• 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.

Some additional MCX feature requests...

Messages
107
Country
us-virginia
I was wondering if it would be possible to add a couple more features to MCX?

1. A bulk materials replacement feature... So if I am doing models in a batch it seems to replace one material for another, the only choice I have is to go into the object hierarchy and one by one swap the materials on the parts... Or option B in the materials editor I have to make the edits line for line which can also be time consuming... Is there way to perhaps through the materials editor make materials swap / replace feature...? So I can just quickly change all parts of a particular material to another material?

2. A "reverse animation button" in the animations editor... I know there is a fix animations button which freezes it, and I can again go into the object hierarchy find the part then right click the animation and click reverse, but would be really nice if I had a reverse button to do the same in the animation editor window...

3. I notice in previous versions when opening files the open window defaulted to open .mdl and .bmp these latest dev versions start at the top of the file types list with .ac or .3mf files and for textures want to default to .png files... at which point I have to scroll back through the file types list to get back to opening a .mdl and on a new model I am working on I didn't catch the .png export setting... while the .mdl thing sounds minor it does slow me down, the .png thing created a time consuming mistake for me as I loaded the model up into different variants and had to go back and fix them all one by one... Can it be made so default settings are again for mdl and dds or bmp...? Thanks!
 
Hi,

Thanks for the suggestions.
1. A bulk materials replacement feature... So if I am doing models in a batch it seems to replace one material for another, the only choice I have is to go into the object hierarchy and one by one swap the materials on the parts... Or option B in the materials editor I have to make the edits line for line which can also be time consuming... Is there way to perhaps through the materials editor make materials swap / replace feature...? So I can just quickly change all parts of a particular material to another material?
I am not sure if I understand how such a feature would be used. if you want to change all instances of a material you would normally go into the material editor and just edit the properties of that material. That will affect all parts that use that material.
Or are you saying that you want to replace all instances of one specific material by another material that already exists? And is this for batch operations or for manual editing with an editor?
I would have to understand the use case for this feature, before I can see if this is easy to implement.
2. A "reverse animation button" in the animations editor... I know there is a fix animations button which freezes it, and I can again go into the object hierarchy find the part then right click the animation and click reverse, but would be really nice if I had a reverse button to do the same in the animation editor window...
I can add that to the animation editor as well, so that it can be applied to all selected animations. I'll add it to the wishlist.
3. I notice in previous versions when opening files the open window defaulted to open .mdl and .bmp these latest dev versions start at the top of the file types list with .ac or .3mf files and for textures want to default to .png files... at which point I have to scroll back through the file types list to get back to opening a .mdl and on a new model I am working on I didn't catch the .png export setting... while the .mdl thing sounds minor it does slow me down, the .png thing created a time consuming mistake for me as I loaded the model up into different variants and had to go back and fix them all one by one... Can it be made so default settings are again for mdl and dds or bmp...? Thanks!
MCX does remember what the last file format is that you imported from or exported to. So you should see that the next time you open the application that it will start from the last format you used. Only the first time after a major release should you see that the list defaults to the first format in the list.
Or are you saying that you constantly see the format default to the first one in the list?
 
Hi,

Thanks for the suggestions.

I am not sure if I understand how such a feature would be used. if you want to change all instances of a material you would normally go into the material editor and just edit the properties of that material. That will affect all parts that use that material.
Or are you saying that you want to replace all instances of one specific material by another material that already exists? And is this for batch operations or for manual editing with an editor?
I would have to understand the use case for this feature, before I can see if this is easy to implement.

I can add that to the animation editor as well, so that it can be applied to all selected animations. I'll add it to the wishlist.

MCX does remember what the last file format is that you imported from or exported to. So you should see that the next time you open the application that it will start from the last format you used. Only the first time after a major release should you see that the list defaults to the first format in the list.
Or are you saying that you constantly see the format default to the first one in the list?

Hey Arno,

So to address you follow up questions for items 1 and 3...

1. So what this would be really useful for is batch conversions / updates... Right now I am working on my soon to be latest MAIW release but after I made my loaded models (122 in total) I finally went to test in sim and found the canopy glass was ok but weak in V4, and completely invisible in V5 made the planes look like open cockpits... so after some testing and tweaking I finally have a good looking pieces of glass with material properties I like... but now I have to go back and change all 122 models manually, was thinking if there was a way to a more efficient drop and swap of materials... So like if I could drop a working piece of glass into the model, swap the materials off the current pieces into the good material piece then once swapped just delete the dropped in piece... might be quicker than me going through and hand editing each models glass material properties...

3. On my system each time I close and open a new MCX session it goes back to the top of the list and png, doesn't remember or default the last formats I used...

Thanks!
 
You can set up a material template for the glass, select that material in the material editor, and select the new template from the drop down box. Then compile the plane. Done.
 
Using a material template would indeed make most sense. But there is no way to batch apply a material template to a specific material in 100 objects now. If I remember correctly in the batch wizard you can only apply a template to all materials. Maybe I can modify that so that it is only applied to selected materials.

Let me double check the extensions, but I am quite sure the import and export file screens remember the last used format.
 
I have just implemented a new filter in the apply material template batch operator so that you can filter to which materials it is applied. With that it should be possible to apply the material template of the new glass properties only to the parts with the correct old material in a batch run.

I'll try to get a new development release out tomorrow.
 
i have just put a new development release online that has the filter option in the apply material template batch operator.
 
Back
Top