Makes me wonder whether 1.18.3 also kills the animated flags and wind socks in my Windy Things library. That would suck.
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could @FSX3D check them in the pre-release for you?Makes me wonder whether 1.18.3 also kills the animated flags and wind socks in my Windy Things library. That would suck.
Are you using the code provided by @Christian Bahr ?Well that sucks but very typical of every update so farHopefully there will be a workaround
Kev
FBX2glTF-windows-x64 MyRemyDefeated.fbx --verbose --anim-framerate bake30 >myRemyDefeated.txt
And as I already told you my attempt was without variables with a scenery objectI'm not a member of the tester program and I cannot test it with the new SU
you can. To see if the animations work, we don't need to use variables.
so just make a simple scenaryobject
as I already told you on discord, just try, here is the file ready
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prova2
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Thanks, Dick, for this alternate work flow using FBX2glTF. That should provide us with a more streamlined work flow in many cases.* * * *
I find you can't use the stock characters in mixamo. You can download a T-Pose, and then delete the animation in Blender... but be prepared to rotate and scale the object, and alter the materials before you save the result as OBJ or FBX. Then that T-Pose can be loaded to mixamo.
Yes. I have a process to go from MakeHuman to Mixamo to MSFS.I'm having a hell of a time trying to create animated person in MSFS. I would really appreciate any advice. Here's what I did:
1. I created a human figure in Make Human and exported to Mixamo website, where I rigged motion capture to it. So far - so good:
Does anyone know how to do this properly? I mean some scenery producers have figured out animated people, so it is possible. I just can't figure it out! Any advice, tutorials etc.? I'm really desperate at this point...
Hi, I tried your workflow and basically it works, but my textures don´t show up in Mixamo when I upload the character. I chose "copy" as the Path mode and checked "embed textures" before export to fbx. The size of the fbx file suggests that the textures were exported correctly, but when I upload the character to mixamo I still see the flat shaded materials without textures. Is there a certain way that I have to set up my textures in the shader editor in Blender for them to get exported correctly?Yes. I have a process to go from MakeHuman to Mixamo to MSFS.
AngryGretchen
The human is made in MakeHuman, and exported as a T-Pose.
MakeHuman
I import the T-Pose FBX from MakeHuman into Blender to adjust the textures and export as a texture-embeded FBX.
I upload the adjusted FBX to Mixamo. I select the reference points and specify as as '2 chain finger skeleton'. I select an animation, and then export as FBX.
Mixamo
I use FBX2glTF to create a glTF. I then need to make naming adjustments to that gltf and bin file for use in MSFS.
FBX2glTF-windows-x64.exe
Yep it seems like so fortunately!Latest SU5 beta update over the weekend appears to have fixed the animations they broke in the previous update.