issue is gone...
 
I discovered the same when trying to use anything over 3.1.0 with 1.1.6. I use that combination daily with no problems whatsoever. I'll spend some time tomorrow trying to track down the error. I recently saw a GitHub comment where someone found that the displacement modifier was the problem, but I can't seem to find the reference. I'll keep looking, though.
Anyway, your clean install has always worked for me.
I found the reference: https://github.com/AsoboStudio/glTF-Blender-IO-MSFS/issues/164. Scroll down and read all the comments.
A number of things have changed in Blender beyond 3.1.0. When I tried 3.2.x I discovered that the Khronos glTF exporter, on which the 1.1.6 is based, that is packaged with Blender is an entirely new version.
 
I don't understand where I must insert the comment. If I insert something around line 75 the plug-in doesn't work.
If someone have the same problem, a my friend solved it:
# export_displacement=settings.export_displacement, ( he added a # before the last line).
 
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I don't understand where I must insert the comment. If I insert something around line 75 the plug-in doesn't work.
If someone have the same problem, a my friend solved it:
# export_displacement=settings.export_displacement, ( he added a # before the last line).
That works for the export gltf (with the MSFS extension ticked), but not for the Multi-Exporter, so LOD exporting needs to have Blender version 3.1
 
Is anyone able to use Blender 3.3 with the Asobo exporter (https://github.com/AsoboStudio/glTF-Blender-IO-MSFS)? When I use it with Blender 3.3 it exports the model but does not update the XML and doesn't generate a GUID. When I use the same (latest) Asobo exporter in Blender 2.9.3 everything works.

I'm not sure if I'm better off using only one version of Blender that does everything or just keep opening 2.9.3 just to export, which is what I've been doing. I prefer Blender 3.3.1 for modeling since it seems to do the texture preview better and the interface is a bit updated, but if there's an near-identical earlier 3.x version that works better with the MSFS exporter I could use that.

What's "best practice" these days?
 
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