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Blender Quest for Animated People - distorted animation in MSFS

Messages
226
Country
germany
OK I´ll have to try this but I think there are more things that go wrong with my textures. I was able to embed the textures into the fbx file, upload it to Mixamo, apply the animation and download the animated fbx. Everything looks good until I try to use the fbx2gltf converter to create the gltf from the fbx file. Here´s two screenshots to show the problem:

FBX file downloaded from Mixamo. Textures applied correctly and animation plays as expected:
Screenshot (233).png


gltf file output using your command line for fbx2gltf:

Screenshot (232).png


When I import the gltf as a SimObject to MSFS the model looks the same. Somehow the textures turn semi-transparent when being converted from fbx to gltf, or gltf interprets the material settings differently. Could you please show me how your shader setup for your textures look in Blender?

Thank you!
 
Messages
577
Country
france
On your second screen, normals have been flipped so you see the interior of your model.
 
Messages
226
Country
germany
On your second screen, normals have been flipped so you see the interior of your model.
That was something that came to my mind too but then it looked like for example the legs showed correctly so I thought it was a material problem. If the normals are flipped than that is something that the fbx2gltf converter somehow is responsible for because the fbx displays correctly, the original blend file also shows correct orientation of all the normals. I don't know much about converting different formats so maybe I have to change the parameters somehow.
 
Messages
577
Country
france
Yes, It's PilotPlus who has announced currently Biggin's Hill Airport.
Seing the video it seems using Mixamo workflow (the car driver is one of their avatars) but that modeler he used ? Blender or 3DS Max ... I thing it's 3DS.
 

=rk=

Resource contributor
Messages
3,081
Country
us-washington
I suppose the simple fact that they are animated people models and as you observe, 3dsish, is not enough to allow me to think it looks like Christians work, without seeming "artistist."
 
Messages
28
Country
unitedkingdom
Yes, It's PilotPlus who has announced currently Biggin's Hill Airport.
Seing the video it seems using Mixamo workflow (the car driver is one of their avatars) but that modeler he used ? Blender or 3DS Max ... I thing it's 3DS.
That's how I'm getting the animations using Mixamo and 3DS, the dance moves are all Mixamo animations. Hopefully he will be using Blender and share the process

Kev
 
Messages
14
Country
italy
Here is a little video of a couple of animated people I brought from mixamo to Blender to MSFS (no 3DS Max used).


I have also uploaded a zip file that includes (1) an FBX file exported from mixamo, (2) the Blender file I created from the FBX, and (3) the MSFS project I exported the Blender file to.

Based on my experiments with animated people generated on mixamo, there are four key elements to creating a file in Blender that can be exported to MSFS: (1) correct scale, (2) correct rotation, (3) save animation as an NLA track, and (4) store the default T-pose as a default NLA track. Here are the detailed steps:

Correct Scale​

If you are uploading a model to mixamo:
  • Scale your Tpose object to the correct final size and Apply All Transforms in Blender before exporting as an Obj file.
  • Import the Obj file into mixamo and process into an animated model.
  • Export FBX file from mixamo.
  • Import FBX file into Blender with Scale=100, "Use Pre/Post Rotation", and "Ignore Leaf Bones" checked. This should ensure that the scale of the armature and the mesh match.
If you are working with a stock mixamo model, you will have to experiment with scale a bit. The mesh on some of the underlying models are 100 times the scale of the armature, in which case you should do this:
  • Export FBX file from mixamo.
  • Import FBX file into Blender with Scale=1, "Use Pre/Post Rotation", and "Ignore Leaf Bones" checked.
  • Once loaded into Blender, you will need to adjust the scale of the mesh to 0.01 in addition to adjusting the rotation in the next step. The key is to make sure that the scale and rotation of the armature and mesh match after the Parent/Child relationship is severed.

Correct Rotation (and scale)​

  • Select the mesh, then in the Object Properties, under Relations, click the X to break the Parent relationship to the Armature (the mesh will now look really bad).
  • Select the mesh and change its X Rotation to 90 degrees (the mesh should look okay again). Adjust scale of the mesh if needed (see previous step).

Save Animation as NLA Track​

  • Open the Nonlinear Animation tool.
  • Rename the action strip to the name of your animation in your XML file; e.g., "aliendance".
  • Click the button to "Push Down" the action to a track.
  • Rename the track to match the action strip; e.g., "aliendance".

Create Default State​

  • Switch to the Timeline tool and set the frame to zero.
  • Select the Armature and switch to Pose Mode.
  • Select the Armature and click Pose / Clear Transform / All (model should now be in T-pose).
  • Type "i" for Insert Keyframe and select "Location, Rotation & Scale".
  • Advance Timeline to frame 1 (model should still be in T-pose).
  • Type "i" for Insert Keyframe and select "Location, Rotation & Scale".
  • Advance Timeline to frame 2 (model should still be in T-pose).
  • Type "i" for Insert Keyframe and select "Location, Rotation & Scale".
  • Switch to the Nonlinear Animation tool.
  • Rename new action strip "Default_State".
  • Click the button to "Push Down" the action to a track.
  • Rename the track "Default_State".
  • Make sure that the Default_State track is listed above the animation track in the Nonlinear Amination tool.

Apply Materials and Export​

  • Switch back to Object Mode.
  • Apply materials to the mesh as needed.
  • Select All.
  • Export to MSFS. For structure of MSFS project and XML configuration, see example files linked above.
hello, thank you for the guide, but i have problem to see the model inside msfs, can you help me please?
 
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