• Which the release of FS2020 we see an explosition of activity on the forun and of course we are very happy to see this. But having all questions about FS2020 in one forum becomes a bit messy. So therefore we would like to ask you all to use the following guidelines when posting your questions:

    • Tag FS2020 specific questions with the MSFS2020 tag.
    • Questions about making 3D assets can be posted in the 3D asset design forum. Either post them in the subforum of the modelling tool you use or in the general forum if they are general.
    • Questions about aircraft design can be posted in the Aircraft design forum
    • Questions about airport design can be posted in the FS2020 airport design forum. Once airport development tools have been updated for FS2020 you can post tool speciifc questions in the subforums of those tools as well of course.
    • Questions about terrain design can be posted in the FS2020 terrain design forum.
    • Questions about SimConnect can be posted in the SimConnect forum.

    Any other question that is not specific to an aspect of development or tool can be posted in the General chat forum.

    By following these guidelines we make sure that the forums remain easy to read for everybody and also that the right people can find your post to answer it.

Blender Quest for Animated People - distorted animation in MSFS

Thank you!!! I succeeded! I'm happy! 🙏 🙏 🙏Guys, how to extend the walking animation over time? Is there a lesson?
 
Last edited:
Hello.

I urgently need some help, but I'm not sure if this is the right place. If not, please move this post.
I'm currently trying to export a scene with 16 animated people to MSFS. But it's not working – unfortunately, I can't find the correct export settings.

Could someone try exporting the people to MSFS to see if it works correctly with these 16 people?
The attached zip file contains the Blender file, the FBX file, and the textures.

www.bahrometrix.de/msfs/share/basic_seated_group_1.zip

blender_scene_corrected_bones.jpg
 
@Christian Bahr
What is the plan here? A crowd?
If you export all those people in the same object you will end up with a single glft with a huge amount of bones (potentially hundreds?), and the game may not like it (although the allowed bone number has increased over time)
Should be a better idea to export every person as a single object? And/or think about removing at least the legs related bones unless you plan they will stand up sooner or later

(I have worked a bit with crowds, and last though was that Animation on them would have been too expensive)
 
The question is whether the FBX exported from 3D Studio Max and imported into Blender can be exported from Blender. Whether the animation and mesh are displayed correctly after exporting to MSFS.
Exporting from 3D Studio Max is simple and straightforward. In MSFS, the group is displayed correctly, both the animations and the mesh. However, since it's an imported FBX file, I don't know how to export it to Blender, and it involves a lot of work.

In any case, MSFS can handle hundreds of bones, even in a single scene. This has all been tested beforehand – including from a performance perspective.
I'll quickly make a short video showing dozens of people in a simplified terminal.


Edit
Here is the video:
The video shows animated people exported from 3D Studio Max to MSFS in a group of 16 people.
 
Last edited:
Back
Top