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New MSFS Flight Simulator Collision box causes Python error

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australia
I am trying to add the new MSFS collision box (using Blender 3.1).
I create my scenery object and create one mesh object (select All then ctrl J). The object basically looks like the letter E.
I select the mesh object (so that it is the parent) and add a collision box around one 'leg' of the E shape object and then attempt to save the Blender project which generates a Python error and does not save - see image below.
Any ideas what I can do to correct this?

collision_error.jpg
 
Hi John:

I am by no means a Blender user, but I assume you are using an exporter with Blender 3.1.

Which exporter are you using ?

GaryGB
 
I haven't tried to export as yet and I did mention 3.1
All I am trying to do is to save the blender project. The error happens when I try to save the project not export.
In any case I have the Asobo MSFS exporter.

Doing some testing it appears to be related to my model as I don't get the error if I use a plain looking mesh cube and add the collision box. Also I tried scaling the collision box to enclose to whole area of the model and still get the error.
 
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I have solved it the problem.

I went back through all my meshs for the model (before 'collapsing' to a single mesh and there are very many meshes) and found 1 or 2 which still had an unapplied modifyer attached. They were 'arrays' but only with a count of 1 (I can't remember why I would have added the array modifiers) and they had NOT been applied. When I removed them, 'collapsed' all meshes to a single mesh and then added the collision box I was able to SAVE the project.

Woo Hoo unapplied modifiers was the culprit.

That begs the question is there a method to APPLY ALL MODIFIERS like there is to 'apply all transforms'? This would save having to scan through all the separate meshes looking for the 'spanner' icon.
 
It is still annoying that having those modifiers unapplied prevented me from simply SAVEing a project. Outputting scenery files I can understand but not saving a project. What if I don't want to apply modifiers during the process of developing a project and it is not final.
 
I think the something got corrupt, never heard of not being able to save a blend file because of modifiers being used.
 
It was completely new to me too and wonder if it perhaps could have something to do with the new Asobo exporter addon AND having a collision box added to the project (maybe it can't 'handle' modifiers and the 'new 'collision boxes'.
 
Maybe Blender needs to get "undo's"? I encounter impossible errors all the time, my very existence is a cacophony of impossible events. Each time I utter, "so, the world is not up to my level of impossibility, is it?" Ultimately, however, I blame myself. I mean, "yes!" if Blender can't handle my computations, something must be corrupt, but, most of the time I just simulate my way through the situation, anyway.
 
The blend file was more than likely corrupted when you had the higher version of Blender (v3.20) installed while trying to use the Asobo exporter. As you found out, Blender v3.20 and the exporter are not compatible.

Since you didn't keep a previous blend file before upgrading Blender and the exporter, you might have to start over with your project. But there might be some hope. Try exporting to a ".fbx" file and then import it into Blender. After importing the ".fbx" file, save it as a blend file.

You might have to "fix" (cleanup) or repair your project doing this but you didn't have to start over either.
 
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Maybe Blender needs to get "undo's"? I encounter impossible errors all the time, my very existence is a cacophony of impossible events. Each time I utter, "so, the world is not up to my level of impossibility, is it?" Ultimately, however, I blame myself. I mean, "yes!" if Blender can't handle my computations, something must be corrupt, but, most of the time I just simulate my way through the situation, anyway.
It has "undo's". but it's too late to use it this far into the problem. Especially considering the situation.
 
The simpler solution is to check your modifiers for all the meshes, and to apply then, or delete them. And while we're at it, take care of your transforms.
Select your object or A to select all. then ctrl-A. All transforms gets rid of scaling and positioning issues. Visual Geometry to Mesh applies (and gets rid of) modifiers. Do this before saves or exports.

Untitled.png
 
I was not aware of Apply Visual Geometry to Mesh. I had asked the question 'is there a quick method to apply all modifiers in another post and didn't get a response. Thanks Dick.
HOWEVER what if I want to retain unapplied modifiers and save a project - when in edit mode and not sure if say I am not sure about array modifiers. This problem only appears to occur when attempt to save a project -
and unapplied arrays are present
and an MSFS collision box is present
The project was saving ok with unapplied arrays until I added a collision box. IMHO it is either a bug or there should be documentation/warnings about this behaviour.
 
Hi John. See if you can save a .blend file without the Asobo MSFS exporter active. Then you could zip and share it here (perhaps). We might confirm a problem with the addon and a Blender save when a collision box is being used.
 
I have just tried to replicate the (python) error doing what I thought caused it (ie add a collision box to an object which has 'active' arrays then save the project) and could not so no point sending the .blend.
I tried with all meshes and also after joining all meshes (select All and ctrl J) and neither caused the error again.
Obviously something else must have been there when I got the error which I cannot replicate. I hate not being able to replicate a problem. Sorry. Thanks. [added later] I just tried again to replicate the problem as I may have manually linked/parented the collision box to the object and still could not replicate. So annoying.

I had another problem which I can replicate when adding collision boxes but can easily get around that and 'mamu' claims that the addon is still a bit 'buggy' but I'm now not worried about that as I know easily how to prevent it (in a nutshell in certain circumstances when adding multiple collision boxes the subsequent collision boxes are not displayed as a 'box' but a 'cross' instead).
 
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