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		<id>http://www.fsdeveloper.com/wiki/index.php?title=Blender2P3D/FSX&amp;diff=11379</id>
		<title>Blender2P3D/FSX</title>
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		<updated>2022-12-13T15:58:37Z</updated>

		<summary type="html">&lt;p&gt;Pyscen: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{ambox&lt;br /&gt;
| type  = content&lt;br /&gt;
| imageleft = [[Image:40px-Emblem-Info.png|40px]]&lt;br /&gt;
| imageright = [[Image:Broom icon.jpg|40px]]&lt;br /&gt;
| style = width: 100%; color: black; background:#EFFFB0; font-style: italic&lt;br /&gt;
| text = The current version of the &#039;&#039;&#039;Blender2P3D/FSX&#039;&#039;&#039; addon is &#039;&#039;&#039;v1.0.2&#039;&#039;&#039;.  The &#039;&#039;&#039;Blender2P3D/FSX toolset&#039;&#039;&#039; is an addon for [http://www.blender.org/download/ Blender] which can be used for FSX (including FSX: SE) and P3D 3-D Modeling.|] }}&lt;br /&gt;
[[Category:Tools]]&lt;br /&gt;
[[Category:Blender]]&lt;br /&gt;
[[category:Modeling]]&lt;br /&gt;
[[Category:Aircraft Design]]&lt;br /&gt;
[[category:Scenery Design]]&lt;br /&gt;
[[Category:Terrain Design]]&lt;br /&gt;
[[Category:Airport Design]]&lt;br /&gt;
[[category:Texturing]]&lt;br /&gt;
[[category:SDK]]&lt;br /&gt;
[[category:Manuals]]&lt;br /&gt;
{{Infobox-Applicable-FSVersion&lt;br /&gt;
| MSFS= false&lt;br /&gt;
| FSXI = false&lt;br /&gt;
| P3D5 = true&lt;br /&gt;
| P3D4 = true&lt;br /&gt;
| P3D3 = true&lt;br /&gt;
| P3D2 = true&lt;br /&gt;
| P3D = true&lt;br /&gt;
| FSXA = true&lt;br /&gt;
| FSX = true&lt;br /&gt;
| FS2004 = unknown&lt;br /&gt;
| FS2002 = unknown&lt;br /&gt;
| XP11 = unknown&lt;br /&gt;
| XP10 = unknown&lt;br /&gt;
| XP9 = unknown&lt;br /&gt;
}}&lt;br /&gt;
This addon is a continuation of the [[Blender2FSX Toolset manual]] and it incorporates compatibility with the latest API for Blender version v3.x.x (&#039;&#039;has been tested with Blender &#039;&#039;&#039;LTS v3.3.x&#039;&#039;&#039;). The new toolset also features full support of PBR materials for Lockheed Martin&#039;s Prepar3D v4.4 and above, as well as some changes to the interface and file structure of the addon.&lt;br /&gt;
This wiki will help you install and use the new toolset.&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
= Installation =&lt;br /&gt;
== Requirements ==&lt;br /&gt;
* Windows 11 and 10 &lt;br /&gt;
&lt;br /&gt;
* Microsoft Flight Simulator X SDK &#039;&#039;&#039;&#039;&#039;including updates&#039;&#039;&#039; to SP2 or Acceleration&#039;&#039; or&lt;br /&gt;
&lt;br /&gt;
* Lockheed Martin Prepar3D SDK v1.x, v2.x, v3.x, &amp;amp; v4.x (&#039;&#039;FSX Steam Edition should use the Prepar3D SDK v1.x&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
* [http://www.blender.org/download/ Blender] (version: &#039;&#039;&#039;v3.x&#039;&#039;&#039; or above)&lt;br /&gt;
&lt;br /&gt;
Make sure that &#039;&#039;&#039;&#039;&#039;ALL&#039;&#039;&#039; SDKs&#039;&#039; that you are using are installed prior to installing/ activating this Toolset!&lt;br /&gt;
&lt;br /&gt;
== Setup ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:blender2p3dfsx_setup1.jpg&lt;br /&gt;
Image:blender2p3dfsx_setup2.jpg&lt;br /&gt;
Image:blender2p3dfsx_setup3.jpg&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
After downloading the add-on, open Blender 3.x.x and open the &#039;&#039;&#039;Preferences&#039;&#039;&#039; (Edit-&amp;gt;Preferences). Click on the &amp;quot;&#039;&#039;&#039;Add-ons&#039;&#039;&#039;&amp;quot; tab and then click on &amp;quot;&#039;&#039;&#039;Install...&#039;&#039;&#039;&amp;quot;. &lt;br /&gt;
In the file manager, navigate to where you have downloaded the Toolset file, select it and click on &amp;quot;&#039;&#039;&#039;Install Add-on&#039;&#039;&#039;&amp;quot;. This will extract the content of the zip file to your Blender script folder (by default under %APPDATA%\Blender Foundation\Blender\&amp;lt;version number&amp;gt;\scripts\addons). Next, you need to activate the addon by clicking on the &#039;&#039;check-mark&#039;&#039; next to &amp;quot;3DView: P3D/FSX Toolset&amp;quot;. That should enable the addon and the various panels and properties. Close the Preferences window.&lt;br /&gt;
&lt;br /&gt;
To ensure that the addon was correctly installed, press the &amp;quot;N&amp;quot; key on your keyboard while the mouse pointer is in the main viewport. This should open the main panels of the addon under the tab named &amp;quot;P3D/FSX&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
= Using the Tools =&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
[[Image:Blender2p3dfsx setup4.jpg|thumb|right|P3D/FSX Toolset panels]]&lt;br /&gt;
Once installed, the Blender2P3D/FSX toolset will append the list of toolkit panels in your viewport. Press &amp;quot;N&amp;quot; to open or close the list of tools. There will be a new entry named &amp;quot;P3D/FSX&amp;quot;, which gives access to the tools of this addon. The different tools are organized in different panels, which are grouped by function.&lt;br /&gt;
The addon adds object properties to the scene. These properties are for instance the references to the various SDKs you can utilize or object properties like attached animations or scenery properties. &lt;br /&gt;
Furthermore, the addon will append the material parameters by P3D or FSX specific parameters.&lt;br /&gt;
Lastly, the addon extends the exporter capabilities and allows you to export your scene to an x-file format and from there calls XToMdl.exe to generate a Prapar3D/Flight Simulator X compatible 3d model.&lt;br /&gt;
&lt;br /&gt;
== Setting up your scene ==&lt;br /&gt;
To ensure that your 3d asset export properly to Prepar3D or Flight Simulator X, you must make sure to prepare and configure the Blender scene. To get started, open the toolset panels by pressing &amp;quot;N&amp;quot; on your keyboard with the main viewport in focus. This will open a list of panels you have currently activated in your Blender configuration. Click on the tab &amp;quot;P3D/FSX&amp;quot; to bring up the panels of the Blender2P3D/FSX toolset.&lt;br /&gt;
=== Configure the SDK ===&lt;br /&gt;
Firstly, go to the &#039;&#039;P3D/FSX Toolset Settings&#039;&#039; and select which SDK you would like to utilize. If &amp;quot;Auto Detect SDK path&amp;quot; is enabled, simply click on &amp;quot;Initialize the SDK&amp;quot;. The addon will then look up the file paths of the SDK in the Windows registry. This method should work in 99% of the cases, however, if the Addon cannot find the file paths, you can also use the &#039;&#039;Manually Find ModelDef file&#039;&#039; option to set up the path.&lt;br /&gt;
Please note that it is necessary to initialize the SDK every time you restart Blender, or load a new scene. This way you ensure that all entries of the modeldef.xml are properly loaded into Blender.&lt;br /&gt;
&lt;br /&gt;
=== Configure the scene ===&lt;br /&gt;
In order for your 3d asset to export properly, you have to ensure that both a GUID and a friendly name are assigned to your scene. To do so, open the &#039;&#039;P3D/FSX File Properties&#039;&#039; panel and type the friendly name in the first edit box. You can use the button &#039;&#039;Generate GUID&#039;&#039; to automatically generate a valid GUID for your scene. Alternatively, you can generate the GUID externally and copy and paste the string into the GUID edit box.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
== Scenery properties ==&lt;br /&gt;
[[image:Blender2P3DFSX Scenery.jpg|thumb|right|Scenery tool of the Blender2P3D/FSX addon.]]&lt;br /&gt;
[feel free to enter the information here.]&lt;br /&gt;
&lt;br /&gt;
=== Quicksave information ===&lt;br /&gt;
With the latest update of the toolkit, you&#039;ll be able to quicksave the location data of your scene. To do so, go to the &#039;&#039;Load/Save scenery data&#039;&#039; section, enter a location name and click on &#039;&#039;Add Location&#039;&#039;. This will save all settings of latitude, longitude, etc. into an XML file on your hard drive. To recall any of those previously saved datasets, click on &#039;&#039;Load Location&#039;&#039;, to open a list of names of previously saved locations. Select the location you wish to load and click on &#039;&#039;LOAD&#039;&#039;. This will populate all fields of the Scenery Tools with those from the XML file.&lt;br /&gt;
&lt;br /&gt;
Note that there is currently no interface to remove entries from the list. But if you&#039;d like to edit or update your quick-save list, you can find the XML file in the following location:&lt;br /&gt;
%APPDATA%\Blender Foundation\Blender\&amp;lt;version number&amp;gt;\config\p3d_locations.xml&lt;br /&gt;
&lt;br /&gt;
The addon will try to load the XML file whenever you initialize the SDK (see [[https://www.fsdeveloper.com/wiki/index.php?title=Blender2P3D/FSX#Setting_up_your_scene Setting up your scene]]). There will be a warning message in the system console of Blender if the file wasn&#039;t found on your hard drive. You can safely ignore this warning if you don&#039;t use this feature of the toolset.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Animations ==&lt;br /&gt;
[[Image:Blender2p3dfsx animation tool.jpg|thumb|left|The Animation tool of the Blender2P3D/FSX toolset.]]&lt;br /&gt;
To register an animation for a P3D/FSX asset, open the &#039;&#039;P3D/FSX Animation Tool&#039;&#039; panel. You will be presented with a list of animations, as found in the modeldef.xml file. To assign an animation to a selected object, choose it from the list and click on &#039;&#039;Assign&#039;&#039;. You can use the search function to filter the list for certain keywords, click on the little arrow at the bottom of the list to expose the search bar.&lt;br /&gt;
[[Image:Blender2p3dfsx object properties.jpg|thumb|right|Object properties for the Blender2P3D/FSX toolset.]]&lt;br /&gt;
Once an animation has been assigned, make sure to enter an animation length in the object&#039;s properties as well. Open the objects properties panel and scroll to the &#039;&#039;P3D/FSX Properties&#039;&#039; section. Here, you&#039;ll find the properties of the attached animation as well as a list of all utilized attachpoints for that object.&lt;br /&gt;
You can also delete an animation by clicking on the &#039;&#039;Clear&#039;&#039; button.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Attachpoints ==&lt;br /&gt;
&lt;br /&gt;
Open the Attach Tool to access the various options for attachpoints. You can activate or deactivate a number of different functions by clicking on the corresponding buttons in the list. The buttons turn blue when active. Don&#039;t forget to assign the selected attachpoint and its parameters to an object by selecting the object in the scene and clicking on &#039;&#039;Attach&#039;&#039; at the bottom of the panel.&lt;br /&gt;
To see what attachpoints are active for any given object in the scene, select the object and open the object properties. Under &#039;&#039;P3D/FSX Properties&#039;&#039;, you&#039;ll find a list of all attachpoints under the animation properties for the selected object.&lt;br /&gt;
&lt;br /&gt;
=== Effects ===&lt;br /&gt;
&lt;br /&gt;
[[Image:Blender2P3DFSX attach effect.jpg|thumb|left|Attachpoint properties for effects.]]&lt;br /&gt;
To attach an effect to an object in your scene, click on the &#039;&#039;Effect&#039;&#039; button in the P3D/FSX Attach Tool panel. This will extend the panel and allow you to specify the parameters of the effect you&#039;d like to attach.&lt;br /&gt;
* &#039;&#039;&#039;Name&#039;&#039;&#039;: set an attachpoint name for the object.&lt;br /&gt;
* &#039;&#039;&#039;Effect&#039;&#039;&#039;: type the filename of the effect you would like to attach to the object.&lt;br /&gt;
* &#039;&#039;&#039;Param&#039;&#039;&#039;: define paramters for the effect. Those can be, for instance, conditions for the effect to trigger. Refer to the P3D/FSX SDK for more information on valid syntax for this field.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Visibility ===&lt;br /&gt;
&lt;br /&gt;
[[Image:Blender2P3DFSX attach visibility.jpg|thumb|left|Attachpoint properties for visibility.]]&lt;br /&gt;
Add a visibility tag to the selected object by clicking on &#039;&#039;Visibility&#039;&#039; on the P3D/FSX Attach Tool panel. This will open a list of available visibility tags, which you can attach to a selected object in the scene using the &amp;quot;Attach&amp;quot; button.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== MouseRect ===&lt;br /&gt;
&lt;br /&gt;
[[Image:attach mouserect.jpg|thumb|left|Attachpoint properties for mouserects.]]&lt;br /&gt;
To add a mouserect to the selected object in the scene, click on &#039;&#039;Mouse Rect&#039;&#039;. This will reveal a dropdown list of all available mouserects, as defined in the modeldef.xml file.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
=== Platform ===&lt;br /&gt;
[[Image:Blender2P3DFSX attach platform.jpg|thumb|left|Attachpoint properties for platforms.]]&lt;br /&gt;
You can define an object as a &amp;quot;platform&amp;quot; by activating &#039;&#039;Platform&#039;&#039; in the P3D/FSX Attach Tool panel. Make sure to select a surface property for the platform in the dropdown list.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
=== No Crash ===&lt;br /&gt;
Enable the no crash flag for the selected object in the scene by clicking on &#039;&#039;No Crash&#039;&#039; in the P3D/FSX Attach Tool panel.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
=== Empty ===&lt;br /&gt;
[[Image:Blender2P3DFSX attach empty.jpg|thumb|left|Attachpoint properties for empty attachpoints.]]&lt;br /&gt;
You can also attach an empty attachpoint to an object in the scene by clicking on &#039;&#039;Empty&#039;&#039; in the P3D/FSX Attach Tool panel. This will enable you to assign a name for the attachpoint. These empty attachpoints can be used for instance to create various equipment for aircraft carriers. Simply assign one of the keywords to the object to trigger the wanted behavior of the object. Valid names are:&lt;br /&gt;
*attachpt_catapult_start_n,&lt;br /&gt;
*attachpt_catapult_end_n,&lt;br /&gt;
*attachpt_blast_shield_n,&lt;br /&gt;
*attachpt_runway_start,&lt;br /&gt;
*attachpt_runway_end,&lt;br /&gt;
*attachpt_runway_edg,&lt;br /&gt;
*attachpt_cable_n_1,&lt;br /&gt;
*attachpt_cable_n_2.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Material parameters ==&lt;br /&gt;
{{ambox&lt;br /&gt;
| type  = content&lt;br /&gt;
| imageleft = [[Image:40px-Emblem-Info.png|40px]]&lt;br /&gt;
| imageright = [[Image:Broom icon.jpg|40px]]&lt;br /&gt;
| style = width: 100%; color: black; font-weight: bold; background:#EFFFB0; font-style: italic&lt;br /&gt;
| text  = Please note that you should re-initialize your material if you are updating a scene from an older version of the Blender2P3D/FSX toolset. To do so, select your preferred option in the dropdown for the material mode selection. &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The P3D/FSX Blender toolset will extend the material properties to include flight simulator-specific parameters. Make sure to carefully go through the list of properties to make sure that your material is ready for export.&lt;br /&gt;
The most fundamental parameter is the main material mode. You can choose between &amp;quot;PBR Material&amp;quot;, &amp;quot;Specular Material&amp;quot; and &amp;quot;Disabled&amp;quot;. Note that any material with the mode being set to &amp;quot;disabled&amp;quot; will be skipped during the export process. Also, note that the PBR material is only available for models used in Prepar3D version 4.4 or higher. Therefore, if you are preparing a model for FSX or older versions of Prepar3d, make sure to have the material mode set to the Specular workflow.&lt;br /&gt;
&lt;br /&gt;
The P3D/FSX Blender toolset is making use of Blender&#039;s node tree and as a result, it is important that your materials comply with the conventions of the addon&#039;s exporter. Whenever you change between different material modes, a script will automatically replace the current node tree with one that is compatible with the chosen material mode. This means that currently, you will have to re-assign all textures every time you change the material mode!&lt;br /&gt;
&lt;br /&gt;
When assigning a new texture to any of the slots, a script will check if the texture is of the DDS format and if so, set up the node tree with a WYSIWYG representation of the simulator&#039;s shader. To do this, the addon will perform these two steps:&lt;br /&gt;
1. vertically flipping the UV for the texture node&lt;br /&gt;
2. reversing the red-in-alpha action for the normal map, meaning you can input a P3D/FSX conform normal map and it&#039;ll show up correctly in Blender.&lt;br /&gt;
&lt;br /&gt;
The new material handling also incorporates the detail map in the node tree and synchronizes the scaling of the detail map with the settings made in the Blender2P3D/FSX material panel.&lt;br /&gt;
&lt;br /&gt;
When exporting your scene, the exporter will run an analysis on all materials to extract the texture information. This is done in two ways, by checking what texture nodes connect to the relevant input nodes and by looking for specific node names. This way, it is possible to modify the node tree in Blender while retaining the ability to export the materials properly. The texture paths are searched for in the following manner:&lt;br /&gt;
1. Check if the (new) texture slots in the material panel are populated and use those if found.&lt;br /&gt;
2. If not, check the relevant input socket of the BSDF Principled shader node&lt;br /&gt;
3. follow all the links from that node and create a list of texture image nodes&lt;br /&gt;
4. if there are more than one texture image nodes directly or indirectly connected to the input socket, check the name of both and see if it matches&lt;br /&gt;
5. if there are NO texture image nodes connected to the input socket, search through ALL the texture image nodes of the graph, and check if the name matches.&lt;br /&gt;
&lt;br /&gt;
On the creation of the node tree, the texture image nodes will be given their corresponding names. Those are:&lt;br /&gt;
&amp;quot;diffuse&amp;quot; for the diffuse/albedo texture&lt;br /&gt;
&amp;quot;specular&amp;quot; for the specular texture&lt;br /&gt;
&amp;quot;metallic&amp;quot; for the metallic/smoothness/ao texture&lt;br /&gt;
&amp;quot;emissive&amp;quot; for the emissive/lightmap texture&lt;br /&gt;
&amp;quot;normal&amp;quot; for the normal/bump map texture&lt;br /&gt;
&amp;quot;clear-coat&amp;quot; for the amount/smoothness/normal x-component/normal y-component&lt;br /&gt;
&lt;br /&gt;
I suggest not deleting any of those texture nodes, in case you&#039;ll need them at a later stage. If you don&#039;t want a certain texture map to show up on your model, just disconnect the corresponding link.&lt;br /&gt;
&lt;br /&gt;
By default, the emissive image texture is not connected to anything. If you want to see the effects of your lightmap on the model in Blender, simply link the texture node with the input socket labeled &amp;quot;Emission&amp;quot;/&amp;quot;Emissive Color&amp;quot;. Note that the emissive map doesn&#039;t have to be linked with the base shader node in order for the lightmap texture to be found by the exporter!&lt;br /&gt;
&lt;br /&gt;
=== PBR Material mode ===&lt;br /&gt;
[[Image:Pbr shader.jpg|thumb|right|The node tree for PBR material.]]&lt;br /&gt;
When you switch to the PBR Material mode, the node tree will be populated with a &amp;quot;BSDF Principled&amp;quot; node and a number of nodes that are linked up with the principled&#039;s input sockets. You can revise the material at any point by removing nodes or links. You can also add logic blocks between existing links and observe the effects in the viewport. Keep in mind, however, that those types of changes will have no effect on the model when you export it to Prepar3D.&lt;br /&gt;
&lt;br /&gt;
==== Albedo/Diffuse Map ====&lt;br /&gt;
The Albedo/Diffuse map uses the &amp;quot;Base Color&amp;quot; input socket of the BSDF Principled node. By default, the Alpha channel of the texture node is linked with the Alpha input socket of the BSDF node. For all opaque materials, this should have no effect, but for transparent materials, it is important that the link remains.&lt;br /&gt;
&lt;br /&gt;
It is possible to modify the node tree to display the Ambient Occlusion channel of the metallic texture. To do that, add a &amp;quot;MixRGB&amp;quot; node to the node tree and switch the blend mode to &amp;quot;multiply&amp;quot;. Next, connect the Color channel from the albedo texture node to input Color1 of the mixRGB node, and connect the green channel (&amp;quot;G&amp;quot;) from the &amp;quot;separate RGB&amp;quot; node of the metallic node to the Color2 input of the mixRGB node. Lastly, connect the output of the mixRGB node to the Base Color input of the BSDF Principled Shader node.&lt;br /&gt;
&lt;br /&gt;
Make sure to disable Ambient occlusion in the scene render settings to not over-saturate the shading.&lt;br /&gt;
&lt;br /&gt;
==== Metallic Map ====&lt;br /&gt;
The metallic texture consists of three channels. The red channel represents the &amp;quot;metallicness&amp;quot; of the material, the alpha channel the &amp;quot;smoothness&amp;quot; and the green channel can contain an ambient occlusion map. Since Blender is using &amp;quot;roughness&amp;quot; rather than &amp;quot;smoothness&amp;quot;, it is necessary to invert the alpha channel of the metallic texture before plugging it into the BSDF Principled node. This is already done for you within Blender&#039;s shading editor (sometimes called the node editor) when you set up the material for PBR.&lt;br /&gt;
&lt;br /&gt;
Please note that the color space of the metallic node should be changed to &amp;quot;non-color&amp;quot;, once you assigned a texture to the node.&lt;br /&gt;
&lt;br /&gt;
By default, the AO map is omitted, see above if you want to display it in your scene.&lt;br /&gt;
&lt;br /&gt;
Note that for Prepar3Dv5, you can provide a reflection map in the blue channel of the metallic map, however, this channel won&#039;t be displayed in Blender. If you use the reflective channel, make sure to tick the &amp;quot;Metallic map has reflection&amp;quot; in the Metallic properties of the material.&lt;br /&gt;
&lt;br /&gt;
==== Clear Coat Map ====&lt;br /&gt;
The Clear Coat map is comprised of 2 or 3 textures that are packed in the channels within a single RGB or RGBA texture. The 2 required textures in a Clear coat map are the &amp;quot;Amount&amp;quot; and &amp;quot;Smoothness&amp;quot;. The 3rd, optionally, is the Clear Coat Normal map.  The Clear Coat map should not be used with any material that is metallic material. The Clear Coat map should be used on materials that are to appear as if they have been waxed or lacquered (such as automobiles, fine leather, and also, Banners).&lt;br /&gt;
&lt;br /&gt;
The Red Channel of the clear coat is the &amp;quot;Amount&amp;quot; of the clear coat (0.00 to 1.0). Pure black (matte) is represented as 0.00, pure white is 1.0 (maximum amount). In other words, this is the amount of wax or lacquer on the material.&lt;br /&gt;
&lt;br /&gt;
The Green Channel is the &amp;quot;Smoothness&amp;quot; of the Clear Coat. This is also represented as 0.00 to 1.0. Pure black is 0.00 and pure white is 1.0 (maximum smoothness) and gives you the maximum reflection.&lt;br /&gt;
&lt;br /&gt;
The numerical values for the &amp;quot;Amount&amp;quot; and &amp;quot;Smoothness&amp;quot; are for &amp;quot;baking&amp;quot; and procedural texture purposes.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; Within the Shading Editor in Blender (sometimes called the Node Editor), the &amp;quot;Smoothness&amp;quot; map (in the green channel) is being &amp;quot;inverted&amp;quot;. This is because Blender is looking for a &amp;quot;Roughness&amp;quot; map and P3D requires a &amp;quot;Smoothness&amp;quot; map. Using the &amp;quot;Smoothness&amp;quot; texture that is contained in the &amp;quot;Metallic&amp;quot; map will most likely not give you the &amp;quot;look&amp;quot; you were hoping for.&lt;br /&gt;
&lt;br /&gt;
The Clear Coat Normal map (placed in the Blue and Alpha Channels) consists of the x- and y-components of a standard normal map. The x-component (within a standard normal map, it&#039;s in the red Channel) is placed in the Blue channel.  The y-component (within a standard normal map, it&#039;s in the green channel) is placed in the Alpha Channel.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; Just like the Normal map used in P3D, the Clear Coat normal map is in the DirectX format, not OpenGL format  Be aware when &amp;quot;baking&amp;quot; within Blender, the OpenGL Format is used when creating normal maps.  &lt;br /&gt;
&lt;br /&gt;
=== Specular Material mode ===&lt;br /&gt;
[[Image:Specular shader.jpg|thumb|right|The node tree for specular material.]]&lt;br /&gt;
If you select &amp;quot;Specular Material&amp;quot; as the P3D/FSX material mode, the current node tree is removed and replaced. The main shader node will now be an &amp;quot;Eevee Specular&amp;quot; node. The node tree will be populated in a way that most closely represents the shader mechanics of FSX/P3D and all you need to do is add your texture files to the various texture image nodes. As with the PBR node tree, you can modify the Specular node tree in any way you wish - as long as the original Texture image nodes and the Eevee Specular node remain, the exporter will be able to pick up the correct texture paths.&lt;br /&gt;
&lt;br /&gt;
Please note that since it is a node specifically designed for the Eevee render engine, material created in this way won&#039;t render properly if you switch the viewport render mode to &amp;quot;Cycles&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
=== Normal maps for PBR and Specular material ===&lt;br /&gt;
Prepar3D and FSX use a non-standard approach to rendering normal maps and we took the approach on board when developing the node tree for the P3D/FSX material. If you&#039;re using non-DDS files (.PSD, .tga, .png, etc), the shader is set up in an industry-standard way, with the color node of the normal texture node being plugged indirectly into the normal map node of the graph. However, if you&#039;re using DDS files, the addon will change the node tree in a way that reflects the sim as closely as possible by reversing the mandatory red-in-alpha.&lt;br /&gt;
&lt;br /&gt;
Please note that the color space of the normal map will now automatically be changed to &amp;quot;non-color&amp;quot;, once you assigned a texture to the normal map slot.&lt;br /&gt;
&lt;br /&gt;
The legacy NVidia Photoshop plug-in, GIMP plug-in, and the SDK&#039;s Imagetool (FSX and P3D) all use the DirectX format for Normal maps. The latest NVidia plug-in, along with the standalone application, uses the OpenGL Format when creating Normal maps.  Most Normal maps &amp;quot;ready-made&amp;quot; can be changed to the DirectX format by inverting or flipping the &#039;y&#039;-component of the Normal map, however, go with what &amp;quot;looks&amp;quot; correct to you.&lt;br /&gt;
&lt;br /&gt;
=== Environment/Reflection map ===&lt;br /&gt;
Oppose to P3D, Blender is using a global reflection map in conjunction with reflective materials. Depending on your requirements, it might be necessary for you to utilize different reflection maps for different materials. To accommodate this, you can link any reflection map to any material, using the Parameter &amp;quot;Reflection map&amp;quot; under the P3D/FSX material properties. However, any change to the file or file path will not change anything about how reflections are presented in Blender.&lt;br /&gt;
If you would like to get an idea of how your reflection map works with your other material settings, you can manually change Blender&#039;s global reflection map. To do so, open the &amp;quot;World Properties&amp;quot; and under &amp;quot;Surface-&amp;gt;Color&amp;quot;, select &amp;quot;Environment Texture&amp;quot; as a new source for the world reflection map and navigate to your texture. Don&#039;t forget to change the render mode to &amp;quot;Viewport Shading&amp;quot;. Please note that changes to the world properties won&#039;t be taken into account when exporting your model to &amp;quot;.X&amp;quot; or &amp;quot;.MDL&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
=== Transparency ===&lt;br /&gt;
If you&#039;re working with PBR material, switching your material to transparent is simple. In the P3D/FSX material settings change the &amp;quot;Render mode&amp;quot; to &amp;quot;Masked&amp;quot;. The transparency value is taken from the Alpha channel of the Albedo texture node and will be visualized in the viewport. Note that switching from &amp;quot;Opaque&amp;quot; to &amp;quot;Masked&amp;quot; will also enable Backface culling by default, this is simply done for your convenience, but you can switch it off at any time with no effect on the P3D/FSX model itself.&lt;br /&gt;
&lt;br /&gt;
Transparency for Specular material is currently not automated in this way, so any changes to the &amp;quot;Framebuffer Blend&amp;quot; properties of the material will have no effect on how the model is displayed in Blender. These values are, however, taken into consideration when you export your model and should work as expected.&lt;br /&gt;
&lt;br /&gt;
= Exporting to .X/.MDL =&lt;br /&gt;
[[Image:Blender2P3DFSX Export1.jpg|thumb|Export options of the Blender2P3D/FSX toolset.]]&lt;br /&gt;
An essential element of the Blender2P3D/FSX toolset is the ability to export a Blender scene directly into the .mdl format. You can access the exporter by clicking on File-&amp;gt;Export-&amp;gt;DirectX for P3D/FSX (.X/.MDL). This will open the export dialog. On the right side of the window, you can choose various options for the export. Don&#039;t forget to enter a valid filename on the bottom of the screen before pressing &amp;quot;Export P3D/FSX .X file&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Note: I recommend opening the Blender console before starting the export process. At the moment the exporter won&#039;t give you any visual feedback on whether it&#039;s running or not, so checking on the console helps to make sure that everything is working smoothly. The console can be accessed through Window-&amp;gt;Toggle System Console.&lt;br /&gt;
&lt;br /&gt;
== Exporter options ==&lt;br /&gt;
&#039;&#039;&#039;Export only current selection&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
If this option is active, only the elements of your scene that are currently selected will be exported. This can be useful if you want to quickly check certain parts of the scene, without exporting everything at once.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Apply all modifiers&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
If this option is selected, every object in the scene will have its modifiers applied before being encoded into the .X file. It is important to have this option enabled, otherwise your model might not be displayed correctly in the sim.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Export animations and LOD&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
To make sure that the animations and LODs are being exported, this option should be enabled.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Skinned mesh&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
If there are any skinned meshes in you scene, make sure to enable this option. Otherwise, the skinned mesh animations are being omitted.&amp;lt;br/&amp;gt; &lt;br /&gt;
&#039;&#039;&#039;Export MDL&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
If this option is selected, the exporter will automatically call the XToMdl.exe converter once the .x file is written. Enable this option to export directly into the Prapar3D/FSX compatible 3d model format.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Create XML Scenery placement for this MDL&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
If this option is selected, the exporter will create an XML file that has all the scenery export information such as &#039;&#039;coordinates (latitude, longitude, altitude, pitch, bank, heading)&#039;&#039; and the &#039;&#039;scenery complexity&#039;&#039; of the scenery objects/model to be exported (by default &#039;&#039;Scenery Complexity = Normal&#039;&#039;). Then, it will convert the created &amp;quot;.MDL&amp;quot; format file into &amp;quot;.BGL&amp;quot; format file which then can be used directly in the simulator.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Create Sample XML Scenery Placement&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
If this option is selected, the exporter will create a SAMPLE XML file to show the developer how the scenery xml file should be written. &#039;&#039;Remember to only select this option if you wish to create the &amp;quot;.BGL&amp;quot; file manually/by your own&#039;&#039;.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Log File&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
If this option is checked, a log file will be generated in the same folder you export your scene to. The log file is a simple text file with the friendly name of the model [ex. Hangar_(date)_(time)_log.txt]. It can contain valuable information on the export progress if something goes wrong.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Use BMP&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
If selected, all texture filenames will be changed to &amp;lt;filename&amp;gt;.bmp.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Export process ==&lt;br /&gt;
The exporter will generate an .X file and - if selected - a .xanim file, which will hold the geometric information of your model, as well as the specs of your materials. Some of the properties of the model will be taken directly from the Blender scene, whereas some properties come from the custom properties that the Blender2P3D/FSX addon adds to objects and materials.&lt;br /&gt;
&lt;br /&gt;
The following list describes the operation of the exporter step-by-step.&lt;br /&gt;
# &#039;&#039;&#039;Collecting object Information&#039;&#039;&#039;&amp;lt;!--&lt;br /&gt;
 --&amp;gt;&amp;lt;p&amp;gt;The exporter will first go through the hierarchy of the scene and generate a list of exportable objects. Those objects are meshes, bones, and empty object(s) if they have anything attached to it. The exporter will also check if the SDK was initialized, a modeldef.xml was found, and if the scene contains a valid GUID and friendly name. If &amp;quot;&#039;&#039;Export Animations&#039;&#039;&amp;quot; was enabled in the export dialog, a list will be generated that contains information on every part that has an animation tag assigned to it.&amp;lt;/p&amp;gt;&lt;br /&gt;
# &#039;&#039;&#039;Writing the header&#039;&#039;&#039;&amp;lt;!--&lt;br /&gt;
 --&amp;gt;&amp;lt;p&amp;gt;The header of the .x file contains templates for mesh and material information. Since P3D and FSX models differ slightly, the templates are being written depending on the selected SDK.&amp;lt;/p&amp;gt;&lt;br /&gt;
# &#039;&#039;&#039;Outline of the scene&#039;s hierarchy&#039;&#039;&#039;&amp;lt;!--&lt;br /&gt;
 --&amp;gt;&amp;lt;p&amp;gt;The exporter will write a quick outline of the scene&#039;s objects into the .X file. This outline has no function but is informative to anyone who needs to debug any errors during the export.&amp;lt;/p&amp;gt;&lt;br /&gt;
# &#039;&#039;&#039;Writing scene information&#039;&#039;&#039;&amp;lt;!--&lt;br /&gt;
 --&amp;gt;&amp;lt;p&amp;gt;Next, the exporter will go through the list of eligible objects and encode the geometric information. This includes the position of the vertices, a list of polygons, mesh normals for each vertex, and UV coordinates.&amp;lt;/p&amp;gt;&lt;br /&gt;
## &#039;&#039;&#039;Analyzing mesh materials&#039;&#039;&#039;&amp;lt;!--&lt;br /&gt;
 --&amp;gt;&amp;lt;p&amp;gt;For each material, the exporter will analyze the node tree to find the relevant image texture nodes. If an image texture node cannot be found, or if the filename is empty, the corresponding texture type will be skipped by the exporter.&amp;lt;/p&amp;gt;&lt;br /&gt;
## &#039;&#039;&#039;Writing mesh material&#039;&#039;&#039;&amp;lt;!--&lt;br /&gt;
 --&amp;gt;&amp;lt;p&amp;gt;Once all data is collected, the material properties are being encoded in the .x file.&amp;lt;/p&amp;gt;&lt;br /&gt;
#&#039;&#039;&#039;Writing Animations&#039;&#039;&#039;&amp;lt;!--&lt;br /&gt;
 --&amp;gt;&amp;lt;p&amp;gt;If &amp;quot;&#039;&#039;Export animations and LODs&#039;&#039;&amp;quot; has been selected in the exporter window, a .xanim file is generated, which contains the animation data for all animated objects.&amp;lt;/p&amp;gt;&lt;br /&gt;
#&#039;&#039;&#039;Converting to MDL&#039;&#039;&#039;&amp;lt;!--&lt;br /&gt;
 --&amp;gt;&amp;lt;p&amp;gt;If &amp;quot;&#039;&#039;Export MDL&#039;&#039;&amp;quot; has been selected in the exporter window, the exporter will execute the XToMdl.exe of the selected SDK. The Blender system console will show the progress during this step of the export, however, note that the output is currently not logged in the log file that is generated by the exporter. If there is an issue with the .X file, or if the XToMdl.exe couldn&#039;t be found, an error will be shown in the Blender window.&amp;lt;/p&amp;gt;&lt;br /&gt;
#&#039;&#039;&#039;Export BGL&#039;&#039;&#039;&amp;lt;!--&lt;br /&gt;
 --&amp;gt;&amp;lt;p&amp;gt;BGL is a scenery file format that is being used in Flight Simulator. If &amp;quot;&#039;&#039;Create XML Scenery placement for this MDL&#039;&#039;&amp;quot; has been selected in the exporter window, the created .MDL format file will run through an application called bglcomp [which is an in-build application that comes with the Software Development (Kit)] to create the Flight Simulator use .BGL format file. This BGL format file can be used directly in the simulator later.&amp;lt;/p&amp;gt; &lt;br /&gt;
&lt;br /&gt;
If the export was successful, you&#039;ll find the .X and the .MDL file in the selected folder, ready to be imported into P3D/FSX.&lt;br /&gt;
&lt;br /&gt;
Please note that the exporter currently does not optimize your model! If you want to improve on the performance of your 3d asset, it is recommended to join all parts that share a material but don&#039;t have an animation or attachpoint assigned to it. Also note that the export process takes a long time to complete, please have the system console open to check up on the progress of the export.&lt;br /&gt;
&lt;br /&gt;
= Credits and license =&lt;br /&gt;
The addon in its current version is the hard work of many members of the fsdeveloper.com forum. The original FSX2Blender addon was developed by:&lt;br /&gt;
[https://www.fsdeveloper.com/forum/members/capt_x.6562/ Felix Owono-Ateba], [https://www.fsdeveloper.com/forum/members/ronh.1886/ Ron Haertel], [https://www.fsdeveloper.com/forum/members/krispy1001.11839/ Kris Pyatt] (2017) and [https://www.fsdeveloper.com/forum/members/manochvarma-raman.16466/ Manochvarma Raman] (2018)&lt;br /&gt;
This current incarnation of the addon uses most of the original algorithms, but with an updated UI and compatibility for Blender v2.8.x. Parts of the original exporter script have been rewritten to accommodate Blender&#039;s new material workflow and to add PBR support to the addon (P3D v4.4+ only). This work was done 2019/2020 by [https://www.fsdeveloper.com/forum/members/vitus.2026/ Otmar Nitsche]. Further additions to the material workflow were added by [https://www.fsdeveloper.com/forum/members/dave-hoeffgen.14361/ David Hoeffgen] in 2020.  The UI has been updated for Blender v3.x.x along with the adding of the Clear Coat map components (for P3D v5) by [https://www.fsdeveloper.com/forum/members/dave_w.16881/ Dave_W] &amp;amp; [https://www.fsdeveloper.com/forum/members/pyscen.1491/ Doug A] in November 2022.&lt;br /&gt;
&lt;br /&gt;
Special thanks go to [https://www.fsdeveloper.com/forum/members/arno.1/ Arno Gerretsen] and [https://www.fsdeveloper.com/forum/members/spotlope.39/ Bill Womack] for their input during the development and testing of the addon.&lt;br /&gt;
&lt;br /&gt;
The software is licensed under [http://www.gnu.org/licenses/gpl-3.0.html GNU General Public License (GNU-GPL-3)]. Feel free to use it as you see fit, both for freeware and commercial projects. If you have suggestions for changes, use the forum. If you would like to get involved in the development of the addon, contact any of the authors mentioned above to coordinate the effort.&lt;/div&gt;</summary>
		<author><name>Pyscen</name></author>
	</entry>
	<entry>
		<id>http://www.fsdeveloper.com/wiki/index.php?title=Blender2P3D/FSX&amp;diff=11378</id>
		<title>Blender2P3D/FSX</title>
		<link rel="alternate" type="text/html" href="http://www.fsdeveloper.com/wiki/index.php?title=Blender2P3D/FSX&amp;diff=11378"/>
		<updated>2022-12-10T15:16:44Z</updated>

		<summary type="html">&lt;p&gt;Pyscen: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{ambox&lt;br /&gt;
| type  = content&lt;br /&gt;
| imageleft = [[Image:40px-Emblem-Info.png|40px]]&lt;br /&gt;
| imageright = [[Image:Broom icon.jpg|40px]]&lt;br /&gt;
| style = width: 100%; color: black; background:#EFFFB0; font-style: italic&lt;br /&gt;
| text = The current version of the &#039;&#039;&#039;Blender2P3D/FSX&#039;&#039;&#039; addon is &#039;&#039;&#039;v1.0.2&#039;&#039;&#039;.  The &#039;&#039;&#039;Blender2P3D/FSX toolset&#039;&#039;&#039; is an addon for [http://www.blender.org/download/ Blender] which can be used for FSX (including FSX: SE) and P3D 3-D Modeling.|] }}&lt;br /&gt;
[[Category:Tools]]&lt;br /&gt;
[[Category:Blender]]&lt;br /&gt;
[[category:Modeling]]&lt;br /&gt;
[[Category:Aircraft Design]]&lt;br /&gt;
[[category:Scenery Design]]&lt;br /&gt;
[[Category:Terrain Design]]&lt;br /&gt;
[[Category:Airport Design]]&lt;br /&gt;
[[category:Texturing]]&lt;br /&gt;
[[category:SDK]]&lt;br /&gt;
[[category:Manuals]]&lt;br /&gt;
{{Infobox-Applicable-FSVersion&lt;br /&gt;
| MSFS= false&lt;br /&gt;
| FSXI = false&lt;br /&gt;
| P3D5 = true&lt;br /&gt;
| P3D4 = true&lt;br /&gt;
| P3D3 = true&lt;br /&gt;
| P3D2 = true&lt;br /&gt;
| P3D = true&lt;br /&gt;
| FSXA = true&lt;br /&gt;
| FSX = true&lt;br /&gt;
| FS2004 = unknown&lt;br /&gt;
| FS2002 = unknown&lt;br /&gt;
| XP11 = unknown&lt;br /&gt;
| XP10 = unknown&lt;br /&gt;
| XP9 = unknown&lt;br /&gt;
}}&lt;br /&gt;
This addon is a continuation of the [[Blender2FSX Toolset manual]] and it incorporates compatibility with the latest API for Blender version v3.x.x (&#039;&#039;has been tested with Blender &#039;&#039;&#039;LTS v3.3.x&#039;&#039;&#039; &amp;amp; &#039;&#039;&#039;v3.4&#039;&#039;&#039;&#039;&#039;). The new toolset also features full support of PBR materials for Lockheed Martin&#039;s Prepar3D v4.4 and above, as well as some changes to the interface and file structure of the addon.&lt;br /&gt;
This wiki will help you install and use the new toolset.&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
= Installation =&lt;br /&gt;
== Requirements ==&lt;br /&gt;
* Windows 11 and 10 &lt;br /&gt;
&lt;br /&gt;
* Microsoft Flight Simulator X SDK &#039;&#039;&#039;&#039;&#039;including updates&#039;&#039;&#039; to SP2 or Acceleration&#039;&#039; or&lt;br /&gt;
&lt;br /&gt;
* Lockheed Martin Prepar3D SDK v1.x, v2.x, v3.x, &amp;amp; v4.x (&#039;&#039;FSX Steam Edition should use the Prepar3D SDK v1.x&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
* [http://www.blender.org/download/ Blender] (version: &#039;&#039;&#039;v3.x&#039;&#039;&#039; or above)&lt;br /&gt;
&lt;br /&gt;
Make sure that &#039;&#039;&#039;&#039;&#039;ALL&#039;&#039;&#039; SDKs&#039;&#039; that you are using are installed prior to installing/ activating this Toolset!&lt;br /&gt;
&lt;br /&gt;
== Setup ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:blender2p3dfsx_setup1.jpg&lt;br /&gt;
Image:blender2p3dfsx_setup2.jpg&lt;br /&gt;
Image:blender2p3dfsx_setup3.jpg&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
After downloading the add-on, open Blender 3.x.x and open the &#039;&#039;&#039;Preferences&#039;&#039;&#039; (Edit-&amp;gt;Preferences). Click on the &amp;quot;&#039;&#039;&#039;Add-ons&#039;&#039;&#039;&amp;quot; tab and then click on &amp;quot;&#039;&#039;&#039;Install...&#039;&#039;&#039;&amp;quot;. &lt;br /&gt;
In the file manager, navigate to where you have downloaded the Toolset file, select it and click on &amp;quot;&#039;&#039;&#039;Install Add-on&#039;&#039;&#039;&amp;quot;. This will extract the content of the zip file to your Blender script folder (by default under %APPDATA%\Blender Foundation\Blender\&amp;lt;version number&amp;gt;\scripts\addons). Next, you need to activate the addon by clicking on the &#039;&#039;check-mark&#039;&#039; next to &amp;quot;3DView: P3D/FSX Toolset&amp;quot;. That should enable the addon and the various panels and properties. Close the Preferences window.&lt;br /&gt;
&lt;br /&gt;
To ensure that the addon was correctly installed, press the &amp;quot;N&amp;quot; key on your keyboard while the mouse pointer is in the main viewport. This should open the main panels of the addon under the tab named &amp;quot;P3D/FSX&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
= Using the Tools =&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
[[Image:Blender2p3dfsx setup4.jpg|thumb|right|P3D/FSX Toolset panels]]&lt;br /&gt;
Once installed, the Blender2P3D/FSX toolset will append the list of toolkit panels in your viewport. Press &amp;quot;N&amp;quot; to open or close the list of tools. There will be a new entry named &amp;quot;P3D/FSX&amp;quot;, which gives access to the tools of this addon. The different tools are organized in different panels, which are grouped by function.&lt;br /&gt;
The addon adds object properties to the scene. These properties are for instance the references to the various SDKs you can utilize or object properties like attached animations or scenery properties. &lt;br /&gt;
Furthermore, the addon will append the material parameters by P3D or FSX specific parameters.&lt;br /&gt;
Lastly, the addon extends the exporter capabilities and allows you to export your scene to an x-file format and from there calls XToMdl.exe to generate a Prapar3D/Flight Simulator X compatible 3d model.&lt;br /&gt;
&lt;br /&gt;
== Setting up your scene ==&lt;br /&gt;
To ensure that your 3d asset export properly to Prepar3D or Flight Simulator X, you must make sure to prepare and configure the Blender scene. To get started, open the toolset panels by pressing &amp;quot;N&amp;quot; on your keyboard with the main viewport in focus. This will open a list of panels you have currently activated in your Blender configuration. Click on the tab &amp;quot;P3D/FSX&amp;quot; to bring up the panels of the Blender2P3D/FSX toolset.&lt;br /&gt;
=== Configure the SDK ===&lt;br /&gt;
Firstly, go to the &#039;&#039;P3D/FSX Toolset Settings&#039;&#039; and select which SDK you would like to utilize. If &amp;quot;Auto Detect SDK path&amp;quot; is enabled, simply click on &amp;quot;Initialize the SDK&amp;quot;. The addon will then look up the file paths of the SDK in the Windows registry. This method should work in 99% of the cases, however, if the Addon cannot find the file paths, you can also use the &#039;&#039;Manually Find ModelDef file&#039;&#039; option to set up the path.&lt;br /&gt;
Please note that it is necessary to initialize the SDK every time you restart Blender, or load a new scene. This way you ensure that all entries of the modeldef.xml are properly loaded into Blender.&lt;br /&gt;
&lt;br /&gt;
=== Configure the scene ===&lt;br /&gt;
In order for your 3d asset to export properly, you have to ensure that both a GUID and a friendly name are assigned to your scene. To do so, open the &#039;&#039;P3D/FSX File Properties&#039;&#039; panel and type the friendly name in the first edit box. You can use the button &#039;&#039;Generate GUID&#039;&#039; to automatically generate a valid GUID for your scene. Alternatively, you can generate the GUID externally and copy and paste the string into the GUID edit box.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
== Scenery properties ==&lt;br /&gt;
[[image:Blender2P3DFSX Scenery.jpg|thumb|right|Scenery tool of the Blender2P3D/FSX addon.]]&lt;br /&gt;
[feel free to enter the information here.]&lt;br /&gt;
&lt;br /&gt;
=== Quicksave information ===&lt;br /&gt;
With the latest update of the toolkit, you&#039;ll be able to quicksave the location data of your scene. To do so, go to the &#039;&#039;Load/Save scenery data&#039;&#039; section, enter a location name and click on &#039;&#039;Add Location&#039;&#039;. This will save all settings of latitude, longitude, etc. into an XML file on your hard drive. To recall any of those previously saved datasets, click on &#039;&#039;Load Location&#039;&#039;, to open a list of names of previously saved locations. Select the location you wish to load and click on &#039;&#039;LOAD&#039;&#039;. This will populate all fields of the Scenery Tools with those from the XML file.&lt;br /&gt;
&lt;br /&gt;
Note that there is currently no interface to remove entries from the list. But if you&#039;d like to edit or update your quick-save list, you can find the XML file in the following location:&lt;br /&gt;
%APPDATA%\Blender Foundation\Blender\&amp;lt;version number&amp;gt;\config\p3d_locations.xml&lt;br /&gt;
&lt;br /&gt;
The addon will try to load the XML file whenever you initialize the SDK (see [[https://www.fsdeveloper.com/wiki/index.php?title=Blender2P3D/FSX#Setting_up_your_scene Setting up your scene]]). There will be a warning message in the system console of Blender if the file wasn&#039;t found on your hard drive. You can safely ignore this warning if you don&#039;t use this feature of the toolset.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Animations ==&lt;br /&gt;
[[Image:Blender2p3dfsx animation tool.jpg|thumb|left|The Animation tool of the Blender2P3D/FSX toolset.]]&lt;br /&gt;
To register an animation for a P3D/FSX asset, open the &#039;&#039;P3D/FSX Animation Tool&#039;&#039; panel. You will be presented with a list of animations, as found in the modeldef.xml file. To assign an animation to a selected object, choose it from the list and click on &#039;&#039;Assign&#039;&#039;. You can use the search function to filter the list for certain keywords, click on the little arrow at the bottom of the list to expose the search bar.&lt;br /&gt;
[[Image:Blender2p3dfsx object properties.jpg|thumb|right|Object properties for the Blender2P3D/FSX toolset.]]&lt;br /&gt;
Once an animation has been assigned, make sure to enter an animation length in the object&#039;s properties as well. Open the objects properties panel and scroll to the &#039;&#039;P3D/FSX Properties&#039;&#039; section. Here, you&#039;ll find the properties of the attached animation as well as a list of all utilized attachpoints for that object.&lt;br /&gt;
You can also delete an animation by clicking on the &#039;&#039;Clear&#039;&#039; button.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Attachpoints ==&lt;br /&gt;
&lt;br /&gt;
Open the Attach Tool to access the various options for attachpoints. You can activate or deactivate a number of different functions by clicking on the corresponding buttons in the list. The buttons turn blue when active. Don&#039;t forget to assign the selected attachpoint and its parameters to an object by selecting the object in the scene and clicking on &#039;&#039;Attach&#039;&#039; at the bottom of the panel.&lt;br /&gt;
To see what attachpoints are active for any given object in the scene, select the object and open the object properties. Under &#039;&#039;P3D/FSX Properties&#039;&#039;, you&#039;ll find a list of all attachpoints under the animation properties for the selected object.&lt;br /&gt;
&lt;br /&gt;
=== Effects ===&lt;br /&gt;
&lt;br /&gt;
[[Image:Blender2P3DFSX attach effect.jpg|thumb|left|Attachpoint properties for effects.]]&lt;br /&gt;
To attach an effect to an object in your scene, click on the &#039;&#039;Effect&#039;&#039; button in the P3D/FSX Attach Tool panel. This will extend the panel and allow you to specify the parameters of the effect you&#039;d like to attach.&lt;br /&gt;
* &#039;&#039;&#039;Name&#039;&#039;&#039;: set an attachpoint name for the object.&lt;br /&gt;
* &#039;&#039;&#039;Effect&#039;&#039;&#039;: type the filename of the effect you would like to attach to the object.&lt;br /&gt;
* &#039;&#039;&#039;Param&#039;&#039;&#039;: define paramters for the effect. Those can be, for instance, conditions for the effect to trigger. Refer to the P3D/FSX SDK for more information on valid syntax for this field.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Visibility ===&lt;br /&gt;
&lt;br /&gt;
[[Image:Blender2P3DFSX attach visibility.jpg|thumb|left|Attachpoint properties for visibility.]]&lt;br /&gt;
Add a visibility tag to the selected object by clicking on &#039;&#039;Visibility&#039;&#039; on the P3D/FSX Attach Tool panel. This will open a list of available visibility tags, which you can attach to a selected object in the scene using the &amp;quot;Attach&amp;quot; button.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== MouseRect ===&lt;br /&gt;
&lt;br /&gt;
[[Image:attach mouserect.jpg|thumb|left|Attachpoint properties for mouserects.]]&lt;br /&gt;
To add a mouserect to the selected object in the scene, click on &#039;&#039;Mouse Rect&#039;&#039;. This will reveal a dropdown list of all available mouserects, as defined in the modeldef.xml file.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
=== Platform ===&lt;br /&gt;
[[Image:Blender2P3DFSX attach platform.jpg|thumb|left|Attachpoint properties for platforms.]]&lt;br /&gt;
You can define an object as a &amp;quot;platform&amp;quot; by activating &#039;&#039;Platform&#039;&#039; in the P3D/FSX Attach Tool panel. Make sure to select a surface property for the platform in the dropdown list.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
=== No Crash ===&lt;br /&gt;
Enable the no crash flag for the selected object in the scene by clicking on &#039;&#039;No Crash&#039;&#039; in the P3D/FSX Attach Tool panel.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
=== Empty ===&lt;br /&gt;
[[Image:Blender2P3DFSX attach empty.jpg|thumb|left|Attachpoint properties for empty attachpoints.]]&lt;br /&gt;
You can also attach an empty attachpoint to an object in the scene by clicking on &#039;&#039;Empty&#039;&#039; in the P3D/FSX Attach Tool panel. This will enable you to assign a name for the attachpoint. These empty attachpoints can be used for instance to create various equipment for aircraft carriers. Simply assign one of the keywords to the object to trigger the wanted behavior of the object. Valid names are:&lt;br /&gt;
*attachpt_catapult_start_n,&lt;br /&gt;
*attachpt_catapult_end_n,&lt;br /&gt;
*attachpt_blast_shield_n,&lt;br /&gt;
*attachpt_runway_start,&lt;br /&gt;
*attachpt_runway_end,&lt;br /&gt;
*attachpt_runway_edg,&lt;br /&gt;
*attachpt_cable_n_1,&lt;br /&gt;
*attachpt_cable_n_2.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Material parameters ==&lt;br /&gt;
{{ambox&lt;br /&gt;
| type  = content&lt;br /&gt;
| imageleft = [[Image:40px-Emblem-Info.png|40px]]&lt;br /&gt;
| imageright = [[Image:Broom icon.jpg|40px]]&lt;br /&gt;
| style = width: 100%; color: black; font-weight: bold; background:#EFFFB0; font-style: italic&lt;br /&gt;
| text  = Please note that you should re-initialize your material if you are updating a scene from an older version of the Blender2P3D/FSX toolset. To do so, select your preferred option in the dropdown for the material mode selection. &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The P3D/FSX Blender toolset will extend the material properties to include flight simulator-specific parameters. Make sure to carefully go through the list of properties to make sure that your material is ready for export.&lt;br /&gt;
The most fundamental parameter is the main material mode. You can choose between &amp;quot;PBR Material&amp;quot;, &amp;quot;Specular Material&amp;quot; and &amp;quot;Disabled&amp;quot;. Note that any material with the mode being set to &amp;quot;disabled&amp;quot; will be skipped during the export process. Also, note that the PBR material is only available for models used in Prepar3D version 4.4 or higher. Therefore, if you are preparing a model for FSX or older versions of Prepar3d, make sure to have the material mode set to the Specular workflow.&lt;br /&gt;
&lt;br /&gt;
The P3D/FSX Blender toolset is making use of Blender&#039;s node tree and as a result, it is important that your materials comply with the conventions of the addon&#039;s exporter. Whenever you change between different material modes, a script will automatically replace the current node tree with one that is compatible with the chosen material mode. This means that currently, you will have to re-assign all textures every time you change the material mode!&lt;br /&gt;
&lt;br /&gt;
When assigning a new texture to any of the slots, a script will check if the texture is of the DDS format and if so, set up the node tree with a WYSIWYG representation of the simulator&#039;s shader. To do this, the addon will perform these two steps:&lt;br /&gt;
1. vertically flipping the UV for the texture node&lt;br /&gt;
2. reversing the red-in-alpha action for the normal map, meaning you can input a P3D/FSX conform normal map and it&#039;ll show up correctly in Blender.&lt;br /&gt;
&lt;br /&gt;
The new material handling also incorporates the detail map in the node tree and synchronizes the scaling of the detail map with the settings made in the Blender2P3D/FSX material panel.&lt;br /&gt;
&lt;br /&gt;
When exporting your scene, the exporter will run an analysis on all materials to extract the texture information. This is done in two ways, by checking what texture nodes connect to the relevant input nodes and by looking for specific node names. This way, it is possible to modify the node tree in Blender while retaining the ability to export the materials properly. The texture paths are searched for in the following manner:&lt;br /&gt;
1. Check if the (new) texture slots in the material panel are populated and use those if found.&lt;br /&gt;
2. If not, check the relevant input socket of the BSDF Principled shader node&lt;br /&gt;
3. follow all the links from that node and create a list of texture image nodes&lt;br /&gt;
4. if there are more than one texture image nodes directly or indirectly connected to the input socket, check the name of both and see if it matches&lt;br /&gt;
5. if there are NO texture image nodes connected to the input socket, search through ALL the texture image nodes of the graph, and check if the name matches.&lt;br /&gt;
&lt;br /&gt;
On the creation of the node tree, the texture image nodes will be given their corresponding names. Those are:&lt;br /&gt;
&amp;quot;diffuse&amp;quot; for the diffuse/albedo texture&lt;br /&gt;
&amp;quot;specular&amp;quot; for the specular texture&lt;br /&gt;
&amp;quot;metallic&amp;quot; for the metallic/smoothness/ao texture&lt;br /&gt;
&amp;quot;emissive&amp;quot; for the emissive/lightmap texture&lt;br /&gt;
&amp;quot;normal&amp;quot; for the normal/bump map texture&lt;br /&gt;
&amp;quot;clear-coat&amp;quot; for the amount/smoothness/normal x-component/normal y-component&lt;br /&gt;
&lt;br /&gt;
I suggest not deleting any of those texture nodes, in case you&#039;ll need them at a later stage. If you don&#039;t want a certain texture map to show up on your model, just disconnect the corresponding link.&lt;br /&gt;
&lt;br /&gt;
By default, the emissive image texture is not connected to anything. If you want to see the effects of your lightmap on the model in Blender, simply link the texture node with the input socket labeled &amp;quot;Emission&amp;quot;/&amp;quot;Emissive Color&amp;quot;. Note that the emissive map doesn&#039;t have to be linked with the base shader node in order for the lightmap texture to be found by the exporter!&lt;br /&gt;
&lt;br /&gt;
=== PBR Material mode ===&lt;br /&gt;
[[Image:Pbr shader.jpg|thumb|right|The node tree for PBR material.]]&lt;br /&gt;
When you switch to the PBR Material mode, the node tree will be populated with a &amp;quot;BSDF Principled&amp;quot; node and a number of nodes that are linked up with the principled&#039;s input sockets. You can revise the material at any point by removing nodes or links. You can also add logic blocks between existing links and observe the effects in the viewport. Keep in mind, however, that those types of changes will have no effect on the model when you export it to Prepar3D.&lt;br /&gt;
&lt;br /&gt;
==== Albedo/Diffuse Map ====&lt;br /&gt;
The Albedo/Diffuse map uses the &amp;quot;Base Color&amp;quot; input socket of the BSDF Principled node. By default, the Alpha channel of the texture node is linked with the Alpha input socket of the BSDF node. For all opaque materials, this should have no effect, but for transparent materials, it is important that the link remains.&lt;br /&gt;
&lt;br /&gt;
It is possible to modify the node tree to display the Ambient Occlusion channel of the metallic texture. To do that, add a &amp;quot;MixRGB&amp;quot; node to the node tree and switch the blend mode to &amp;quot;multiply&amp;quot;. Next, connect the Color channel from the albedo texture node to input Color1 of the mixRGB node, and connect the green channel (&amp;quot;G&amp;quot;) from the &amp;quot;separate RGB&amp;quot; node of the metallic node to the Color2 input of the mixRGB node. Lastly, connect the output of the mixRGB node to the Base Color input of the BSDF Principled Shader node.&lt;br /&gt;
&lt;br /&gt;
Make sure to disable Ambient occlusion in the scene render settings to not over-saturate the shading.&lt;br /&gt;
&lt;br /&gt;
==== Metallic Map ====&lt;br /&gt;
The metallic texture consists of three channels. The red channel represents the &amp;quot;metallicness&amp;quot; of the material, the alpha channel the &amp;quot;smoothness&amp;quot; and the green channel can contain an ambient occlusion map. Since Blender is using &amp;quot;roughness&amp;quot; rather than &amp;quot;smoothness&amp;quot;, it is necessary to invert the alpha channel of the metallic texture before plugging it into the BSDF Principled node. This is already done for you within Blender&#039;s shading editor (sometimes called the node editor) when you set up the material for PBR.&lt;br /&gt;
&lt;br /&gt;
Please note that the color space of the metallic node should be changed to &amp;quot;non-color&amp;quot;, once you assigned a texture to the node.&lt;br /&gt;
&lt;br /&gt;
By default, the AO map is omitted, see above if you want to display it in your scene.&lt;br /&gt;
&lt;br /&gt;
Note that for Prepar3Dv5, you can provide a reflection map in the blue channel of the metallic map, however, this channel won&#039;t be displayed in Blender. If you use the reflective channel, make sure to tick the &amp;quot;Metallic map has reflection&amp;quot; in the Metallic properties of the material.&lt;br /&gt;
&lt;br /&gt;
==== Clear Coat Map ====&lt;br /&gt;
The Clear Coat map is comprised of 2 or 3 textures that are packed in the channels within a single RGB or RGBA texture. The 2 required textures in a Clear coat map are the &amp;quot;Amount&amp;quot; and &amp;quot;Smoothness&amp;quot;. The 3rd, optionally, is the Clear Coat Normal map.  The Clear Coat map should not be used with any material that is metallic material. The Clear Coat map should be used on materials that are to appear as if they have been waxed or lacquered (such as automobiles, fine leather, and also, Banners).&lt;br /&gt;
&lt;br /&gt;
The Red Channel of the clear coat is the &amp;quot;Amount&amp;quot; of the clear coat (0.00 to 1.0). Pure black (matte) is represented as 0.00, pure white is 1.0 (maximum amount). In other words, this is the amount of wax or lacquer on the material.&lt;br /&gt;
&lt;br /&gt;
The Green Channel is the &amp;quot;Smoothness&amp;quot; of the Clear Coat. This is also represented as 0.00 to 1.0. Pure black is 0.00 and pure white is 1.0 (maximum smoothness) and gives you the maximum reflection.&lt;br /&gt;
&lt;br /&gt;
The numerical values for the &amp;quot;Amount&amp;quot; and &amp;quot;Smoothness&amp;quot; are for &amp;quot;baking&amp;quot; and procedural texture purposes.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; Within the Shading Editor in Blender (sometimes called the Node Editor), the &amp;quot;Smoothness&amp;quot; map (in the green channel) is being &amp;quot;inverted&amp;quot;. This is because Blender is looking for a &amp;quot;Roughness&amp;quot; map and P3D requires a &amp;quot;Smoothness&amp;quot; map. Using the &amp;quot;Smoothness&amp;quot; texture that is contained in the &amp;quot;Metallic&amp;quot; map will most likely not give you the &amp;quot;look&amp;quot; you were hoping for.&lt;br /&gt;
&lt;br /&gt;
The Clear Coat Normal map (placed in the Blue and Alpha Channels) consists of the x- and y-components of a standard normal map. The x-component (within a standard normal map, it&#039;s in the red Channel) is placed in the Blue channel.  The y-component (within a standard normal map, it&#039;s in the green channel) is placed in the Alpha Channel.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; Just like the Normal map used in P3D, the Clear Coat normal map is in the DirectX format, not OpenGL format  Be aware when &amp;quot;baking&amp;quot; within Blender, the OpenGL Format is used when creating normal maps.  &lt;br /&gt;
&lt;br /&gt;
=== Specular Material mode ===&lt;br /&gt;
[[Image:Specular shader.jpg|thumb|right|The node tree for specular material.]]&lt;br /&gt;
If you select &amp;quot;Specular Material&amp;quot; as the P3D/FSX material mode, the current node tree is removed and replaced. The main shader node will now be an &amp;quot;Eevee Specular&amp;quot; node. The node tree will be populated in a way that most closely represents the shader mechanics of FSX/P3D and all you need to do is add your texture files to the various texture image nodes. As with the PBR node tree, you can modify the Specular node tree in any way you wish - as long as the original Texture image nodes and the Eevee Specular node remain, the exporter will be able to pick up the correct texture paths.&lt;br /&gt;
&lt;br /&gt;
Please note that since it is a node specifically designed for the Eevee render engine, material created in this way won&#039;t render properly if you switch the viewport render mode to &amp;quot;Cycles&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
=== Normal maps for PBR and Specular material ===&lt;br /&gt;
Prepar3D and FSX use a non-standard approach to rendering normal maps and we took the approach on board when developing the node tree for the P3D/FSX material. If you&#039;re using non-DDS files (.PSD, .tga, .png, etc), the shader is set up in an industry-standard way, with the color node of the normal texture node being plugged indirectly into the normal map node of the graph. However, if you&#039;re using DDS files, the addon will change the node tree in a way that reflects the sim as closely as possible by reversing the mandatory red-in-alpha.&lt;br /&gt;
&lt;br /&gt;
Please note that the color space of the normal map will now automatically be changed to &amp;quot;non-color&amp;quot;, once you assigned a texture to the normal map slot.&lt;br /&gt;
&lt;br /&gt;
The legacy NVidia Photoshop plug-in, GIMP plug-in, and the SDK&#039;s Imagetool (FSX and P3D) all use the DirectX format for Normal maps. The latest NVidia plug-in, along with the standalone application, uses the OpenGL Format when creating Normal maps.  Most Normal maps &amp;quot;ready-made&amp;quot; can be changed to the DirectX format by inverting or flipping the &#039;y&#039;-component of the Normal map, however, go with what &amp;quot;looks&amp;quot; correct to you.&lt;br /&gt;
&lt;br /&gt;
=== Environment/Reflection map ===&lt;br /&gt;
Oppose to P3D, Blender is using a global reflection map in conjunction with reflective materials. Depending on your requirements, it might be necessary for you to utilize different reflection maps for different materials. To accommodate this, you can link any reflection map to any material, using the Parameter &amp;quot;Reflection map&amp;quot; under the P3D/FSX material properties. However, any change to the file or file path will not change anything about how reflections are presented in Blender.&lt;br /&gt;
If you would like to get an idea of how your reflection map works with your other material settings, you can manually change Blender&#039;s global reflection map. To do so, open the &amp;quot;World Properties&amp;quot; and under &amp;quot;Surface-&amp;gt;Color&amp;quot;, select &amp;quot;Environment Texture&amp;quot; as a new source for the world reflection map and navigate to your texture. Don&#039;t forget to change the render mode to &amp;quot;Viewport Shading&amp;quot;. Please note that changes to the world properties won&#039;t be taken into account when exporting your model to &amp;quot;.X&amp;quot; or &amp;quot;.MDL&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
=== Transparency ===&lt;br /&gt;
If you&#039;re working with PBR material, switching your material to transparent is simple. In the P3D/FSX material settings change the &amp;quot;Render mode&amp;quot; to &amp;quot;Masked&amp;quot;. The transparency value is taken from the Alpha channel of the Albedo texture node and will be visualized in the viewport. Note that switching from &amp;quot;Opaque&amp;quot; to &amp;quot;Masked&amp;quot; will also enable Backface culling by default, this is simply done for your convenience, but you can switch it off at any time with no effect on the P3D/FSX model itself.&lt;br /&gt;
&lt;br /&gt;
Transparency for Specular material is currently not automated in this way, so any changes to the &amp;quot;Framebuffer Blend&amp;quot; properties of the material will have no effect on how the model is displayed in Blender. These values are, however, taken into consideration when you export your model and should work as expected.&lt;br /&gt;
&lt;br /&gt;
= Exporting to .X/.MDL =&lt;br /&gt;
[[Image:Blender2P3DFSX Export1.jpg|thumb|Export options of the Blender2P3D/FSX toolset.]]&lt;br /&gt;
An essential element of the Blender2P3D/FSX toolset is the ability to export a Blender scene directly into the .mdl format. You can access the exporter by clicking on File-&amp;gt;Export-&amp;gt;DirectX for P3D/FSX (.X/.MDL). This will open the export dialog. On the right side of the window, you can choose various options for the export. Don&#039;t forget to enter a valid filename on the bottom of the screen before pressing &amp;quot;Export P3D/FSX .X file&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Note: I recommend opening the Blender console before starting the export process. At the moment the exporter won&#039;t give you any visual feedback on whether it&#039;s running or not, so checking on the console helps to make sure that everything is working smoothly. The console can be accessed through Window-&amp;gt;Toggle System Console.&lt;br /&gt;
&lt;br /&gt;
== Exporter options ==&lt;br /&gt;
&#039;&#039;&#039;Export only current selection&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
If this option is active, only the elements of your scene that are currently selected will be exported. This can be useful if you want to quickly check certain parts of the scene, without exporting everything at once.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Apply all modifiers&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
If this option is selected, every object in the scene will have its modifiers applied before being encoded into the .X file. It is important to have this option enabled, otherwise your model might not be displayed correctly in the sim.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Export animations and LOD&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
To make sure that the animations and LODs are being exported, this option should be enabled.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Skinned mesh&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
If there are any skinned meshes in you scene, make sure to enable this option. Otherwise, the skinned mesh animations are being omitted.&amp;lt;br/&amp;gt; &lt;br /&gt;
&#039;&#039;&#039;Export MDL&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
If this option is selected, the exporter will automatically call the XToMdl.exe converter once the .x file is written. Enable this option to export directly into the Prapar3D/FSX compatible 3d model format.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Create XML Scenery placement for this MDL&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
If this option is selected, the exporter will create an XML file that has all the scenery export information such as &#039;&#039;coordinates (latitude, longitude, altitude, pitch, bank, heading)&#039;&#039; and the &#039;&#039;scenery complexity&#039;&#039; of the scenery objects/model to be exported (by default &#039;&#039;Scenery Complexity = Normal&#039;&#039;). Then, it will convert the created &amp;quot;.MDL&amp;quot; format file into &amp;quot;.BGL&amp;quot; format file which then can be used directly in the simulator.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Create Sample XML Scenery Placement&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
If this option is selected, the exporter will create a SAMPLE XML file to show the developer how the scenery xml file should be written. &#039;&#039;Remember to only select this option if you wish to create the &amp;quot;.BGL&amp;quot; file manually/by your own&#039;&#039;.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Log File&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
If this option is checked, a log file will be generated in the same folder you export your scene to. The log file is a simple text file with the friendly name of the model [ex. Hangar_(date)_(time)_log.txt]. It can contain valuable information on the export progress if something goes wrong.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Use BMP&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
If selected, all texture filenames will be changed to &amp;lt;filename&amp;gt;.bmp.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Export process ==&lt;br /&gt;
The exporter will generate an .X file and - if selected - a .xanim file, which will hold the geometric information of your model, as well as the specs of your materials. Some of the properties of the model will be taken directly from the Blender scene, whereas some properties come from the custom properties that the Blender2P3D/FSX addon adds to objects and materials.&lt;br /&gt;
&lt;br /&gt;
The following list describes the operation of the exporter step-by-step.&lt;br /&gt;
# &#039;&#039;&#039;Collecting object Information&#039;&#039;&#039;&amp;lt;!--&lt;br /&gt;
 --&amp;gt;&amp;lt;p&amp;gt;The exporter will first go through the hierarchy of the scene and generate a list of exportable objects. Those objects are meshes, bones, and empty object(s) if they have anything attached to it. The exporter will also check if the SDK was initialized, a modeldef.xml was found, and if the scene contains a valid GUID and friendly name. If &amp;quot;&#039;&#039;Export Animations&#039;&#039;&amp;quot; was enabled in the export dialog, a list will be generated that contains information on every part that has an animation tag assigned to it.&amp;lt;/p&amp;gt;&lt;br /&gt;
# &#039;&#039;&#039;Writing the header&#039;&#039;&#039;&amp;lt;!--&lt;br /&gt;
 --&amp;gt;&amp;lt;p&amp;gt;The header of the .x file contains templates for mesh and material information. Since P3D and FSX models differ slightly, the templates are being written depending on the selected SDK.&amp;lt;/p&amp;gt;&lt;br /&gt;
# &#039;&#039;&#039;Outline of the scene&#039;s hierarchy&#039;&#039;&#039;&amp;lt;!--&lt;br /&gt;
 --&amp;gt;&amp;lt;p&amp;gt;The exporter will write a quick outline of the scene&#039;s objects into the .X file. This outline has no function but is informative to anyone who needs to debug any errors during the export.&amp;lt;/p&amp;gt;&lt;br /&gt;
# &#039;&#039;&#039;Writing scene information&#039;&#039;&#039;&amp;lt;!--&lt;br /&gt;
 --&amp;gt;&amp;lt;p&amp;gt;Next, the exporter will go through the list of eligible objects and encode the geometric information. This includes the position of the vertices, a list of polygons, mesh normals for each vertex, and UV coordinates.&amp;lt;/p&amp;gt;&lt;br /&gt;
## &#039;&#039;&#039;Analyzing mesh materials&#039;&#039;&#039;&amp;lt;!--&lt;br /&gt;
 --&amp;gt;&amp;lt;p&amp;gt;For each material, the exporter will analyze the node tree to find the relevant image texture nodes. If an image texture node cannot be found, or if the filename is empty, the corresponding texture type will be skipped by the exporter.&amp;lt;/p&amp;gt;&lt;br /&gt;
## &#039;&#039;&#039;Writing mesh material&#039;&#039;&#039;&amp;lt;!--&lt;br /&gt;
 --&amp;gt;&amp;lt;p&amp;gt;Once all data is collected, the material properties are being encoded in the .x file.&amp;lt;/p&amp;gt;&lt;br /&gt;
#&#039;&#039;&#039;Writing Animations&#039;&#039;&#039;&amp;lt;!--&lt;br /&gt;
 --&amp;gt;&amp;lt;p&amp;gt;If &amp;quot;&#039;&#039;Export animations and LODs&#039;&#039;&amp;quot; has been selected in the exporter window, a .xanim file is generated, which contains the animation data for all animated objects.&amp;lt;/p&amp;gt;&lt;br /&gt;
#&#039;&#039;&#039;Converting to MDL&#039;&#039;&#039;&amp;lt;!--&lt;br /&gt;
 --&amp;gt;&amp;lt;p&amp;gt;If &amp;quot;&#039;&#039;Export MDL&#039;&#039;&amp;quot; has been selected in the exporter window, the exporter will execute the XToMdl.exe of the selected SDK. The Blender system console will show the progress during this step of the export, however, note that the output is currently not logged in the log file that is generated by the exporter. If there is an issue with the .X file, or if the XToMdl.exe couldn&#039;t be found, an error will be shown in the Blender window.&amp;lt;/p&amp;gt;&lt;br /&gt;
#&#039;&#039;&#039;Export BGL&#039;&#039;&#039;&amp;lt;!--&lt;br /&gt;
 --&amp;gt;&amp;lt;p&amp;gt;BGL is a scenery file format that is being used in Flight Simulator. If &amp;quot;&#039;&#039;Create XML Scenery placement for this MDL&#039;&#039;&amp;quot; has been selected in the exporter window, the created .MDL format file will run through an application called bglcomp [which is an in-build application that comes with the Software Development (Kit)] to create the Flight Simulator use .BGL format file. This BGL format file can be used directly in the simulator later.&amp;lt;/p&amp;gt; &lt;br /&gt;
&lt;br /&gt;
If the export was successful, you&#039;ll find the .X and the .MDL file in the selected folder, ready to be imported into P3D/FSX.&lt;br /&gt;
&lt;br /&gt;
Please note that the exporter currently does not optimize your model! If you want to improve on the performance of your 3d asset, it is recommended to join all parts that share a material but don&#039;t have an animation or attachpoint assigned to it. Also note that the export process takes a long time to complete, please have the system console open to check up on the progress of the export.&lt;br /&gt;
&lt;br /&gt;
= Credits and license =&lt;br /&gt;
The addon in its current version is the hard work of many members of the fsdeveloper.com forum. The original FSX2Blender addon was developed by:&lt;br /&gt;
[https://www.fsdeveloper.com/forum/members/capt_x.6562/ Felix Owono-Ateba], [https://www.fsdeveloper.com/forum/members/ronh.1886/ Ron Haertel], [https://www.fsdeveloper.com/forum/members/krispy1001.11839/ Kris Pyatt] (2017) and [https://www.fsdeveloper.com/forum/members/manochvarma-raman.16466/ Manochvarma Raman] (2018)&lt;br /&gt;
This current incarnation of the addon uses most of the original algorithms, but with an updated UI and compatibility for Blender v2.8.x. Parts of the original exporter script have been rewritten to accommodate Blender&#039;s new material workflow and to add PBR support to the addon (P3D v4.4+ only). This work was done 2019/2020 by [https://www.fsdeveloper.com/forum/members/vitus.2026/ Otmar Nitsche]. Further additions to the material workflow were added by [https://www.fsdeveloper.com/forum/members/dave-hoeffgen.14361/ David Hoeffgen] in 2020.  The UI has been updated for Blender v3.x.x along with the adding of the Clear Coat map components (for P3D v5) by [https://www.fsdeveloper.com/forum/members/dave_w.16881/ Dave_W] &amp;amp; [https://www.fsdeveloper.com/forum/members/pyscen.1491/ Doug A] in November 2022.&lt;br /&gt;
&lt;br /&gt;
Special thanks go to [https://www.fsdeveloper.com/forum/members/arno.1/ Arno Gerretsen] and [https://www.fsdeveloper.com/forum/members/spotlope.39/ Bill Womack] for their input during the development and testing of the addon.&lt;br /&gt;
&lt;br /&gt;
The software is licensed under [http://www.gnu.org/licenses/gpl-3.0.html GNU General Public License (GNU-GPL-3)]. Feel free to use it as you see fit, both for freeware and commercial projects. If you have suggestions for changes, use the forum. If you would like to get involved in the development of the addon, contact any of the authors mentioned above to coordinate the effort.&lt;/div&gt;</summary>
		<author><name>Pyscen</name></author>
	</entry>
	<entry>
		<id>http://www.fsdeveloper.com/wiki/index.php?title=Blender2P3D/FSX&amp;diff=11377</id>
		<title>Blender2P3D/FSX</title>
		<link rel="alternate" type="text/html" href="http://www.fsdeveloper.com/wiki/index.php?title=Blender2P3D/FSX&amp;diff=11377"/>
		<updated>2022-12-03T20:37:13Z</updated>

		<summary type="html">&lt;p&gt;Pyscen: /* Setup */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{ambox&lt;br /&gt;
| type  = content&lt;br /&gt;
| imageleft = [[Image:40px-Emblem-Info.png|40px]]&lt;br /&gt;
| imageright = [[Image:Broom icon.jpg|40px]]&lt;br /&gt;
| style = width: 100%; color: black; background:#EFFFB0; font-style: italic&lt;br /&gt;
| text = The current version of the &#039;&#039;&#039;Blender2P3D/FSX&#039;&#039;&#039; addon is &#039;&#039;&#039;v1.0.2&#039;&#039;&#039;.  The &#039;&#039;&#039;Blender2P3D/FSX toolset&#039;&#039;&#039; is an addon for [http://www.blender.org/download/ Blender] which can be used for FSX (including FSX: SE) and P3D 3-D Modeling.|] }}&lt;br /&gt;
[[Category:Tools]]&lt;br /&gt;
[[Category:Blender]]&lt;br /&gt;
[[category:Modeling]]&lt;br /&gt;
[[Category:Aircraft Design]]&lt;br /&gt;
[[category:Scenery Design]]&lt;br /&gt;
[[Category:Terrain Design]]&lt;br /&gt;
[[Category:Airport Design]]&lt;br /&gt;
[[category:Texturing]]&lt;br /&gt;
[[category:SDK]]&lt;br /&gt;
[[category:Manuals]]&lt;br /&gt;
{{Infobox-Applicable-FSVersion&lt;br /&gt;
| MSFS= false&lt;br /&gt;
| FSXI = false&lt;br /&gt;
| P3D5 = true&lt;br /&gt;
| P3D4 = true&lt;br /&gt;
| P3D3 = true&lt;br /&gt;
| P3D2 = true&lt;br /&gt;
| P3D = true&lt;br /&gt;
| FSXA = true&lt;br /&gt;
| FSX = true&lt;br /&gt;
| FS2004 = unknown&lt;br /&gt;
| FS2002 = unknown&lt;br /&gt;
| XP11 = unknown&lt;br /&gt;
| XP10 = unknown&lt;br /&gt;
| XP9 = unknown&lt;br /&gt;
}}&lt;br /&gt;
This addon is a continuation of the [[Blender2FSX Toolset manual]] and it incorporates compatibility with the latest API for Blender version v3.x.x and above. The new toolset also features full support of PBR materials for Lockheed Martin&#039;s Prepar3D v4.4 and above, as well as some changes to the interface and file structure of the addon.&lt;br /&gt;
This wiki will help you install and use the new toolset.&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
= Installation =&lt;br /&gt;
== Requirements ==&lt;br /&gt;
* Windows 11 and 10 &lt;br /&gt;
&lt;br /&gt;
* Microsoft Flight Simulator X SDK &#039;&#039;&#039;&#039;&#039;including updates&#039;&#039;&#039; to SP2 or Acceleration&#039;&#039; or&lt;br /&gt;
&lt;br /&gt;
* Lockheed Martin Prepar3D SDK v1.x, v2.x, v3.x, &amp;amp; v4.x (&#039;&#039;FSX Steam Edition should use the Prepar3D SDK v1.x&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
* [http://www.blender.org/download/ Blender] (version: &#039;&#039;&#039;v3.x&#039;&#039;&#039; or above)&lt;br /&gt;
&lt;br /&gt;
Make sure that &#039;&#039;&#039;&#039;&#039;ALL&#039;&#039;&#039; SDKs&#039;&#039; that you are using are installed prior to installing/ activating this Toolset!&lt;br /&gt;
&lt;br /&gt;
== Setup ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:blender2p3dfsx_setup1.jpg&lt;br /&gt;
Image:blender2p3dfsx_setup2.jpg&lt;br /&gt;
Image:blender2p3dfsx_setup3.jpg&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
After downloading the add-on, open Blender 3.x.x and open the &#039;&#039;&#039;Preferences&#039;&#039;&#039; (Edit-&amp;gt;Preferences). Click on the &amp;quot;&#039;&#039;&#039;Add-ons&#039;&#039;&#039;&amp;quot; tab and then click on &amp;quot;&#039;&#039;&#039;Install...&#039;&#039;&#039;&amp;quot;. &lt;br /&gt;
In the file manager, navigate to where you have downloaded the Toolset file, select it and click on &amp;quot;&#039;&#039;&#039;Install Add-on&#039;&#039;&#039;&amp;quot;. This will extract the content of the zip file to your Blender script folder (by default under %APPDATA%\Blender Foundation\Blender\&amp;lt;version number&amp;gt;\scripts\addons). Next, you need to activate the addon by clicking on the &#039;&#039;check-mark&#039;&#039; next to &amp;quot;3DView: P3D/FSX Toolset&amp;quot;. That should enable the addon and the various panels and properties. Close the Preferences window.&lt;br /&gt;
&lt;br /&gt;
To ensure that the addon was correctly installed, press the &amp;quot;N&amp;quot; key on your keyboard while the mouse pointer is in the main viewport. This should open the main panels of the addon under the tab named &amp;quot;P3D/FSX&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
= Using the Tools =&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
[[Image:Blender2p3dfsx setup4.jpg|thumb|right|P3D/FSX Toolset panels]]&lt;br /&gt;
Once installed, the Blender2P3D/FSX toolset will append the list of toolkit panels in your viewport. Press &amp;quot;N&amp;quot; to open or close the list of tools. There will be a new entry named &amp;quot;P3D/FSX&amp;quot;, which gives access to the tools of this addon. The different tools are organized in different panels, which are grouped by function.&lt;br /&gt;
The addon adds object properties to the scene. These properties are for instance the references to the various SDKs you can utilize or object properties like attached animations or scenery properties. &lt;br /&gt;
Furthermore, the addon will append the material parameters by P3D or FSX specific parameters.&lt;br /&gt;
Lastly, the addon extends the exporter capabilities and allows you to export your scene to an x-file format and from there calls XToMdl.exe to generate a Prapar3D/Flight Simulator X compatible 3d model.&lt;br /&gt;
&lt;br /&gt;
== Setting up your scene ==&lt;br /&gt;
To ensure that your 3d asset export properly to Prepar3D or Flight Simulator X, you must make sure to prepare and configure the Blender scene. To get started, open the toolset panels by pressing &amp;quot;N&amp;quot; on your keyboard with the main viewport in focus. This will open a list of panels you have currently activated in your Blender configuration. Click on the tab &amp;quot;P3D/FSX&amp;quot; to bring up the panels of the Blender2P3D/FSX toolset.&lt;br /&gt;
=== Configure the SDK ===&lt;br /&gt;
Firstly, go to the &#039;&#039;P3D/FSX Toolset Settings&#039;&#039; and select which SDK you would like to utilize. If &amp;quot;Auto Detect SDK path&amp;quot; is enabled, simply click on &amp;quot;Initialize the SDK&amp;quot;. The addon will then look up the file paths of the SDK in the Windows registry. This method should work in 99% of the cases, however, if the Addon cannot find the file paths, you can also use the &#039;&#039;Manually Find ModelDef file&#039;&#039; option to set up the path.&lt;br /&gt;
Please note that it is necessary to initialize the SDK every time you restart Blender, or load a new scene. This way you ensure that all entries of the modeldef.xml are properly loaded into Blender.&lt;br /&gt;
&lt;br /&gt;
=== Configure the scene ===&lt;br /&gt;
In order for your 3d asset to export properly, you have to ensure that both a GUID and a friendly name are assigned to your scene. To do so, open the &#039;&#039;P3D/FSX File Properties&#039;&#039; panel and type the friendly name in the first edit box. You can use the button &#039;&#039;Generate GUID&#039;&#039; to automatically generate a valid GUID for your scene. Alternatively, you can generate the GUID externally and copy and paste the string into the GUID edit box.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
== Scenery properties ==&lt;br /&gt;
[[image:Blender2P3DFSX Scenery.jpg|thumb|right|Scenery tool of the Blender2P3D/FSX addon.]]&lt;br /&gt;
[feel free to enter the information here.]&lt;br /&gt;
&lt;br /&gt;
=== Quicksave information ===&lt;br /&gt;
With the latest update of the toolkit, you&#039;ll be able to quicksave the location data of your scene. To do so, go to the &#039;&#039;Load/Save scenery data&#039;&#039; section, enter a location name and click on &#039;&#039;Add Location&#039;&#039;. This will save all settings of latitude, longitude, etc. into an XML file on your hard drive. To recall any of those previously saved datasets, click on &#039;&#039;Load Location&#039;&#039;, to open a list of names of previously saved locations. Select the location you wish to load and click on &#039;&#039;LOAD&#039;&#039;. This will populate all fields of the Scenery Tools with those from the XML file.&lt;br /&gt;
&lt;br /&gt;
Note that there is currently no interface to remove entries from the list. But if you&#039;d like to edit or update your quick-save list, you can find the XML file in the following location:&lt;br /&gt;
%APPDATA%\Blender Foundation\Blender\&amp;lt;version number&amp;gt;\config\p3d_locations.xml&lt;br /&gt;
&lt;br /&gt;
The addon will try to load the XML file whenever you initialize the SDK (see [[https://www.fsdeveloper.com/wiki/index.php?title=Blender2P3D/FSX#Setting_up_your_scene Setting up your scene]]). There will be a warning message in the system console of Blender if the file wasn&#039;t found on your hard drive. You can safely ignore this warning if you don&#039;t use this feature of the toolset.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Animations ==&lt;br /&gt;
[[Image:Blender2p3dfsx animation tool.jpg|thumb|left|The Animation tool of the Blender2P3D/FSX toolset.]]&lt;br /&gt;
To register an animation for a P3D/FSX asset, open the &#039;&#039;P3D/FSX Animation Tool&#039;&#039; panel. You will be presented with a list of animations, as found in the modeldef.xml file. To assign an animation to a selected object, choose it from the list and click on &#039;&#039;Assign&#039;&#039;. You can use the search function to filter the list for certain keywords, click on the little arrow at the bottom of the list to expose the search bar.&lt;br /&gt;
[[Image:Blender2p3dfsx object properties.jpg|thumb|right|Object properties for the Blender2P3D/FSX toolset.]]&lt;br /&gt;
Once an animation has been assigned, make sure to enter an animation length in the object&#039;s properties as well. Open the objects properties panel and scroll to the &#039;&#039;P3D/FSX Properties&#039;&#039; section. Here, you&#039;ll find the properties of the attached animation as well as a list of all utilized attachpoints for that object.&lt;br /&gt;
You can also delete an animation by clicking on the &#039;&#039;Clear&#039;&#039; button.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Attachpoints ==&lt;br /&gt;
&lt;br /&gt;
Open the Attach Tool to access the various options for attachpoints. You can activate or deactivate a number of different functions by clicking on the corresponding buttons in the list. The buttons turn blue when active. Don&#039;t forget to assign the selected attachpoint and its parameters to an object by selecting the object in the scene and clicking on &#039;&#039;Attach&#039;&#039; at the bottom of the panel.&lt;br /&gt;
To see what attachpoints are active for any given object in the scene, select the object and open the object properties. Under &#039;&#039;P3D/FSX Properties&#039;&#039;, you&#039;ll find a list of all attachpoints under the animation properties for the selected object.&lt;br /&gt;
&lt;br /&gt;
=== Effects ===&lt;br /&gt;
&lt;br /&gt;
[[Image:Blender2P3DFSX attach effect.jpg|thumb|left|Attachpoint properties for effects.]]&lt;br /&gt;
To attach an effect to an object in your scene, click on the &#039;&#039;Effect&#039;&#039; button in the P3D/FSX Attach Tool panel. This will extend the panel and allow you to specify the parameters of the effect you&#039;d like to attach.&lt;br /&gt;
* &#039;&#039;&#039;Name&#039;&#039;&#039;: set an attachpoint name for the object.&lt;br /&gt;
* &#039;&#039;&#039;Effect&#039;&#039;&#039;: type the filename of the effect you would like to attach to the object.&lt;br /&gt;
* &#039;&#039;&#039;Param&#039;&#039;&#039;: define paramters for the effect. Those can be, for instance, conditions for the effect to trigger. Refer to the P3D/FSX SDK for more information on valid syntax for this field.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Visibility ===&lt;br /&gt;
&lt;br /&gt;
[[Image:Blender2P3DFSX attach visibility.jpg|thumb|left|Attachpoint properties for visibility.]]&lt;br /&gt;
Add a visibility tag to the selected object by clicking on &#039;&#039;Visibility&#039;&#039; on the P3D/FSX Attach Tool panel. This will open a list of available visibility tags, which you can attach to a selected object in the scene using the &amp;quot;Attach&amp;quot; button.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== MouseRect ===&lt;br /&gt;
&lt;br /&gt;
[[Image:attach mouserect.jpg|thumb|left|Attachpoint properties for mouserects.]]&lt;br /&gt;
To add a mouserect to the selected object in the scene, click on &#039;&#039;Mouse Rect&#039;&#039;. This will reveal a dropdown list of all available mouserects, as defined in the modeldef.xml file.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
=== Platform ===&lt;br /&gt;
[[Image:Blender2P3DFSX attach platform.jpg|thumb|left|Attachpoint properties for platforms.]]&lt;br /&gt;
You can define an object as a &amp;quot;platform&amp;quot; by activating &#039;&#039;Platform&#039;&#039; in the P3D/FSX Attach Tool panel. Make sure to select a surface property for the platform in the dropdown list.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
=== No Crash ===&lt;br /&gt;
Enable the no crash flag for the selected object in the scene by clicking on &#039;&#039;No Crash&#039;&#039; in the P3D/FSX Attach Tool panel.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
=== Empty ===&lt;br /&gt;
[[Image:Blender2P3DFSX attach empty.jpg|thumb|left|Attachpoint properties for empty attachpoints.]]&lt;br /&gt;
You can also attach an empty attachpoint to an object in the scene by clicking on &#039;&#039;Empty&#039;&#039; in the P3D/FSX Attach Tool panel. This will enable you to assign a name for the attachpoint. These empty attachpoints can be used for instance to create various equipment for aircraft carriers. Simply assign one of the keywords to the object to trigger the wanted behavior of the object. Valid names are:&lt;br /&gt;
*attachpt_catapult_start_n,&lt;br /&gt;
*attachpt_catapult_end_n,&lt;br /&gt;
*attachpt_blast_shield_n,&lt;br /&gt;
*attachpt_runway_start,&lt;br /&gt;
*attachpt_runway_end,&lt;br /&gt;
*attachpt_runway_edg,&lt;br /&gt;
*attachpt_cable_n_1,&lt;br /&gt;
*attachpt_cable_n_2.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Material parameters ==&lt;br /&gt;
{{ambox&lt;br /&gt;
| type  = content&lt;br /&gt;
| imageleft = [[Image:40px-Emblem-Info.png|40px]]&lt;br /&gt;
| imageright = [[Image:Broom icon.jpg|40px]]&lt;br /&gt;
| style = width: 100%; color: black; font-weight: bold; background:#EFFFB0; font-style: italic&lt;br /&gt;
| text  = Please note that you should re-initialize your material if you are updating a scene from an older version of the Blender2P3D/FSX toolset. To do so, select your preferred option in the dropdown for the material mode selection. &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The P3D/FSX Blender toolset will extend the material properties to include flight simulator-specific parameters. Make sure to carefully go through the list of properties to make sure that your material is ready for export.&lt;br /&gt;
The most fundamental parameter is the main material mode. You can choose between &amp;quot;PBR Material&amp;quot;, &amp;quot;Specular Material&amp;quot; and &amp;quot;Disabled&amp;quot;. Note that any material with the mode being set to &amp;quot;disabled&amp;quot; will be skipped during the export process. Also, note that the PBR material is only available for models used in Prepar3D version 4.4 or higher. Therefore, if you are preparing a model for FSX or older versions of Prepar3d, make sure to have the material mode set to the Specular workflow.&lt;br /&gt;
&lt;br /&gt;
The P3D/FSX Blender toolset is making use of Blender&#039;s node tree and as a result, it is important that your materials comply with the conventions of the addon&#039;s exporter. Whenever you change between different material modes, a script will automatically replace the current node tree with one that is compatible with the chosen material mode. This means that currently, you will have to re-assign all textures every time you change the material mode!&lt;br /&gt;
&lt;br /&gt;
When assigning a new texture to any of the slots, a script will check if the texture is of the DDS format and if so, set up the node tree with a WYSIWYG representation of the simulator&#039;s shader. To do this, the addon will perform these two steps:&lt;br /&gt;
1. vertically flipping the UV for the texture node&lt;br /&gt;
2. reversing the red-in-alpha action for the normal map, meaning you can input a P3D/FSX conform normal map and it&#039;ll show up correctly in Blender.&lt;br /&gt;
&lt;br /&gt;
The new material handling also incorporates the detail map in the node tree and synchronizes the scaling of the detail map with the settings made in the Blender2P3D/FSX material panel.&lt;br /&gt;
&lt;br /&gt;
When exporting your scene, the exporter will run an analysis on all materials to extract the texture information. This is done in two ways, by checking what texture nodes connect to the relevant input nodes and by looking for specific node names. This way, it is possible to modify the node tree in Blender while retaining the ability to export the materials properly. The texture paths are searched for in the following manner:&lt;br /&gt;
1. Check if the (new) texture slots in the material panel are populated and use those if found.&lt;br /&gt;
2. If not, check the relevant input socket of the BSDF Principled shader node&lt;br /&gt;
3. follow all the links from that node and create a list of texture image nodes&lt;br /&gt;
4. if there are more than one texture image nodes directly or indirectly connected to the input socket, check the name of both and see if it matches&lt;br /&gt;
5. if there are NO texture image nodes connected to the input socket, search through ALL the texture image nodes of the graph, and check if the name matches.&lt;br /&gt;
&lt;br /&gt;
On the creation of the node tree, the texture image nodes will be given their corresponding names. Those are:&lt;br /&gt;
&amp;quot;diffuse&amp;quot; for the diffuse/albedo texture&lt;br /&gt;
&amp;quot;specular&amp;quot; for the specular texture&lt;br /&gt;
&amp;quot;metallic&amp;quot; for the metallic/smoothness/ao texture&lt;br /&gt;
&amp;quot;emissive&amp;quot; for the emissive/lightmap texture&lt;br /&gt;
&amp;quot;normal&amp;quot; for the normal/bump map texture&lt;br /&gt;
&amp;quot;clear-coat&amp;quot; for the amount/smoothness/normal x-component/normal y-component&lt;br /&gt;
&lt;br /&gt;
I suggest not deleting any of those texture nodes, in case you&#039;ll need them at a later stage. If you don&#039;t want a certain texture map to show up on your model, just disconnect the corresponding link.&lt;br /&gt;
&lt;br /&gt;
By default, the emissive image texture is not connected to anything. If you want to see the effects of your lightmap on the model in Blender, simply link the texture node with the input socket labeled &amp;quot;Emission&amp;quot;/&amp;quot;Emissive Color&amp;quot;. Note that the emissive map doesn&#039;t have to be linked with the base shader node in order for the lightmap texture to be found by the exporter!&lt;br /&gt;
&lt;br /&gt;
=== PBR Material mode ===&lt;br /&gt;
[[Image:Pbr shader.jpg|thumb|right|The node tree for PBR material.]]&lt;br /&gt;
When you switch to the PBR Material mode, the node tree will be populated with a &amp;quot;BSDF Principled&amp;quot; node and a number of nodes that are linked up with the principled&#039;s input sockets. You can revise the material at any point by removing nodes or links. You can also add logic blocks between existing links and observe the effects in the viewport. Keep in mind, however, that those types of changes will have no effect on the model when you export it to Prepar3D.&lt;br /&gt;
&lt;br /&gt;
==== Albedo/Diffuse Map ====&lt;br /&gt;
The Albedo/Diffuse map uses the &amp;quot;Base Color&amp;quot; input socket of the BSDF Principled node. By default, the Alpha channel of the texture node is linked with the Alpha input socket of the BSDF node. For all opaque materials, this should have no effect, but for transparent materials, it is important that the link remains.&lt;br /&gt;
&lt;br /&gt;
It is possible to modify the node tree to display the Ambient Occlusion channel of the metallic texture. To do that, add a &amp;quot;MixRGB&amp;quot; node to the node tree and switch the blend mode to &amp;quot;multiply&amp;quot;. Next, connect the Color channel from the albedo texture node to input Color1 of the mixRGB node, and connect the green channel (&amp;quot;G&amp;quot;) from the &amp;quot;separate RGB&amp;quot; node of the metallic node to the Color2 input of the mixRGB node. Lastly, connect the output of the mixRGB node to the Base Color input of the BSDF Principled Shader node.&lt;br /&gt;
&lt;br /&gt;
Make sure to disable Ambient occlusion in the scene render settings to not over-saturate the shading.&lt;br /&gt;
&lt;br /&gt;
==== Metallic Map ====&lt;br /&gt;
The metallic texture consists of three channels. The red channel represents the &amp;quot;metallicness&amp;quot; of the material, the alpha channel the &amp;quot;smoothness&amp;quot; and the green channel can contain an ambient occlusion map. Since Blender is using &amp;quot;roughness&amp;quot; rather than &amp;quot;smoothness&amp;quot;, it is necessary to invert the alpha channel of the metallic texture before plugging it into the BSDF Principled node. This is already done for you within Blender&#039;s shading editor (sometimes called the node editor) when you set up the material for PBR.&lt;br /&gt;
&lt;br /&gt;
Please note that the color space of the metallic node should be changed to &amp;quot;non-color&amp;quot;, once you assigned a texture to the node.&lt;br /&gt;
&lt;br /&gt;
By default, the AO map is omitted, see above if you want to display it in your scene.&lt;br /&gt;
&lt;br /&gt;
Note that for Prepar3Dv5, you can provide a reflection map in the blue channel of the metallic map, however, this channel won&#039;t be displayed in Blender. If you use the reflective channel, make sure to tick the &amp;quot;Metallic map has reflection&amp;quot; in the Metallic properties of the material.&lt;br /&gt;
&lt;br /&gt;
==== Clear Coat Map ====&lt;br /&gt;
The Clear Coat map is comprised of 2 or 3 textures that are packed in the channels within a single RGB or RGBA texture. The 2 required textures in a Clear coat map are the &amp;quot;Amount&amp;quot; and &amp;quot;Smoothness&amp;quot;. The 3rd, optionally, is the Clear Coat Normal map.  The Clear Coat map should not be used with any material that is metallic material. The Clear Coat map should be used on materials that are to appear as if they have been waxed or lacquered (such as automobiles, fine leather, and also, Banners).&lt;br /&gt;
&lt;br /&gt;
The Red Channel of the clear coat is the &amp;quot;Amount&amp;quot; of the clear coat (0.00 to 1.0). Pure black (matte) is represented as 0.00, pure white is 1.0 (maximum amount). In other words, this is the amount of wax or lacquer on the material.&lt;br /&gt;
&lt;br /&gt;
The Green Channel is the &amp;quot;Smoothness&amp;quot; of the Clear Coat. This is also represented as 0.00 to 1.0. Pure black is 0.00 and pure white is 1.0 (maximum smoothness) and gives you the maximum reflection.&lt;br /&gt;
&lt;br /&gt;
The numerical values for the &amp;quot;Amount&amp;quot; and &amp;quot;Smoothness&amp;quot; are for &amp;quot;baking&amp;quot; and procedural texture purposes.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; Within the Shading Editor in Blender (sometimes called the Node Editor), the &amp;quot;Smoothness&amp;quot; map (in the green channel) is being &amp;quot;inverted&amp;quot;. This is because Blender is looking for a &amp;quot;Roughness&amp;quot; map and P3D requires a &amp;quot;Smoothness&amp;quot; map. Using the &amp;quot;Smoothness&amp;quot; texture that is contained in the &amp;quot;Metallic&amp;quot; map will most likely not give you the &amp;quot;look&amp;quot; you were hoping for.&lt;br /&gt;
&lt;br /&gt;
The Clear Coat Normal map (placed in the Blue and Alpha Channels) consists of the x- and y-components of a standard normal map. The x-component (within a standard normal map, it&#039;s in the red Channel) is placed in the Blue channel.  The y-component (within a standard normal map, it&#039;s in the green channel) is placed in the Alpha Channel.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; Just like the Normal map used in P3D, the Clear Coat normal map is in the DirectX format, not OpenGL format  Be aware when &amp;quot;baking&amp;quot; within Blender, the OpenGL Format is used when creating normal maps.  &lt;br /&gt;
&lt;br /&gt;
=== Specular Material mode ===&lt;br /&gt;
[[Image:Specular shader.jpg|thumb|right|The node tree for specular material.]]&lt;br /&gt;
If you select &amp;quot;Specular Material&amp;quot; as the P3D/FSX material mode, the current node tree is removed and replaced. The main shader node will now be an &amp;quot;Eevee Specular&amp;quot; node. The node tree will be populated in a way that most closely represents the shader mechanics of FSX/P3D and all you need to do is add your texture files to the various texture image nodes. As with the PBR node tree, you can modify the Specular node tree in any way you wish - as long as the original Texture image nodes and the Eevee Specular node remain, the exporter will be able to pick up the correct texture paths.&lt;br /&gt;
&lt;br /&gt;
Please note that since it is a node specifically designed for the Eevee render engine, material created in this way won&#039;t render properly if you switch the viewport render mode to &amp;quot;Cycles&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
=== Normal maps for PBR and Specular material ===&lt;br /&gt;
Prepar3D and FSX use a non-standard approach to rendering normal maps and we took the approach on board when developing the node tree for the P3D/FSX material. If you&#039;re using non-DDS files (.PSD, .tga, .png, etc), the shader is set up in an industry-standard way, with the color node of the normal texture node being plugged indirectly into the normal map node of the graph. However, if you&#039;re using DDS files, the addon will change the node tree in a way that reflects the sim as closely as possible by reversing the mandatory red-in-alpha.&lt;br /&gt;
&lt;br /&gt;
Please note that the color space of the normal map will now automatically be changed to &amp;quot;non-color&amp;quot;, once you assigned a texture to the normal map slot.&lt;br /&gt;
&lt;br /&gt;
The legacy NVidia Photoshop plug-in, GIMP plug-in, and the SDK&#039;s Imagetool (FSX and P3D) all use the DirectX format for Normal maps. The latest NVidia plug-in, along with the standalone application, uses the OpenGL Format when creating Normal maps.  Most Normal maps &amp;quot;ready-made&amp;quot; can be changed to the DirectX format by inverting or flipping the &#039;y&#039;-component of the Normal map, however, go with what &amp;quot;looks&amp;quot; correct to you.&lt;br /&gt;
&lt;br /&gt;
=== Environment/Reflection map ===&lt;br /&gt;
Oppose to P3D, Blender is using a global reflection map in conjunction with reflective materials. Depending on your requirements, it might be necessary for you to utilize different reflection maps for different materials. To accommodate this, you can link any reflection map to any material, using the Parameter &amp;quot;Reflection map&amp;quot; under the P3D/FSX material properties. However, any change to the file or file path will not change anything about how reflections are presented in Blender.&lt;br /&gt;
If you would like to get an idea of how your reflection map works with your other material settings, you can manually change Blender&#039;s global reflection map. To do so, open the &amp;quot;World Properties&amp;quot; and under &amp;quot;Surface-&amp;gt;Color&amp;quot;, select &amp;quot;Environment Texture&amp;quot; as a new source for the world reflection map and navigate to your texture. Don&#039;t forget to change the render mode to &amp;quot;Viewport Shading&amp;quot;. Please note that changes to the world properties won&#039;t be taken into account when exporting your model to &amp;quot;.X&amp;quot; or &amp;quot;.MDL&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
=== Transparency ===&lt;br /&gt;
If you&#039;re working with PBR material, switching your material to transparent is simple. In the P3D/FSX material settings change the &amp;quot;Render mode&amp;quot; to &amp;quot;Masked&amp;quot;. The transparency value is taken from the Alpha channel of the Albedo texture node and will be visualized in the viewport. Note that switching from &amp;quot;Opaque&amp;quot; to &amp;quot;Masked&amp;quot; will also enable Backface culling by default, this is simply done for your convenience, but you can switch it off at any time with no effect on the P3D/FSX model itself.&lt;br /&gt;
&lt;br /&gt;
Transparency for Specular material is currently not automated in this way, so any changes to the &amp;quot;Framebuffer Blend&amp;quot; properties of the material will have no effect on how the model is displayed in Blender. These values are, however, taken into consideration when you export your model and should work as expected.&lt;br /&gt;
&lt;br /&gt;
= Exporting to .X/.MDL =&lt;br /&gt;
[[Image:Blender2P3DFSX Export1.jpg|thumb|Export options of the Blender2P3D/FSX toolset.]]&lt;br /&gt;
An essential element of the Blender2P3D/FSX toolset is the ability to export a Blender scene directly into the .mdl format. You can access the exporter by clicking on File-&amp;gt;Export-&amp;gt;DirectX for P3D/FSX (.X/.MDL). This will open the export dialog. On the right side of the window, you can choose various options for the export. Don&#039;t forget to enter a valid filename on the bottom of the screen before pressing &amp;quot;Export P3D/FSX .X file&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Note: I recommend opening the Blender console before starting the export process. At the moment the exporter won&#039;t give you any visual feedback on whether it&#039;s running or not, so checking on the console helps to make sure that everything is working smoothly. The console can be accessed through Window-&amp;gt;Toggle System Console.&lt;br /&gt;
&lt;br /&gt;
== Exporter options ==&lt;br /&gt;
&#039;&#039;&#039;Export only current selection&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
If this option is active, only the elements of your scene that are currently selected will be exported. This can be useful if you want to quickly check certain parts of the scene, without exporting everything at once.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Apply all modifiers&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
If this option is selected, every object in the scene will have its modifiers applied before being encoded into the .X file. It is important to have this option enabled, otherwise your model might not be displayed correctly in the sim.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Export animations and LOD&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
To make sure that the animations and LODs are being exported, this option should be enabled.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Skinned mesh&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
If there are any skinned meshes in you scene, make sure to enable this option. Otherwise, the skinned mesh animations are being omitted.&amp;lt;br/&amp;gt; &lt;br /&gt;
&#039;&#039;&#039;Export MDL&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
If this option is selected, the exporter will automatically call the XToMdl.exe converter once the .x file is written. Enable this option to export directly into the Prapar3D/FSX compatible 3d model format.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Create XML Scenery placement for this MDL&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
If this option is selected, the exporter will create an XML file that has all the scenery export information such as &#039;&#039;coordinates (latitude, longitude, altitude, pitch, bank, heading)&#039;&#039; and the &#039;&#039;scenery complexity&#039;&#039; of the scenery objects/model to be exported (by default &#039;&#039;Scenery Complexity = Normal&#039;&#039;). Then, it will convert the created &amp;quot;.MDL&amp;quot; format file into &amp;quot;.BGL&amp;quot; format file which then can be used directly in the simulator.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Create Sample XML Scenery Placement&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
If this option is selected, the exporter will create a SAMPLE XML file to show the developer how the scenery xml file should be written. &#039;&#039;Remember to only select this option if you wish to create the &amp;quot;.BGL&amp;quot; file manually/by your own&#039;&#039;.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Log File&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
If this option is checked, a log file will be generated in the same folder you export your scene to. The log file is a simple text file with the friendly name of the model [ex. Hangar_(date)_(time)_log.txt]. It can contain valuable information on the export progress if something goes wrong.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Use BMP&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
If selected, all texture filenames will be changed to &amp;lt;filename&amp;gt;.bmp.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Export process ==&lt;br /&gt;
The exporter will generate an .X file and - if selected - a .xanim file, which will hold the geometric information of your model, as well as the specs of your materials. Some of the properties of the model will be taken directly from the Blender scene, whereas some properties come from the custom properties that the Blender2P3D/FSX addon adds to objects and materials.&lt;br /&gt;
&lt;br /&gt;
The following list describes the operation of the exporter step-by-step.&lt;br /&gt;
# &#039;&#039;&#039;Collecting object Information&#039;&#039;&#039;&amp;lt;!--&lt;br /&gt;
 --&amp;gt;&amp;lt;p&amp;gt;The exporter will first go through the hierarchy of the scene and generate a list of exportable objects. Those objects are meshes, bones, and empty object(s) if they have anything attached to it. The exporter will also check if the SDK was initialized, a modeldef.xml was found, and if the scene contains a valid GUID and friendly name. If &amp;quot;&#039;&#039;Export Animations&#039;&#039;&amp;quot; was enabled in the export dialog, a list will be generated that contains information on every part that has an animation tag assigned to it.&amp;lt;/p&amp;gt;&lt;br /&gt;
# &#039;&#039;&#039;Writing the header&#039;&#039;&#039;&amp;lt;!--&lt;br /&gt;
 --&amp;gt;&amp;lt;p&amp;gt;The header of the .x file contains templates for mesh and material information. Since P3D and FSX models differ slightly, the templates are being written depending on the selected SDK.&amp;lt;/p&amp;gt;&lt;br /&gt;
# &#039;&#039;&#039;Outline of the scene&#039;s hierarchy&#039;&#039;&#039;&amp;lt;!--&lt;br /&gt;
 --&amp;gt;&amp;lt;p&amp;gt;The exporter will write a quick outline of the scene&#039;s objects into the .X file. This outline has no function but is informative to anyone who needs to debug any errors during the export.&amp;lt;/p&amp;gt;&lt;br /&gt;
# &#039;&#039;&#039;Writing scene information&#039;&#039;&#039;&amp;lt;!--&lt;br /&gt;
 --&amp;gt;&amp;lt;p&amp;gt;Next, the exporter will go through the list of eligible objects and encode the geometric information. This includes the position of the vertices, a list of polygons, mesh normals for each vertex, and UV coordinates.&amp;lt;/p&amp;gt;&lt;br /&gt;
## &#039;&#039;&#039;Analyzing mesh materials&#039;&#039;&#039;&amp;lt;!--&lt;br /&gt;
 --&amp;gt;&amp;lt;p&amp;gt;For each material, the exporter will analyze the node tree to find the relevant image texture nodes. If an image texture node cannot be found, or if the filename is empty, the corresponding texture type will be skipped by the exporter.&amp;lt;/p&amp;gt;&lt;br /&gt;
## &#039;&#039;&#039;Writing mesh material&#039;&#039;&#039;&amp;lt;!--&lt;br /&gt;
 --&amp;gt;&amp;lt;p&amp;gt;Once all data is collected, the material properties are being encoded in the .x file.&amp;lt;/p&amp;gt;&lt;br /&gt;
#&#039;&#039;&#039;Writing Animations&#039;&#039;&#039;&amp;lt;!--&lt;br /&gt;
 --&amp;gt;&amp;lt;p&amp;gt;If &amp;quot;&#039;&#039;Export animations and LODs&#039;&#039;&amp;quot; has been selected in the exporter window, a .xanim file is generated, which contains the animation data for all animated objects.&amp;lt;/p&amp;gt;&lt;br /&gt;
#&#039;&#039;&#039;Converting to MDL&#039;&#039;&#039;&amp;lt;!--&lt;br /&gt;
 --&amp;gt;&amp;lt;p&amp;gt;If &amp;quot;&#039;&#039;Export MDL&#039;&#039;&amp;quot; has been selected in the exporter window, the exporter will execute the XToMdl.exe of the selected SDK. The Blender system console will show the progress during this step of the export, however, note that the output is currently not logged in the log file that is generated by the exporter. If there is an issue with the .X file, or if the XToMdl.exe couldn&#039;t be found, an error will be shown in the Blender window.&amp;lt;/p&amp;gt;&lt;br /&gt;
#&#039;&#039;&#039;Export BGL&#039;&#039;&#039;&amp;lt;!--&lt;br /&gt;
 --&amp;gt;&amp;lt;p&amp;gt;BGL is a scenery file format that is being used in Flight Simulator. If &amp;quot;&#039;&#039;Create XML Scenery placement for this MDL&#039;&#039;&amp;quot; has been selected in the exporter window, the created .MDL format file will run through an application called bglcomp [which is an in-build application that comes with the Software Development (Kit)] to create the Flight Simulator use .BGL format file. This BGL format file can be used directly in the simulator later.&amp;lt;/p&amp;gt; &lt;br /&gt;
&lt;br /&gt;
If the export was successful, you&#039;ll find the .X and the .MDL file in the selected folder, ready to be imported into P3D/FSX.&lt;br /&gt;
&lt;br /&gt;
Please note that the exporter currently does not optimize your model! If you want to improve on the performance of your 3d asset, it is recommended to join all parts that share a material but don&#039;t have an animation or attachpoint assigned to it. Also note that the export process takes a long time to complete, please have the system console open to check up on the progress of the export.&lt;br /&gt;
&lt;br /&gt;
= Credits and license =&lt;br /&gt;
The addon in its current version is the hard work of many members of the fsdeveloper.com forum. The original FSX2Blender addon was developed by:&lt;br /&gt;
[https://www.fsdeveloper.com/forum/members/capt_x.6562/ Felix Owono-Ateba], [https://www.fsdeveloper.com/forum/members/ronh.1886/ Ron Haertel], [https://www.fsdeveloper.com/forum/members/krispy1001.11839/ Kris Pyatt] (2017) and [https://www.fsdeveloper.com/forum/members/manochvarma-raman.16466/ Manochvarma Raman] (2018)&lt;br /&gt;
This current incarnation of the addon uses most of the original algorithms, but with an updated UI and compatibility for Blender v2.8.x. Parts of the original exporter script have been rewritten to accommodate Blender&#039;s new material workflow and to add PBR support to the addon (P3D v4.4+ only). This work was done 2019/2020 by [https://www.fsdeveloper.com/forum/members/vitus.2026/ Otmar Nitsche]. Further additions to the material workflow were added by [https://www.fsdeveloper.com/forum/members/dave-hoeffgen.14361/ David Hoeffgen] in 2020.  The UI has been updated for Blender v3.x.x along with the adding of the Clear Coat map components (for P3D v5) by [https://www.fsdeveloper.com/forum/members/dave_w.16881/ Dave_W] &amp;amp; [https://www.fsdeveloper.com/forum/members/pyscen.1491/ Doug A] in November 2022.&lt;br /&gt;
&lt;br /&gt;
Special thanks go to [https://www.fsdeveloper.com/forum/members/arno.1/ Arno Gerretsen] and [https://www.fsdeveloper.com/forum/members/spotlope.39/ Bill Womack] for their input during the development and testing of the addon.&lt;br /&gt;
&lt;br /&gt;
The software is licensed under [http://www.gnu.org/licenses/gpl-3.0.html GNU General Public License (GNU-GPL-3)]. Feel free to use it as you see fit, both for freeware and commercial projects. If you have suggestions for changes, use the forum. If you would like to get involved in the development of the addon, contact any of the authors mentioned above to coordinate the effort.&lt;/div&gt;</summary>
		<author><name>Pyscen</name></author>
	</entry>
	<entry>
		<id>http://www.fsdeveloper.com/wiki/index.php?title=Blender2FSX_Toolset_manual&amp;diff=11376</id>
		<title>Blender2FSX Toolset manual</title>
		<link rel="alternate" type="text/html" href="http://www.fsdeveloper.com/wiki/index.php?title=Blender2FSX_Toolset_manual&amp;diff=11376"/>
		<updated>2022-12-03T20:35:26Z</updated>

		<summary type="html">&lt;p&gt;Pyscen: /* Activating the Toolset */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Tools]]&lt;br /&gt;
[[Category:Blender]]&lt;br /&gt;
[[category:Modeling]]&lt;br /&gt;
[[Category:Aircraft Design]]&lt;br /&gt;
[[category:Scenery Design]]&lt;br /&gt;
[[Category:Terrain Design]]&lt;br /&gt;
[[category:Texturing]]&lt;br /&gt;
[[category:SDK]]&lt;br /&gt;
[[category:Manuals]]&lt;br /&gt;
{{Infobox-Applicable-FSVersion&lt;br /&gt;
| MSFS = false&lt;br /&gt;
| FSXI = false&lt;br /&gt;
| P3D5 = true&lt;br /&gt;
| P3D4 = true&lt;br /&gt;
| P3D3 = true&lt;br /&gt;
| P3D2 = true&lt;br /&gt;
| P3D = true&lt;br /&gt;
| FSW = unknown&lt;br /&gt;
| FSXSE = true&lt;br /&gt;
| FSXA = true&lt;br /&gt;
| FSX = true&lt;br /&gt;
| FS2004 = true&lt;br /&gt;
| FS2002 = false&lt;br /&gt;
| XP11 = unknown&lt;br /&gt;
| XP10 = unknown&lt;br /&gt;
| XP9 = unknown&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;&#039;Blender2FSX/P3D Toolset&#039;&#039;&#039; is an addon for the 3D-modelling application [http://www.blender.org/download/ Blender]. This Wiki page is intended to introduce the reader to the use of Blender2FSX/P3D to export models created in Blender for use in Microsoft Flight Simulator X (FSX &amp;amp; FSX: SE) and Lockheed Martin Prepar3D (P3D) and shows some things to consider when modeling for FSX/P3D in Blender. It is NOT a generic tutorial on how to build models in Blender.   &lt;br /&gt;
&lt;br /&gt;
== Requirements ==&lt;br /&gt;
&lt;br /&gt;
* Windows 10 &amp;amp; 11 &lt;br /&gt;
&lt;br /&gt;
* Microsoft Flight Simulator X SDK &#039;&#039;&#039;&#039;&#039;including updates&#039;&#039;&#039; to SP2 or Acceleration&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Lockheed Martin Prepar3D SDK v1.x, v2.x, v3.x, v4.x &amp;amp; v5.x (FSX Steam Edition should use the Prepar3D SDK v1.x)&lt;br /&gt;
* &#039;&#039;Make sure that ALL SDKs that you are planning on using are installed prior to installing/ activating this Toolset!&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* [http://www.blender.org/download/ Blender]&lt;br /&gt;
&lt;br /&gt;
== Installing Blender2FSX/P3D Toolset ==&lt;br /&gt;
&lt;br /&gt;
===Installing===&lt;br /&gt;
&lt;br /&gt;
* Download the latest Blender2FSX/P3D Toolset that is in the [https://www.fsdeveloper.com/forum/resources/blender2p3dfsx-for-blender-3-x.283/ &#039;&#039;Resource Section&#039;&#039;].&lt;br /&gt;
* Start Blender&lt;br /&gt;
* Go to &amp;quot;&#039;&#039;&#039;Preferences&#039;&#039;&#039;&amp;quot; (Edit-&amp;gt;Preferences). Click on the &amp;quot;&#039;&#039;&#039;Add-ons&#039;&#039;&#039;&amp;quot; tab and then click on &amp;quot;&#039;&#039;&#039;Install...&#039;&#039;&#039;&amp;quot;.  &lt;br /&gt;
* In the file manager, navigate to where you have downloaded the Toolset file, select it and click on &amp;quot;&#039;&#039;&#039;Install Add-on&#039;&#039;&#039;&amp;quot;. This will extract the content of the zip file to your Blender script folder (by default under %APPDATA%\Blender Foundation\Blender\&amp;lt;version number&amp;gt;\scripts\addons)&lt;br /&gt;
&lt;br /&gt;
===Activating the Toolset===&lt;br /&gt;
&lt;br /&gt;
To activate the Toolset in Blender,&lt;br /&gt;
* To activate the addon: clicking on the &#039;&#039;check-mark&#039;&#039; next to &amp;quot;&#039;&#039;&#039;3DView: P3D/FSX Toolset&#039;&#039;&#039;&amp;quot;. That should enable the addon and the various panels and properties. Close the Preferences window.&lt;br /&gt;
&lt;br /&gt;
To ensure that the addon was correctly installed, press &amp;quot;N&amp;quot; key on your keyboard while the mouse pointer is in the main viewport. This should open the main panels of the addon under the tab named &amp;quot;P3D/FSX&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
* FSX/P3D File Properties&lt;br /&gt;
* FSX/P3D Animation Tool&lt;br /&gt;
* FSX/P3D Attachpoint Tool&lt;br /&gt;
* FSX Verify Tool&lt;br /&gt;
&lt;br /&gt;
You can deactivate Blender2FSX/P3D at any time by unticking the checkbox within the &#039;&#039;&#039;Preferences&#039;&#039;&#039; window.&lt;br /&gt;
&lt;br /&gt;
= The Tools =&lt;br /&gt;
This section describes the functionality of the tools included with Blender2FSX/P3D.&lt;br /&gt;
&lt;br /&gt;
Note: It is recommended that you &#039;&#039;&#039;read the FSX SDK documentation&#039;&#039;&#039;, section &amp;quot;&#039;&#039;&#039;Modeling SDK&#039;&#039;&#039;&amp;quot;, as Blender2FSX/P3D closely emulates the functionality of the ACES Toolsets for gmax/3DSMax provided with and described in the SDK. There is a lot to be found there that is beyond the scope of this Wiki page.&lt;br /&gt;
&lt;br /&gt;
== Getting started: FSX File Properties ==&lt;br /&gt;
[[Image:Blender2FSX_manual_02.jpg|thumb|File Properties Tool]]&lt;br /&gt;
&#039;&#039;&#039;FSX File Properties&#039;&#039;&#039; is a tool located in Blender&#039;s Toolshelf in the 3DView, which can be accessed by pressing &#039;&#039;&#039;N&#039;&#039;&#039; on the keyboard. You might want to scroll down a bit to see it. It serves two purposes:&lt;br /&gt;
&lt;br /&gt;
* First thing to do &#039;&#039;&#039;when starting a new Blender session&#039;&#039;&#039; is to &#039;&#039;&#039;click the &amp;quot;Initialize Toolset&amp;quot;&#039;&#039;&#039; Button. This tells Blender where the SDK is installed and populates the other tools with fresh data from the modeldef.xml file. Whenever changing an entry in the modeldef.xml, make sure to reinitialize the toolset to reflect the changes in Blender.&lt;br /&gt;
* Each model for FSX &amp;amp; P3D needs a GUID (Globally Unique IDentifier) and a friendly name. So, before exporting your model, you should give it a &amp;quot;friendly name&amp;quot; which should only contain ASCII characters. This name is entered in the field &amp;quot;Friendly Name&amp;quot;. You should also assign a GUID either by entering it directly in the GUID field (i.e. if generated externally) or by clicking &#039;&#039;&#039;Generate GUID&#039;&#039;&#039;. Saving your file once done will write the GUID and friendly to the .blend file.&lt;br /&gt;
&lt;br /&gt;
You can now start building your model.&lt;br /&gt;
&lt;br /&gt;
== General guidelines ==&lt;br /&gt;
Blender2FSX is not foolproof, so here are some general guidelines of what to do and what to avoid in order to yield the expected results with this tool set. However, when you know what each of these guidelines mean, transgressing some of them gives you more creative freedom.&lt;br /&gt;
* &#039;&#039;&#039;Always have a scale of (1,1,1)&#039;&#039;&#039;. Any object that doesn&#039;t have a scale of (1,1,1) may show unwanted behavior in the sim, especially when animated. To reset the scale of an object, hit Ctrl+A &amp;gt; Scale.&lt;br /&gt;
* &#039;&#039;&#039;Always apply a material to your objects.&#039;&#039;&#039; An object with no material is invisible in the sim and in combination with attachpoints may produce failure of the compiler (XToMdl.exe).&lt;br /&gt;
* &#039;&#039;&#039;Always have a generic object&#039;&#039;&#039; (non animated and with no attachpoints) in each LOD. Some functions require this object to be there in order to process other objects.&lt;br /&gt;
* &#039;&#039;&#039;Avoid non-ASCII characters wherever possible&#039;&#039;&#039; in all your names (objects, materials, attachpoints, etc.). While there is some &amp;quot;safename&amp;quot; functionality for most of the export process, errors might occur if naming a material &amp;quot;Matérial&amp;quot; or an effect &amp;quot;mañana&amp;quot;... The same applies to file and folder names in your project path. Using special characters in folder names may result in XToMdl not functioning properly, i.e. a corrupt .MDL file on export.&lt;br /&gt;
&lt;br /&gt;
== LODs ==&lt;br /&gt;
Organizing your model/scene becomes necessary as it grows larger and includes different LODs (levels of detail). I will suggest one way of doing it. First:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;How to export an LOD?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
To export an LOD (let&#039;s take LOD_400 as an example), create/add an Empty at the origin (0,0,0) of your scene, rename that empty &amp;quot;&#039;&#039;friendly_name&#039;&#039;_LOD_400&amp;quot;, replacing &#039;&#039;friendly_name&#039;&#039; with your model&#039;s friendly name, and make it a parent to all root level objects that should go into LOD_400. Repeat for LOD_100, LOD_50 etc.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Using layers&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
To keep your scene tidy, you can make use of Blender&#039;s layers to isolate LODs from each other. You could for example create all objects of LOD_400 in layer 1, LOD_100 in layer 2 etc. All you have to do is add an empty at (0,0,0) in each layer, and in the end add an Empty named &#039;&#039;friendly_name&#039;&#039;, make that a parent to all LOD_XXX empties, to obtain a hierarchy with Empty &#039;&#039;friendly_name&#039;&#039; as the root of your scene. You can use the outliner to get a good overview of your scene hierarchy and edit it from there.&lt;br /&gt;
&lt;br /&gt;
== FSX Animation Tool ==&lt;br /&gt;
[[Image:Blender2FSX_manual_03.jpg|thumb|left|Animation Tool]]&lt;br /&gt;
&#039;&#039;&#039;FSX Animation Tool&#039;&#039;&#039; is also located in Blender&#039;s Toolshelf. Similarly to ACES&#039; animation manager in gmax/3DSMax, it is used to &amp;quot;tag&amp;quot; animated objects in the scene, so that the animation can then be processed by the XToMdl tool. Open the tool by clicking on the black triangle/arrow to the left. If the toolset was previously initialized (see &amp;quot;Getting started&amp;quot; above), the list window should be populated with animation entries (i.e Ambient, Ambient2, etc.). To tag an object, do the following:&lt;br /&gt;
* Keyframe-animate your object. For &amp;quot;Ambient&amp;quot; type animations, the range is defined by you; for aircraft parts, the range is defined in the SDK (example: the rudder would have a range of 0-100 frames, with keyframes at least at 0, 50 and 100).&lt;br /&gt;
* In the list window, scroll down to the animation entry corresponding to the animated part, select it (marked blue) and,&lt;br /&gt;
* With your object selected, click &#039;&#039;&#039;Assign&#039;&#039;&#039;. The object is now tagged with the animation entry. An object can only be tagged with one animation entry!&lt;br /&gt;
[[Image:Blender2FSX_manual_04.jpg|thumb|right|FSX Properties]]&lt;br /&gt;
You can check which tag has been assigned to the object by going to the &amp;quot;Properties&amp;quot; Panel, object context, FSX Properties rollout: it shows an &amp;quot;Animation Tag&amp;quot; field, a &amp;quot;Length&amp;quot; field which displays the animation range as defined in the modeldef.xml (or 0 in case of &amp;quot;Ambient&amp;quot; type animations; use this to cross-check with your object&#039;s animation range) and a &#039;&#039;&#039;Clear&#039;&#039;&#039; button used to untag the object&#039;s animation. You can untag all objects in the scene at once by clicking the &#039;&#039;&#039;Clear All&#039;&#039;&#039; button in the FSX Animation Tool. &#039;&#039;Be careful, this can not be undone!&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Hint: Instead of scrolling down the list to find an animation entry, you can use the &amp;quot;search&amp;quot; feature of the list window. Acces it by clicking the small &amp;quot;+&amp;quot; at the bottom left of the list window. Enter a search string/phrase in the search box and hit &amp;quot;Enter&amp;quot;.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Skinned meshes ===&lt;br /&gt;
&lt;br /&gt;
For skinned animations to work, use an armature modifier with &#039;&#039;&#039;Vertex groups&#039;&#039;&#039;, envelopes won&#039;t work. You can use weight painting to define the influence of bones on the vertices.&lt;br /&gt;
&lt;br /&gt;
To assign a tag to a bone/armature:&lt;br /&gt;
* Go into Pose mode&lt;br /&gt;
* Select the bone you want to tag&lt;br /&gt;
* In the FSX Animation Tool, select the animation entry you want to use&lt;br /&gt;
* Click &#039;&#039;&#039;Assign&#039;&#039;&#039; &lt;br /&gt;
For bones, the FSX Properties are located in the &#039;&#039;&#039;bone&#039;&#039;&#039; tab of the Properties panel, where you can check which animation tag has been assigned to the bone.&lt;br /&gt;
&lt;br /&gt;
It is important to note that &#039;&#039;&#039;every&#039;&#039;&#039; vertex needs to be assigned to a vertex group/bone. You will need a static bone for the non-deforming part of your mesh.&lt;br /&gt;
&lt;br /&gt;
Constraints can be used on bones just as on regular objects.&lt;br /&gt;
&lt;br /&gt;
== FSX Attachpoint Tool ==&lt;br /&gt;
&#039;&#039;&#039;FSX Attachpoint Tool&#039;&#039;&#039; is also located in Blender&#039;s Toolshelf. It works analogously to ACES&#039; Attachpoint Tool, with the difference that it doesn&#039;t support Library objects and Empties. An attachpoint is a piece of geometry (i.e. an object) to which an effect, a visibility condition, a mouse rectangle (or clickspot), a &amp;quot;platform&amp;quot; property or a &amp;quot;nocrash&amp;quot; property can be &amp;quot;attached&amp;quot;. Combinations thereof can be applied to a single object. Refer to the SDK&#039;s document &amp;quot;Using modeling Tools: The Attach Tool&amp;quot; of the Modeling SDK for an in-depth description of the functionality of the different options.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Effects&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
To attach an effect to an object:&lt;br /&gt;
* Select the object&lt;br /&gt;
* Tick the &amp;quot;Effect&amp;quot; checkbox in the Attachpoint Tool. Options for &amp;quot;Effect&amp;quot; should automatically rollout at the bottom of the tool.&lt;br /&gt;
* In the &amp;quot;Name&amp;quot; field, enter a name for your attachpoint. Care must be taken, as &#039;&#039;&#039;attachpoint names must be unique&#039;&#039;&#039; throughout the model/scene!&lt;br /&gt;
* In the &amp;quot;Effect&amp;quot; field, enter the filename (&#039;&#039;without extension .fx&#039;&#039;) of the effect you want to attach. The available effects can be found in the main FSX folder, subfolder &amp;quot;Effects&amp;quot;.&lt;br /&gt;
* In the &amp;quot;Param&amp;quot; field, a list of parameters for the effect can be set, as described in the SDK (i.e. DAY=1;DAWN=0 etc.).&lt;br /&gt;
* When all is set, click the &#039;&#039;&#039;Attach&#039;&#039;&#039; button.&lt;br /&gt;
&#039;&#039;Note: the object needs to have a material or else effects won&#039;t work.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[Image:Blender2FSX_manual_05.jpg|frame|Attachpoint Tool]]&lt;br /&gt;
&#039;&#039;&#039;Visibility&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
To set a visibility condition on an object:&lt;br /&gt;
* Select the object&lt;br /&gt;
* Tick the &amp;quot;Visibility&amp;quot; checkbox&lt;br /&gt;
* Choose a Visibility tag from the dropdown&lt;br /&gt;
* When all is set, click &#039;&#039;&#039;Attach&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mouse Rectangle&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
To make an object clickable in the sim:&lt;br /&gt;
* Select the object&lt;br /&gt;
* Tick the &amp;quot;MouseRect&amp;quot; checkbox&lt;br /&gt;
* Select a MouseRect/Clickspot definition from the list window&lt;br /&gt;
* When all is set, click &#039;&#039;&#039;Attach&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Platform&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
To define a platform:&lt;br /&gt;
* Select the platform object&lt;br /&gt;
* Tick the &amp;quot;Platform&amp;quot; checkbox&lt;br /&gt;
* In the &amp;quot;Name&amp;quot; field, enter a &#039;&#039;&#039;unique(!)&#039;&#039;&#039; name for the attachpoint (i.e. a name that has not been used before).&lt;br /&gt;
* Choose a platform type from the dropdown&lt;br /&gt;
* When all is set, click &#039;&#039;&#039;Attach&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;Note: For some reason, you have to export at least two objects in a model containing a platform, in order for it to compile successfully.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;No Crash&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
To exclude an object from crash detection:&lt;br /&gt;
* Select the object&lt;br /&gt;
* Tick the &amp;quot;No Crash&amp;quot; checkbox&lt;br /&gt;
* When all is set, click &amp;quot;Attach&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Clear Attachpoint&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
To clear an object from its attachpoint, click the &#039;&#039;&#039;Clear&#039;&#039;&#039; button with the object selected.&lt;br /&gt;
&lt;br /&gt;
=== Example: Landing light ===&lt;br /&gt;
[[Image:Blender2FSX_manual_06.jpg|thumb|Attachpoint Tool: Adding a landing light effect]]&lt;br /&gt;
There is a minor difference when adding a landing light compared to ACES tools in gmax/3DSMax. After creating your geometry (a simple triangle/polygon object), set the transform orientation to &amp;quot;Local&amp;quot; and rotate the object so that its positive &#039;&#039;&#039;Z-axis&#039;&#039;&#039; points in the desired direction of the light beam. Now setup the attachpoint tool:&lt;br /&gt;
* Check &amp;quot;Effect&amp;quot; and &amp;quot;Visibility&amp;quot;, uncheck everything else.&lt;br /&gt;
* Enter a name for the attachpoint (&#039;&#039;&#039;attachpt_landing_4&#039;&#039;&#039; in the example in the picture)&lt;br /&gt;
* Enter the effect&#039;s filename without the .fx extension, i.e. &#039;&#039;&#039;fx_landing&#039;&#039;&#039;&lt;br /&gt;
* Under Visibility, choose &amp;quot;&#039;&#039;&#039;general_light&#039;&#039;&#039;&amp;quot;.&lt;br /&gt;
* Click &#039;&#039;&#039;Attach&#039;&#039;&#039;&lt;br /&gt;
That&#039;s it! You&#039;ve just added a landing light to your model.&lt;br /&gt;
&lt;br /&gt;
= FSX Materials =&lt;br /&gt;
[[Image:Blender2FSX_manual_07.jpg|frame|FSX Material: Texture slots]]&lt;br /&gt;
This section describes how FSX Materials are integrated into Blender. For a description of the parameters and their functionalities, refer to SDK document &amp;quot;FSX Material&amp;quot; of the Modeling SDK. All the parameters are simply replicated in the &#039;&#039;&#039;FSX Material Params&#039;&#039;&#039; rollout in the Properties panel in Blender. However, to enable the &#039;&#039;FSX Material Params&#039;&#039;, tick the checkbox at the top of the rollout. Currently unsupported features are &#039;&#039;detail texture&#039;&#039; and &#039;&#039;fresnel ramp&#039;&#039;. These will be added in a future release. It is also worth mentioning that you have to use &amp;quot;normal&amp;quot; materials, as Blender2FSX doesn&#039;t support node materials.&lt;br /&gt;
&lt;br /&gt;
== Texture maps ==&lt;br /&gt;
The main difference from Blender to gmax/Max with regard to FSX materials is the way texture maps are handled. To create a texture in Blender, select the Material under the &#039;&#039;&#039;material&#039;&#039;&#039; context of the Properties panel, then go to the &#039;&#039;&#039;texture&#039;&#039;&#039; context of the Properties panel.&lt;br /&gt;
* Select a free slot in the list at the top of the panel&lt;br /&gt;
* Click &amp;quot;New&amp;quot;. The panel will populate with options.&lt;br /&gt;
* Choose type &amp;quot;Image or Movie&amp;quot;&lt;br /&gt;
* Choose the image source file for your texture&lt;br /&gt;
* Under Mapping:Coordinates, choose &amp;quot;UV&amp;quot; (you can specify the UV layer as an option)&lt;br /&gt;
* Now in the &amp;quot;Influence&amp;quot; rollout, for a&lt;br /&gt;
** &#039;&#039;&#039;diffuse&#039;&#039;&#039; map: tick the Diffuse:Color checkbox, untick everything else. (visible texture)&lt;br /&gt;
** &#039;&#039;&#039;specular&#039;&#039;&#039; map: tick Specular:Intensity, untick everything else. (influences the reflections of the diffuse texture)&lt;br /&gt;
** &#039;&#039;&#039;emissive&#039;&#039;&#039; map: tick Shading:Emit, untick everything else. (night texture, formerly known as _LM texture)&lt;br /&gt;
** &#039;&#039;&#039;bump&#039;&#039;&#039; map: tick Geometry:Normal, untick everything else. (adds some kind of surface roughness)&lt;br /&gt;
By &amp;quot;untick everything else&amp;quot;, I mean that in order to have the correct diffuse map for example, no other texture in the same material should have Diffuse:color ticked in the Influence rollout. You are free to play with the different options, as long as you make sure that only one texture has the crucial option ticked. An exception to this rule are virtual cockpit textures (see below).&lt;br /&gt;
&lt;br /&gt;
Hint: Don´t forget to check the &amp;quot;FSX Material Params&amp;quot; in the Material, otherwise none of the above options will work. You will then only see the diffuse texture.&lt;br /&gt;
&lt;br /&gt;
[[Image:Envmap_blender.jpg|thumb|left|Environment map for Blender]]&lt;br /&gt;
&#039;&#039;&#039;Environment maps&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
For EnvMaps, the texture type is &amp;quot;Environment Map&amp;quot; instead of &amp;quot;Image or Movie&amp;quot;. Blender2FSX automatically recognises EnvMaps as long as the type is set correctly and Diffuse:Color is checked under the &amp;quot;Influence&amp;quot; rollout. The setups of EnvMaps differ from Blender to FSX. In order to see the same reflection in Blender renders as in the sim, you will have to reorganize the EnvMap (a.k.a Cube map) as shown in the picture to the left.&lt;br /&gt;
&lt;br /&gt;
== Virtual cockpit textures ==&lt;br /&gt;
&lt;br /&gt;
Virtual cockpit textures are created in the panel.cfg file. Their size is determined by the size_mm and pixel_size entries of the corresponding [VCockpitXX] section, where the arrangement of the gauges on the VC texture is also defined.&lt;br /&gt;
&lt;br /&gt;
In your virtual cockpit, you need to map polygons that will display gauges to the virtual cockpit texture. For this purpose, you need to create a &#039;&#039;&#039;dummy&#039;&#039;&#039; texture that reflects the arrangement of the gauges on the VC texture. The following is taken from the panel.cfg of the default C172 (©Microsoft):&lt;br /&gt;
&amp;lt;pre&amp;gt;[VCockpit02]&lt;br /&gt;
size_mm=512,512&lt;br /&gt;
pixel_size=512,512&lt;br /&gt;
texture=$C172s_2&lt;br /&gt;
background_color=0,0,0&lt;br /&gt;
&lt;br /&gt;
gauge00=Cessna!Heading_Indicator,                 0,  0,163,162&amp;lt;/pre&amp;gt;&lt;br /&gt;
To make a dummy texture from this VCockpit texture, we would create a &#039;&#039;&#039;512x512&#039;&#039;&#039; (see size_mm=) texture sheet and name it &#039;&#039;&#039;$C172s_2&#039;&#039;&#039; (see texture=) and save it with our favourite paint program. The $-sign at the beginning of the name is important: it tells FSX and Blender2FSX that this is a virtual cockpit texture. We would now proceed to place copies of the gauge artwork on the sheet at the positions defined in the panel.cfg. In this example, we could place the background bitmap of the Heading_Indicator gauge at the top-left corner (0,0) and make sure it&#039;s 163 by 162 pixels wide. We would then save the texture (as .png or something else) and head back to Blender.&lt;br /&gt;
&lt;br /&gt;
Back in Blender:&lt;br /&gt;
* Create a material for the gauge polygon and name it something sensible like &amp;quot;material_VC_1&amp;quot;.&lt;br /&gt;
* Under the FSX Material Params rollout, tick the &amp;quot;Is Virtual cockpit texture&amp;quot; checkbox (scroll all the way to the bottom)&lt;br /&gt;
* Add a texture for material_VC_1, type= &amp;quot;Image or Movie&amp;quot;&lt;br /&gt;
* Point the file source to the newly created $C172s_2.png dummy texture&lt;br /&gt;
* Mapping:Coordinates, choose &amp;quot;UV&amp;quot;&lt;br /&gt;
* Influence: tick Diffuse:Color &#039;&#039;&#039;and&#039;&#039;&#039; (if you don&#039;t use a separate emissive texture for night lighting) Shading:Emit&lt;br /&gt;
* Go to the UV/Image Editor and unwrap your polygon&lt;br /&gt;
* Map it to the dummy texture&lt;br /&gt;
Your gauge polygon is now ready for export.&lt;br /&gt;
&lt;br /&gt;
= Exporting to FSX =&lt;br /&gt;
&lt;br /&gt;
Calling the exporter module of Blender2FSX: Go to &#039;&#039;File&amp;gt;Export&amp;gt;DirectX for FSX(.x)&#039;&#039;. The main window will change to a file selection dialog, with a box to enter the filename at the top and export options displayed at the bottom left of the window.&lt;br /&gt;
&lt;br /&gt;
== Export options ==&lt;br /&gt;
The export options are pretty much self-explanatory. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Export selection&#039;&#039;&#039;&lt;br /&gt;
Use this option if you want to export only a part of your scene.&lt;br /&gt;
&lt;br /&gt;
In my case, I generally keep layers with the finished work separated from layers with garbage (from boolean operations and such) and helper objects. I also use a lot of Empties (to correct my animations in Blender) that I don&#039;t need and want to export. So at export time, I set my &amp;quot;finished&amp;quot; layers to be visible and then &#039;&#039;Select&amp;gt;Select All By Type&amp;gt;Mesh&#039;&#039; and choose &#039;&#039;&#039;Export selection&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Apply modifiers&#039;&#039;&#039;&lt;br /&gt;
This tells Blender2FSX to apply all modifiers (except armature modifiers) on exporting.&lt;br /&gt;
&lt;br /&gt;
This is internal to the export process, so your scene objects will retain their modifiers. Leaving this unchecked will result in having the meshes show up as if there were no modifiers on the stack.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Export animations&#039;&#039;&#039; will generate the creation of a .xanim file along with the .x file. It contains all the animations information of the scene.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skinned mesh&#039;&#039;&#039; enables the export of animated armatures.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Export MDL&#039;&#039;&#039; creates a &#039;&#039;filename.MDL&#039;&#039; file in the folder where your &#039;&#039;filename.x&#039;&#039; file is created. This .MDL file can be directly copied to an aircraft&#039;s model folder.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Log Verbose&#039;&#039;&#039; causes the exporter to run in Debug mode. Debug messages are output to the Blender system console which can be accessed via &#039;&#039;Window&amp;gt;Toggle system console&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
== Exporter errors ==&lt;br /&gt;
&lt;br /&gt;
On occasions, the exporter might quit with an error. For example when:&lt;br /&gt;
* There is no friendly name or GUID set. Obviously, you have to set a friendly name and GUID first.&lt;br /&gt;
* The exporter can&#039;t find the modeldef.xml or the XToMdl.exe. These have to be in the &#039;&#039;Modeling SDK\bin&#039;&#039; folder and &#039;&#039;Modeling SDK\3DSM7\plugins&#039;&#039; folder respectively. Don&#039;t move them away from there. It can also occur that your registry entry &amp;quot;SdkRootDir&amp;quot; points to an obsolete file (maybe after a failed/corrupted installation attempt of the SDK); in that case, clean your registry.&lt;br /&gt;
&lt;br /&gt;
In case the exporter throws an error that you can&#039;t figure out, feel free to report it in the support thread.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
FSDeveloper is a great place with lots of knowledgeable people who help each other whenever they can. I have learned so much on these forums, thank you all for that. I also want to thank the gurus over at [http://blenderartists.org/forum/forum.php blenderartists.org] who got me started on python scripting by patiently answering my noobish questions. And Chris Foster who wrote the official DirectX exporter for Blender. I want to thank the community for keeping me motivated in the accomplishment of this Toolset. May it grow and become better over time. Thank you for reading... [[User:Captx-6562|Captx-6562]]&lt;/div&gt;</summary>
		<author><name>Pyscen</name></author>
	</entry>
	<entry>
		<id>http://www.fsdeveloper.com/wiki/index.php?title=Blender2FSX_Toolset_manual&amp;diff=11375</id>
		<title>Blender2FSX Toolset manual</title>
		<link rel="alternate" type="text/html" href="http://www.fsdeveloper.com/wiki/index.php?title=Blender2FSX_Toolset_manual&amp;diff=11375"/>
		<updated>2022-12-03T20:33:53Z</updated>

		<summary type="html">&lt;p&gt;Pyscen: /* Requirements */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Tools]]&lt;br /&gt;
[[Category:Blender]]&lt;br /&gt;
[[category:Modeling]]&lt;br /&gt;
[[Category:Aircraft Design]]&lt;br /&gt;
[[category:Scenery Design]]&lt;br /&gt;
[[Category:Terrain Design]]&lt;br /&gt;
[[category:Texturing]]&lt;br /&gt;
[[category:SDK]]&lt;br /&gt;
[[category:Manuals]]&lt;br /&gt;
{{Infobox-Applicable-FSVersion&lt;br /&gt;
| MSFS = false&lt;br /&gt;
| FSXI = false&lt;br /&gt;
| P3D5 = true&lt;br /&gt;
| P3D4 = true&lt;br /&gt;
| P3D3 = true&lt;br /&gt;
| P3D2 = true&lt;br /&gt;
| P3D = true&lt;br /&gt;
| FSW = unknown&lt;br /&gt;
| FSXSE = true&lt;br /&gt;
| FSXA = true&lt;br /&gt;
| FSX = true&lt;br /&gt;
| FS2004 = true&lt;br /&gt;
| FS2002 = false&lt;br /&gt;
| XP11 = unknown&lt;br /&gt;
| XP10 = unknown&lt;br /&gt;
| XP9 = unknown&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;&#039;Blender2FSX/P3D Toolset&#039;&#039;&#039; is an addon for the 3D-modelling application [http://www.blender.org/download/ Blender]. This Wiki page is intended to introduce the reader to the use of Blender2FSX/P3D to export models created in Blender for use in Microsoft Flight Simulator X (FSX &amp;amp; FSX: SE) and Lockheed Martin Prepar3D (P3D) and shows some things to consider when modeling for FSX/P3D in Blender. It is NOT a generic tutorial on how to build models in Blender.   &lt;br /&gt;
&lt;br /&gt;
== Requirements ==&lt;br /&gt;
&lt;br /&gt;
* Windows 10 &amp;amp; 11 &lt;br /&gt;
&lt;br /&gt;
* Microsoft Flight Simulator X SDK &#039;&#039;&#039;&#039;&#039;including updates&#039;&#039;&#039; to SP2 or Acceleration&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Lockheed Martin Prepar3D SDK v1.x, v2.x, v3.x, v4.x &amp;amp; v5.x (FSX Steam Edition should use the Prepar3D SDK v1.x)&lt;br /&gt;
* &#039;&#039;Make sure that ALL SDKs that you are planning on using are installed prior to installing/ activating this Toolset!&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* [http://www.blender.org/download/ Blender]&lt;br /&gt;
&lt;br /&gt;
== Installing Blender2FSX/P3D Toolset ==&lt;br /&gt;
&lt;br /&gt;
===Installing===&lt;br /&gt;
&lt;br /&gt;
* Download the latest Blender2FSX/P3D Toolset that is in the [https://www.fsdeveloper.com/forum/resources/blender2p3dfsx-for-blender-3-x.283/ &#039;&#039;Resource Section&#039;&#039;].&lt;br /&gt;
* Start Blender&lt;br /&gt;
* Go to &amp;quot;&#039;&#039;&#039;Preferences&#039;&#039;&#039;&amp;quot; (Edit-&amp;gt;Preferences). Click on the &amp;quot;&#039;&#039;&#039;Add-ons&#039;&#039;&#039;&amp;quot; tab and then click on &amp;quot;&#039;&#039;&#039;Install...&#039;&#039;&#039;&amp;quot;.  &lt;br /&gt;
* In the file manager, navigate to where you have downloaded the Toolset file, select it and click on &amp;quot;&#039;&#039;&#039;Install Add-on&#039;&#039;&#039;&amp;quot;. This will extract the content of the zip file to your Blender script folder (by default under %APPDATA%\Blender Foundation\Blender\&amp;lt;version number&amp;gt;\scripts\addons)&lt;br /&gt;
&lt;br /&gt;
===Activating the Toolset===&lt;br /&gt;
&lt;br /&gt;
To activate the Toolset in Blender,&lt;br /&gt;
* To activate the addon: clicking on the &#039;&#039;check-mark&#039;&#039; next to &amp;quot;&#039;&#039;&#039;3DView: P3D/FSX Toolset&#039;&#039;&#039;&amp;quot;. That should enable the addon and the various panels and properties. Close the Preferences window.&lt;br /&gt;
&lt;br /&gt;
To ensure that the addon was correctly installed, press &amp;quot;N&amp;quot; on your keyboard while the mouse pointer is in one of the main viewport. This should open the main panels of the addon under the tab named &amp;quot;P3D/FSX&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
* FSX/P3D File Properties&lt;br /&gt;
* FSX/P3D Animation Tool&lt;br /&gt;
* FSX/P3D Attachpoint Tool&lt;br /&gt;
* FSX Verify Tool&lt;br /&gt;
&lt;br /&gt;
You can deactivate Blender2FSX/P3D at any time by unticking the checkbox within the &#039;&#039;&#039;Preferences&#039;&#039;&#039; window.&lt;br /&gt;
&lt;br /&gt;
= The Tools =&lt;br /&gt;
This section describes the functionality of the tools included with Blender2FSX/P3D.&lt;br /&gt;
&lt;br /&gt;
Note: It is recommended that you &#039;&#039;&#039;read the FSX SDK documentation&#039;&#039;&#039;, section &amp;quot;&#039;&#039;&#039;Modeling SDK&#039;&#039;&#039;&amp;quot;, as Blender2FSX/P3D closely emulates the functionality of the ACES Toolsets for gmax/3DSMax provided with and described in the SDK. There is a lot to be found there that is beyond the scope of this Wiki page.&lt;br /&gt;
&lt;br /&gt;
== Getting started: FSX File Properties ==&lt;br /&gt;
[[Image:Blender2FSX_manual_02.jpg|thumb|File Properties Tool]]&lt;br /&gt;
&#039;&#039;&#039;FSX File Properties&#039;&#039;&#039; is a tool located in Blender&#039;s Toolshelf in the 3DView, which can be accessed by pressing &#039;&#039;&#039;N&#039;&#039;&#039; on the keyboard. You might want to scroll down a bit to see it. It serves two purposes:&lt;br /&gt;
&lt;br /&gt;
* First thing to do &#039;&#039;&#039;when starting a new Blender session&#039;&#039;&#039; is to &#039;&#039;&#039;click the &amp;quot;Initialize Toolset&amp;quot;&#039;&#039;&#039; Button. This tells Blender where the SDK is installed and populates the other tools with fresh data from the modeldef.xml file. Whenever changing an entry in the modeldef.xml, make sure to reinitialize the toolset to reflect the changes in Blender.&lt;br /&gt;
* Each model for FSX &amp;amp; P3D needs a GUID (Globally Unique IDentifier) and a friendly name. So, before exporting your model, you should give it a &amp;quot;friendly name&amp;quot; which should only contain ASCII characters. This name is entered in the field &amp;quot;Friendly Name&amp;quot;. You should also assign a GUID either by entering it directly in the GUID field (i.e. if generated externally) or by clicking &#039;&#039;&#039;Generate GUID&#039;&#039;&#039;. Saving your file once done will write the GUID and friendly to the .blend file.&lt;br /&gt;
&lt;br /&gt;
You can now start building your model.&lt;br /&gt;
&lt;br /&gt;
== General guidelines ==&lt;br /&gt;
Blender2FSX is not foolproof, so here are some general guidelines of what to do and what to avoid in order to yield the expected results with this tool set. However, when you know what each of these guidelines mean, transgressing some of them gives you more creative freedom.&lt;br /&gt;
* &#039;&#039;&#039;Always have a scale of (1,1,1)&#039;&#039;&#039;. Any object that doesn&#039;t have a scale of (1,1,1) may show unwanted behavior in the sim, especially when animated. To reset the scale of an object, hit Ctrl+A &amp;gt; Scale.&lt;br /&gt;
* &#039;&#039;&#039;Always apply a material to your objects.&#039;&#039;&#039; An object with no material is invisible in the sim and in combination with attachpoints may produce failure of the compiler (XToMdl.exe).&lt;br /&gt;
* &#039;&#039;&#039;Always have a generic object&#039;&#039;&#039; (non animated and with no attachpoints) in each LOD. Some functions require this object to be there in order to process other objects.&lt;br /&gt;
* &#039;&#039;&#039;Avoid non-ASCII characters wherever possible&#039;&#039;&#039; in all your names (objects, materials, attachpoints, etc.). While there is some &amp;quot;safename&amp;quot; functionality for most of the export process, errors might occur if naming a material &amp;quot;Matérial&amp;quot; or an effect &amp;quot;mañana&amp;quot;... The same applies to file and folder names in your project path. Using special characters in folder names may result in XToMdl not functioning properly, i.e. a corrupt .MDL file on export.&lt;br /&gt;
&lt;br /&gt;
== LODs ==&lt;br /&gt;
Organizing your model/scene becomes necessary as it grows larger and includes different LODs (levels of detail). I will suggest one way of doing it. First:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;How to export an LOD?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
To export an LOD (let&#039;s take LOD_400 as an example), create/add an Empty at the origin (0,0,0) of your scene, rename that empty &amp;quot;&#039;&#039;friendly_name&#039;&#039;_LOD_400&amp;quot;, replacing &#039;&#039;friendly_name&#039;&#039; with your model&#039;s friendly name, and make it a parent to all root level objects that should go into LOD_400. Repeat for LOD_100, LOD_50 etc.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Using layers&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
To keep your scene tidy, you can make use of Blender&#039;s layers to isolate LODs from each other. You could for example create all objects of LOD_400 in layer 1, LOD_100 in layer 2 etc. All you have to do is add an empty at (0,0,0) in each layer, and in the end add an Empty named &#039;&#039;friendly_name&#039;&#039;, make that a parent to all LOD_XXX empties, to obtain a hierarchy with Empty &#039;&#039;friendly_name&#039;&#039; as the root of your scene. You can use the outliner to get a good overview of your scene hierarchy and edit it from there.&lt;br /&gt;
&lt;br /&gt;
== FSX Animation Tool ==&lt;br /&gt;
[[Image:Blender2FSX_manual_03.jpg|thumb|left|Animation Tool]]&lt;br /&gt;
&#039;&#039;&#039;FSX Animation Tool&#039;&#039;&#039; is also located in Blender&#039;s Toolshelf. Similarly to ACES&#039; animation manager in gmax/3DSMax, it is used to &amp;quot;tag&amp;quot; animated objects in the scene, so that the animation can then be processed by the XToMdl tool. Open the tool by clicking on the black triangle/arrow to the left. If the toolset was previously initialized (see &amp;quot;Getting started&amp;quot; above), the list window should be populated with animation entries (i.e Ambient, Ambient2, etc.). To tag an object, do the following:&lt;br /&gt;
* Keyframe-animate your object. For &amp;quot;Ambient&amp;quot; type animations, the range is defined by you; for aircraft parts, the range is defined in the SDK (example: the rudder would have a range of 0-100 frames, with keyframes at least at 0, 50 and 100).&lt;br /&gt;
* In the list window, scroll down to the animation entry corresponding to the animated part, select it (marked blue) and,&lt;br /&gt;
* With your object selected, click &#039;&#039;&#039;Assign&#039;&#039;&#039;. The object is now tagged with the animation entry. An object can only be tagged with one animation entry!&lt;br /&gt;
[[Image:Blender2FSX_manual_04.jpg|thumb|right|FSX Properties]]&lt;br /&gt;
You can check which tag has been assigned to the object by going to the &amp;quot;Properties&amp;quot; Panel, object context, FSX Properties rollout: it shows an &amp;quot;Animation Tag&amp;quot; field, a &amp;quot;Length&amp;quot; field which displays the animation range as defined in the modeldef.xml (or 0 in case of &amp;quot;Ambient&amp;quot; type animations; use this to cross-check with your object&#039;s animation range) and a &#039;&#039;&#039;Clear&#039;&#039;&#039; button used to untag the object&#039;s animation. You can untag all objects in the scene at once by clicking the &#039;&#039;&#039;Clear All&#039;&#039;&#039; button in the FSX Animation Tool. &#039;&#039;Be careful, this can not be undone!&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Hint: Instead of scrolling down the list to find an animation entry, you can use the &amp;quot;search&amp;quot; feature of the list window. Acces it by clicking the small &amp;quot;+&amp;quot; at the bottom left of the list window. Enter a search string/phrase in the search box and hit &amp;quot;Enter&amp;quot;.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Skinned meshes ===&lt;br /&gt;
&lt;br /&gt;
For skinned animations to work, use an armature modifier with &#039;&#039;&#039;Vertex groups&#039;&#039;&#039;, envelopes won&#039;t work. You can use weight painting to define the influence of bones on the vertices.&lt;br /&gt;
&lt;br /&gt;
To assign a tag to a bone/armature:&lt;br /&gt;
* Go into Pose mode&lt;br /&gt;
* Select the bone you want to tag&lt;br /&gt;
* In the FSX Animation Tool, select the animation entry you want to use&lt;br /&gt;
* Click &#039;&#039;&#039;Assign&#039;&#039;&#039; &lt;br /&gt;
For bones, the FSX Properties are located in the &#039;&#039;&#039;bone&#039;&#039;&#039; tab of the Properties panel, where you can check which animation tag has been assigned to the bone.&lt;br /&gt;
&lt;br /&gt;
It is important to note that &#039;&#039;&#039;every&#039;&#039;&#039; vertex needs to be assigned to a vertex group/bone. You will need a static bone for the non-deforming part of your mesh.&lt;br /&gt;
&lt;br /&gt;
Constraints can be used on bones just as on regular objects.&lt;br /&gt;
&lt;br /&gt;
== FSX Attachpoint Tool ==&lt;br /&gt;
&#039;&#039;&#039;FSX Attachpoint Tool&#039;&#039;&#039; is also located in Blender&#039;s Toolshelf. It works analogously to ACES&#039; Attachpoint Tool, with the difference that it doesn&#039;t support Library objects and Empties. An attachpoint is a piece of geometry (i.e. an object) to which an effect, a visibility condition, a mouse rectangle (or clickspot), a &amp;quot;platform&amp;quot; property or a &amp;quot;nocrash&amp;quot; property can be &amp;quot;attached&amp;quot;. Combinations thereof can be applied to a single object. Refer to the SDK&#039;s document &amp;quot;Using modeling Tools: The Attach Tool&amp;quot; of the Modeling SDK for an in-depth description of the functionality of the different options.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Effects&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
To attach an effect to an object:&lt;br /&gt;
* Select the object&lt;br /&gt;
* Tick the &amp;quot;Effect&amp;quot; checkbox in the Attachpoint Tool. Options for &amp;quot;Effect&amp;quot; should automatically rollout at the bottom of the tool.&lt;br /&gt;
* In the &amp;quot;Name&amp;quot; field, enter a name for your attachpoint. Care must be taken, as &#039;&#039;&#039;attachpoint names must be unique&#039;&#039;&#039; throughout the model/scene!&lt;br /&gt;
* In the &amp;quot;Effect&amp;quot; field, enter the filename (&#039;&#039;without extension .fx&#039;&#039;) of the effect you want to attach. The available effects can be found in the main FSX folder, subfolder &amp;quot;Effects&amp;quot;.&lt;br /&gt;
* In the &amp;quot;Param&amp;quot; field, a list of parameters for the effect can be set, as described in the SDK (i.e. DAY=1;DAWN=0 etc.).&lt;br /&gt;
* When all is set, click the &#039;&#039;&#039;Attach&#039;&#039;&#039; button.&lt;br /&gt;
&#039;&#039;Note: the object needs to have a material or else effects won&#039;t work.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[Image:Blender2FSX_manual_05.jpg|frame|Attachpoint Tool]]&lt;br /&gt;
&#039;&#039;&#039;Visibility&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
To set a visibility condition on an object:&lt;br /&gt;
* Select the object&lt;br /&gt;
* Tick the &amp;quot;Visibility&amp;quot; checkbox&lt;br /&gt;
* Choose a Visibility tag from the dropdown&lt;br /&gt;
* When all is set, click &#039;&#039;&#039;Attach&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mouse Rectangle&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
To make an object clickable in the sim:&lt;br /&gt;
* Select the object&lt;br /&gt;
* Tick the &amp;quot;MouseRect&amp;quot; checkbox&lt;br /&gt;
* Select a MouseRect/Clickspot definition from the list window&lt;br /&gt;
* When all is set, click &#039;&#039;&#039;Attach&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Platform&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
To define a platform:&lt;br /&gt;
* Select the platform object&lt;br /&gt;
* Tick the &amp;quot;Platform&amp;quot; checkbox&lt;br /&gt;
* In the &amp;quot;Name&amp;quot; field, enter a &#039;&#039;&#039;unique(!)&#039;&#039;&#039; name for the attachpoint (i.e. a name that has not been used before).&lt;br /&gt;
* Choose a platform type from the dropdown&lt;br /&gt;
* When all is set, click &#039;&#039;&#039;Attach&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;Note: For some reason, you have to export at least two objects in a model containing a platform, in order for it to compile successfully.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;No Crash&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
To exclude an object from crash detection:&lt;br /&gt;
* Select the object&lt;br /&gt;
* Tick the &amp;quot;No Crash&amp;quot; checkbox&lt;br /&gt;
* When all is set, click &amp;quot;Attach&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Clear Attachpoint&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
To clear an object from its attachpoint, click the &#039;&#039;&#039;Clear&#039;&#039;&#039; button with the object selected.&lt;br /&gt;
&lt;br /&gt;
=== Example: Landing light ===&lt;br /&gt;
[[Image:Blender2FSX_manual_06.jpg|thumb|Attachpoint Tool: Adding a landing light effect]]&lt;br /&gt;
There is a minor difference when adding a landing light compared to ACES tools in gmax/3DSMax. After creating your geometry (a simple triangle/polygon object), set the transform orientation to &amp;quot;Local&amp;quot; and rotate the object so that its positive &#039;&#039;&#039;Z-axis&#039;&#039;&#039; points in the desired direction of the light beam. Now setup the attachpoint tool:&lt;br /&gt;
* Check &amp;quot;Effect&amp;quot; and &amp;quot;Visibility&amp;quot;, uncheck everything else.&lt;br /&gt;
* Enter a name for the attachpoint (&#039;&#039;&#039;attachpt_landing_4&#039;&#039;&#039; in the example in the picture)&lt;br /&gt;
* Enter the effect&#039;s filename without the .fx extension, i.e. &#039;&#039;&#039;fx_landing&#039;&#039;&#039;&lt;br /&gt;
* Under Visibility, choose &amp;quot;&#039;&#039;&#039;general_light&#039;&#039;&#039;&amp;quot;.&lt;br /&gt;
* Click &#039;&#039;&#039;Attach&#039;&#039;&#039;&lt;br /&gt;
That&#039;s it! You&#039;ve just added a landing light to your model.&lt;br /&gt;
&lt;br /&gt;
= FSX Materials =&lt;br /&gt;
[[Image:Blender2FSX_manual_07.jpg|frame|FSX Material: Texture slots]]&lt;br /&gt;
This section describes how FSX Materials are integrated into Blender. For a description of the parameters and their functionalities, refer to SDK document &amp;quot;FSX Material&amp;quot; of the Modeling SDK. All the parameters are simply replicated in the &#039;&#039;&#039;FSX Material Params&#039;&#039;&#039; rollout in the Properties panel in Blender. However, to enable the &#039;&#039;FSX Material Params&#039;&#039;, tick the checkbox at the top of the rollout. Currently unsupported features are &#039;&#039;detail texture&#039;&#039; and &#039;&#039;fresnel ramp&#039;&#039;. These will be added in a future release. It is also worth mentioning that you have to use &amp;quot;normal&amp;quot; materials, as Blender2FSX doesn&#039;t support node materials.&lt;br /&gt;
&lt;br /&gt;
== Texture maps ==&lt;br /&gt;
The main difference from Blender to gmax/Max with regard to FSX materials is the way texture maps are handled. To create a texture in Blender, select the Material under the &#039;&#039;&#039;material&#039;&#039;&#039; context of the Properties panel, then go to the &#039;&#039;&#039;texture&#039;&#039;&#039; context of the Properties panel.&lt;br /&gt;
* Select a free slot in the list at the top of the panel&lt;br /&gt;
* Click &amp;quot;New&amp;quot;. The panel will populate with options.&lt;br /&gt;
* Choose type &amp;quot;Image or Movie&amp;quot;&lt;br /&gt;
* Choose the image source file for your texture&lt;br /&gt;
* Under Mapping:Coordinates, choose &amp;quot;UV&amp;quot; (you can specify the UV layer as an option)&lt;br /&gt;
* Now in the &amp;quot;Influence&amp;quot; rollout, for a&lt;br /&gt;
** &#039;&#039;&#039;diffuse&#039;&#039;&#039; map: tick the Diffuse:Color checkbox, untick everything else. (visible texture)&lt;br /&gt;
** &#039;&#039;&#039;specular&#039;&#039;&#039; map: tick Specular:Intensity, untick everything else. (influences the reflections of the diffuse texture)&lt;br /&gt;
** &#039;&#039;&#039;emissive&#039;&#039;&#039; map: tick Shading:Emit, untick everything else. (night texture, formerly known as _LM texture)&lt;br /&gt;
** &#039;&#039;&#039;bump&#039;&#039;&#039; map: tick Geometry:Normal, untick everything else. (adds some kind of surface roughness)&lt;br /&gt;
By &amp;quot;untick everything else&amp;quot;, I mean that in order to have the correct diffuse map for example, no other texture in the same material should have Diffuse:color ticked in the Influence rollout. You are free to play with the different options, as long as you make sure that only one texture has the crucial option ticked. An exception to this rule are virtual cockpit textures (see below).&lt;br /&gt;
&lt;br /&gt;
Hint: Don´t forget to check the &amp;quot;FSX Material Params&amp;quot; in the Material, otherwise none of the above options will work. You will then only see the diffuse texture.&lt;br /&gt;
&lt;br /&gt;
[[Image:Envmap_blender.jpg|thumb|left|Environment map for Blender]]&lt;br /&gt;
&#039;&#039;&#039;Environment maps&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
For EnvMaps, the texture type is &amp;quot;Environment Map&amp;quot; instead of &amp;quot;Image or Movie&amp;quot;. Blender2FSX automatically recognises EnvMaps as long as the type is set correctly and Diffuse:Color is checked under the &amp;quot;Influence&amp;quot; rollout. The setups of EnvMaps differ from Blender to FSX. In order to see the same reflection in Blender renders as in the sim, you will have to reorganize the EnvMap (a.k.a Cube map) as shown in the picture to the left.&lt;br /&gt;
&lt;br /&gt;
== Virtual cockpit textures ==&lt;br /&gt;
&lt;br /&gt;
Virtual cockpit textures are created in the panel.cfg file. Their size is determined by the size_mm and pixel_size entries of the corresponding [VCockpitXX] section, where the arrangement of the gauges on the VC texture is also defined.&lt;br /&gt;
&lt;br /&gt;
In your virtual cockpit, you need to map polygons that will display gauges to the virtual cockpit texture. For this purpose, you need to create a &#039;&#039;&#039;dummy&#039;&#039;&#039; texture that reflects the arrangement of the gauges on the VC texture. The following is taken from the panel.cfg of the default C172 (©Microsoft):&lt;br /&gt;
&amp;lt;pre&amp;gt;[VCockpit02]&lt;br /&gt;
size_mm=512,512&lt;br /&gt;
pixel_size=512,512&lt;br /&gt;
texture=$C172s_2&lt;br /&gt;
background_color=0,0,0&lt;br /&gt;
&lt;br /&gt;
gauge00=Cessna!Heading_Indicator,                 0,  0,163,162&amp;lt;/pre&amp;gt;&lt;br /&gt;
To make a dummy texture from this VCockpit texture, we would create a &#039;&#039;&#039;512x512&#039;&#039;&#039; (see size_mm=) texture sheet and name it &#039;&#039;&#039;$C172s_2&#039;&#039;&#039; (see texture=) and save it with our favourite paint program. The $-sign at the beginning of the name is important: it tells FSX and Blender2FSX that this is a virtual cockpit texture. We would now proceed to place copies of the gauge artwork on the sheet at the positions defined in the panel.cfg. In this example, we could place the background bitmap of the Heading_Indicator gauge at the top-left corner (0,0) and make sure it&#039;s 163 by 162 pixels wide. We would then save the texture (as .png or something else) and head back to Blender.&lt;br /&gt;
&lt;br /&gt;
Back in Blender:&lt;br /&gt;
* Create a material for the gauge polygon and name it something sensible like &amp;quot;material_VC_1&amp;quot;.&lt;br /&gt;
* Under the FSX Material Params rollout, tick the &amp;quot;Is Virtual cockpit texture&amp;quot; checkbox (scroll all the way to the bottom)&lt;br /&gt;
* Add a texture for material_VC_1, type= &amp;quot;Image or Movie&amp;quot;&lt;br /&gt;
* Point the file source to the newly created $C172s_2.png dummy texture&lt;br /&gt;
* Mapping:Coordinates, choose &amp;quot;UV&amp;quot;&lt;br /&gt;
* Influence: tick Diffuse:Color &#039;&#039;&#039;and&#039;&#039;&#039; (if you don&#039;t use a separate emissive texture for night lighting) Shading:Emit&lt;br /&gt;
* Go to the UV/Image Editor and unwrap your polygon&lt;br /&gt;
* Map it to the dummy texture&lt;br /&gt;
Your gauge polygon is now ready for export.&lt;br /&gt;
&lt;br /&gt;
= Exporting to FSX =&lt;br /&gt;
&lt;br /&gt;
Calling the exporter module of Blender2FSX: Go to &#039;&#039;File&amp;gt;Export&amp;gt;DirectX for FSX(.x)&#039;&#039;. The main window will change to a file selection dialog, with a box to enter the filename at the top and export options displayed at the bottom left of the window.&lt;br /&gt;
&lt;br /&gt;
== Export options ==&lt;br /&gt;
The export options are pretty much self-explanatory. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Export selection&#039;&#039;&#039;&lt;br /&gt;
Use this option if you want to export only a part of your scene.&lt;br /&gt;
&lt;br /&gt;
In my case, I generally keep layers with the finished work separated from layers with garbage (from boolean operations and such) and helper objects. I also use a lot of Empties (to correct my animations in Blender) that I don&#039;t need and want to export. So at export time, I set my &amp;quot;finished&amp;quot; layers to be visible and then &#039;&#039;Select&amp;gt;Select All By Type&amp;gt;Mesh&#039;&#039; and choose &#039;&#039;&#039;Export selection&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Apply modifiers&#039;&#039;&#039;&lt;br /&gt;
This tells Blender2FSX to apply all modifiers (except armature modifiers) on exporting.&lt;br /&gt;
&lt;br /&gt;
This is internal to the export process, so your scene objects will retain their modifiers. Leaving this unchecked will result in having the meshes show up as if there were no modifiers on the stack.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Export animations&#039;&#039;&#039; will generate the creation of a .xanim file along with the .x file. It contains all the animations information of the scene.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skinned mesh&#039;&#039;&#039; enables the export of animated armatures.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Export MDL&#039;&#039;&#039; creates a &#039;&#039;filename.MDL&#039;&#039; file in the folder where your &#039;&#039;filename.x&#039;&#039; file is created. This .MDL file can be directly copied to an aircraft&#039;s model folder.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Log Verbose&#039;&#039;&#039; causes the exporter to run in Debug mode. Debug messages are output to the Blender system console which can be accessed via &#039;&#039;Window&amp;gt;Toggle system console&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
== Exporter errors ==&lt;br /&gt;
&lt;br /&gt;
On occasions, the exporter might quit with an error. For example when:&lt;br /&gt;
* There is no friendly name or GUID set. Obviously, you have to set a friendly name and GUID first.&lt;br /&gt;
* The exporter can&#039;t find the modeldef.xml or the XToMdl.exe. These have to be in the &#039;&#039;Modeling SDK\bin&#039;&#039; folder and &#039;&#039;Modeling SDK\3DSM7\plugins&#039;&#039; folder respectively. Don&#039;t move them away from there. It can also occur that your registry entry &amp;quot;SdkRootDir&amp;quot; points to an obsolete file (maybe after a failed/corrupted installation attempt of the SDK); in that case, clean your registry.&lt;br /&gt;
&lt;br /&gt;
In case the exporter throws an error that you can&#039;t figure out, feel free to report it in the support thread.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
FSDeveloper is a great place with lots of knowledgeable people who help each other whenever they can. I have learned so much on these forums, thank you all for that. I also want to thank the gurus over at [http://blenderartists.org/forum/forum.php blenderartists.org] who got me started on python scripting by patiently answering my noobish questions. And Chris Foster who wrote the official DirectX exporter for Blender. I want to thank the community for keeping me motivated in the accomplishment of this Toolset. May it grow and become better over time. Thank you for reading... [[User:Captx-6562|Captx-6562]]&lt;/div&gt;</summary>
		<author><name>Pyscen</name></author>
	</entry>
	<entry>
		<id>http://www.fsdeveloper.com/wiki/index.php?title=Blender2FSX_Toolset_manual&amp;diff=11374</id>
		<title>Blender2FSX Toolset manual</title>
		<link rel="alternate" type="text/html" href="http://www.fsdeveloper.com/wiki/index.php?title=Blender2FSX_Toolset_manual&amp;diff=11374"/>
		<updated>2022-12-03T20:32:57Z</updated>

		<summary type="html">&lt;p&gt;Pyscen: /* Requirements */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Tools]]&lt;br /&gt;
[[Category:Blender]]&lt;br /&gt;
[[category:Modeling]]&lt;br /&gt;
[[Category:Aircraft Design]]&lt;br /&gt;
[[category:Scenery Design]]&lt;br /&gt;
[[Category:Terrain Design]]&lt;br /&gt;
[[category:Texturing]]&lt;br /&gt;
[[category:SDK]]&lt;br /&gt;
[[category:Manuals]]&lt;br /&gt;
{{Infobox-Applicable-FSVersion&lt;br /&gt;
| MSFS = false&lt;br /&gt;
| FSXI = false&lt;br /&gt;
| P3D5 = true&lt;br /&gt;
| P3D4 = true&lt;br /&gt;
| P3D3 = true&lt;br /&gt;
| P3D2 = true&lt;br /&gt;
| P3D = true&lt;br /&gt;
| FSW = unknown&lt;br /&gt;
| FSXSE = true&lt;br /&gt;
| FSXA = true&lt;br /&gt;
| FSX = true&lt;br /&gt;
| FS2004 = true&lt;br /&gt;
| FS2002 = false&lt;br /&gt;
| XP11 = unknown&lt;br /&gt;
| XP10 = unknown&lt;br /&gt;
| XP9 = unknown&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;&#039;Blender2FSX/P3D Toolset&#039;&#039;&#039; is an addon for the 3D-modelling application [http://www.blender.org/download/ Blender]. This Wiki page is intended to introduce the reader to the use of Blender2FSX/P3D to export models created in Blender for use in Microsoft Flight Simulator X (FSX &amp;amp; FSX: SE) and Lockheed Martin Prepar3D (P3D) and shows some things to consider when modeling for FSX/P3D in Blender. It is NOT a generic tutorial on how to build models in Blender.   &lt;br /&gt;
&lt;br /&gt;
== Requirements ==&lt;br /&gt;
&lt;br /&gt;
* Windows 10 &amp;amp; 11 &lt;br /&gt;
&lt;br /&gt;
* Microsoft Flight Simulator X SDK &#039;&#039;&#039;&#039;&#039;including updates&#039;&#039;&#039; to SP2 or Acceleration&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Lockheed Martin Prepar3D SDK v1.x, v2.x, v3.x, v4.x &amp;amp; v5.x (FSX Steam Edition should use the Prepar3D SDK v1.x)&lt;br /&gt;
Make sure that ALL SDKs that you are planning on using are installed prior to installing/ activating this Toolset!&lt;br /&gt;
&lt;br /&gt;
* [http://www.blender.org/download/ Blender]&lt;br /&gt;
&lt;br /&gt;
== Installing Blender2FSX/P3D Toolset ==&lt;br /&gt;
&lt;br /&gt;
===Installing===&lt;br /&gt;
&lt;br /&gt;
* Download the latest Blender2FSX/P3D Toolset that is in the [https://www.fsdeveloper.com/forum/resources/blender2p3dfsx-for-blender-3-x.283/ &#039;&#039;Resource Section&#039;&#039;].&lt;br /&gt;
* Start Blender&lt;br /&gt;
* Go to &amp;quot;&#039;&#039;&#039;Preferences&#039;&#039;&#039;&amp;quot; (Edit-&amp;gt;Preferences). Click on the &amp;quot;&#039;&#039;&#039;Add-ons&#039;&#039;&#039;&amp;quot; tab and then click on &amp;quot;&#039;&#039;&#039;Install...&#039;&#039;&#039;&amp;quot;.  &lt;br /&gt;
* In the file manager, navigate to where you have downloaded the Toolset file, select it and click on &amp;quot;&#039;&#039;&#039;Install Add-on&#039;&#039;&#039;&amp;quot;. This will extract the content of the zip file to your Blender script folder (by default under %APPDATA%\Blender Foundation\Blender\&amp;lt;version number&amp;gt;\scripts\addons)&lt;br /&gt;
&lt;br /&gt;
===Activating the Toolset===&lt;br /&gt;
&lt;br /&gt;
To activate the Toolset in Blender,&lt;br /&gt;
* To activate the addon: clicking on the &#039;&#039;check-mark&#039;&#039; next to &amp;quot;&#039;&#039;&#039;3DView: P3D/FSX Toolset&#039;&#039;&#039;&amp;quot;. That should enable the addon and the various panels and properties. Close the Preferences window.&lt;br /&gt;
&lt;br /&gt;
To ensure that the addon was correctly installed, press &amp;quot;N&amp;quot; on your keyboard while the mouse pointer is in one of the main viewport. This should open the main panels of the addon under the tab named &amp;quot;P3D/FSX&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
* FSX/P3D File Properties&lt;br /&gt;
* FSX/P3D Animation Tool&lt;br /&gt;
* FSX/P3D Attachpoint Tool&lt;br /&gt;
* FSX Verify Tool&lt;br /&gt;
&lt;br /&gt;
You can deactivate Blender2FSX/P3D at any time by unticking the checkbox within the &#039;&#039;&#039;Preferences&#039;&#039;&#039; window.&lt;br /&gt;
&lt;br /&gt;
= The Tools =&lt;br /&gt;
This section describes the functionality of the tools included with Blender2FSX/P3D.&lt;br /&gt;
&lt;br /&gt;
Note: It is recommended that you &#039;&#039;&#039;read the FSX SDK documentation&#039;&#039;&#039;, section &amp;quot;&#039;&#039;&#039;Modeling SDK&#039;&#039;&#039;&amp;quot;, as Blender2FSX/P3D closely emulates the functionality of the ACES Toolsets for gmax/3DSMax provided with and described in the SDK. There is a lot to be found there that is beyond the scope of this Wiki page.&lt;br /&gt;
&lt;br /&gt;
== Getting started: FSX File Properties ==&lt;br /&gt;
[[Image:Blender2FSX_manual_02.jpg|thumb|File Properties Tool]]&lt;br /&gt;
&#039;&#039;&#039;FSX File Properties&#039;&#039;&#039; is a tool located in Blender&#039;s Toolshelf in the 3DView, which can be accessed by pressing &#039;&#039;&#039;N&#039;&#039;&#039; on the keyboard. You might want to scroll down a bit to see it. It serves two purposes:&lt;br /&gt;
&lt;br /&gt;
* First thing to do &#039;&#039;&#039;when starting a new Blender session&#039;&#039;&#039; is to &#039;&#039;&#039;click the &amp;quot;Initialize Toolset&amp;quot;&#039;&#039;&#039; Button. This tells Blender where the SDK is installed and populates the other tools with fresh data from the modeldef.xml file. Whenever changing an entry in the modeldef.xml, make sure to reinitialize the toolset to reflect the changes in Blender.&lt;br /&gt;
* Each model for FSX &amp;amp; P3D needs a GUID (Globally Unique IDentifier) and a friendly name. So, before exporting your model, you should give it a &amp;quot;friendly name&amp;quot; which should only contain ASCII characters. This name is entered in the field &amp;quot;Friendly Name&amp;quot;. You should also assign a GUID either by entering it directly in the GUID field (i.e. if generated externally) or by clicking &#039;&#039;&#039;Generate GUID&#039;&#039;&#039;. Saving your file once done will write the GUID and friendly to the .blend file.&lt;br /&gt;
&lt;br /&gt;
You can now start building your model.&lt;br /&gt;
&lt;br /&gt;
== General guidelines ==&lt;br /&gt;
Blender2FSX is not foolproof, so here are some general guidelines of what to do and what to avoid in order to yield the expected results with this tool set. However, when you know what each of these guidelines mean, transgressing some of them gives you more creative freedom.&lt;br /&gt;
* &#039;&#039;&#039;Always have a scale of (1,1,1)&#039;&#039;&#039;. Any object that doesn&#039;t have a scale of (1,1,1) may show unwanted behavior in the sim, especially when animated. To reset the scale of an object, hit Ctrl+A &amp;gt; Scale.&lt;br /&gt;
* &#039;&#039;&#039;Always apply a material to your objects.&#039;&#039;&#039; An object with no material is invisible in the sim and in combination with attachpoints may produce failure of the compiler (XToMdl.exe).&lt;br /&gt;
* &#039;&#039;&#039;Always have a generic object&#039;&#039;&#039; (non animated and with no attachpoints) in each LOD. Some functions require this object to be there in order to process other objects.&lt;br /&gt;
* &#039;&#039;&#039;Avoid non-ASCII characters wherever possible&#039;&#039;&#039; in all your names (objects, materials, attachpoints, etc.). While there is some &amp;quot;safename&amp;quot; functionality for most of the export process, errors might occur if naming a material &amp;quot;Matérial&amp;quot; or an effect &amp;quot;mañana&amp;quot;... The same applies to file and folder names in your project path. Using special characters in folder names may result in XToMdl not functioning properly, i.e. a corrupt .MDL file on export.&lt;br /&gt;
&lt;br /&gt;
== LODs ==&lt;br /&gt;
Organizing your model/scene becomes necessary as it grows larger and includes different LODs (levels of detail). I will suggest one way of doing it. First:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;How to export an LOD?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
To export an LOD (let&#039;s take LOD_400 as an example), create/add an Empty at the origin (0,0,0) of your scene, rename that empty &amp;quot;&#039;&#039;friendly_name&#039;&#039;_LOD_400&amp;quot;, replacing &#039;&#039;friendly_name&#039;&#039; with your model&#039;s friendly name, and make it a parent to all root level objects that should go into LOD_400. Repeat for LOD_100, LOD_50 etc.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Using layers&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
To keep your scene tidy, you can make use of Blender&#039;s layers to isolate LODs from each other. You could for example create all objects of LOD_400 in layer 1, LOD_100 in layer 2 etc. All you have to do is add an empty at (0,0,0) in each layer, and in the end add an Empty named &#039;&#039;friendly_name&#039;&#039;, make that a parent to all LOD_XXX empties, to obtain a hierarchy with Empty &#039;&#039;friendly_name&#039;&#039; as the root of your scene. You can use the outliner to get a good overview of your scene hierarchy and edit it from there.&lt;br /&gt;
&lt;br /&gt;
== FSX Animation Tool ==&lt;br /&gt;
[[Image:Blender2FSX_manual_03.jpg|thumb|left|Animation Tool]]&lt;br /&gt;
&#039;&#039;&#039;FSX Animation Tool&#039;&#039;&#039; is also located in Blender&#039;s Toolshelf. Similarly to ACES&#039; animation manager in gmax/3DSMax, it is used to &amp;quot;tag&amp;quot; animated objects in the scene, so that the animation can then be processed by the XToMdl tool. Open the tool by clicking on the black triangle/arrow to the left. If the toolset was previously initialized (see &amp;quot;Getting started&amp;quot; above), the list window should be populated with animation entries (i.e Ambient, Ambient2, etc.). To tag an object, do the following:&lt;br /&gt;
* Keyframe-animate your object. For &amp;quot;Ambient&amp;quot; type animations, the range is defined by you; for aircraft parts, the range is defined in the SDK (example: the rudder would have a range of 0-100 frames, with keyframes at least at 0, 50 and 100).&lt;br /&gt;
* In the list window, scroll down to the animation entry corresponding to the animated part, select it (marked blue) and,&lt;br /&gt;
* With your object selected, click &#039;&#039;&#039;Assign&#039;&#039;&#039;. The object is now tagged with the animation entry. An object can only be tagged with one animation entry!&lt;br /&gt;
[[Image:Blender2FSX_manual_04.jpg|thumb|right|FSX Properties]]&lt;br /&gt;
You can check which tag has been assigned to the object by going to the &amp;quot;Properties&amp;quot; Panel, object context, FSX Properties rollout: it shows an &amp;quot;Animation Tag&amp;quot; field, a &amp;quot;Length&amp;quot; field which displays the animation range as defined in the modeldef.xml (or 0 in case of &amp;quot;Ambient&amp;quot; type animations; use this to cross-check with your object&#039;s animation range) and a &#039;&#039;&#039;Clear&#039;&#039;&#039; button used to untag the object&#039;s animation. You can untag all objects in the scene at once by clicking the &#039;&#039;&#039;Clear All&#039;&#039;&#039; button in the FSX Animation Tool. &#039;&#039;Be careful, this can not be undone!&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Hint: Instead of scrolling down the list to find an animation entry, you can use the &amp;quot;search&amp;quot; feature of the list window. Acces it by clicking the small &amp;quot;+&amp;quot; at the bottom left of the list window. Enter a search string/phrase in the search box and hit &amp;quot;Enter&amp;quot;.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Skinned meshes ===&lt;br /&gt;
&lt;br /&gt;
For skinned animations to work, use an armature modifier with &#039;&#039;&#039;Vertex groups&#039;&#039;&#039;, envelopes won&#039;t work. You can use weight painting to define the influence of bones on the vertices.&lt;br /&gt;
&lt;br /&gt;
To assign a tag to a bone/armature:&lt;br /&gt;
* Go into Pose mode&lt;br /&gt;
* Select the bone you want to tag&lt;br /&gt;
* In the FSX Animation Tool, select the animation entry you want to use&lt;br /&gt;
* Click &#039;&#039;&#039;Assign&#039;&#039;&#039; &lt;br /&gt;
For bones, the FSX Properties are located in the &#039;&#039;&#039;bone&#039;&#039;&#039; tab of the Properties panel, where you can check which animation tag has been assigned to the bone.&lt;br /&gt;
&lt;br /&gt;
It is important to note that &#039;&#039;&#039;every&#039;&#039;&#039; vertex needs to be assigned to a vertex group/bone. You will need a static bone for the non-deforming part of your mesh.&lt;br /&gt;
&lt;br /&gt;
Constraints can be used on bones just as on regular objects.&lt;br /&gt;
&lt;br /&gt;
== FSX Attachpoint Tool ==&lt;br /&gt;
&#039;&#039;&#039;FSX Attachpoint Tool&#039;&#039;&#039; is also located in Blender&#039;s Toolshelf. It works analogously to ACES&#039; Attachpoint Tool, with the difference that it doesn&#039;t support Library objects and Empties. An attachpoint is a piece of geometry (i.e. an object) to which an effect, a visibility condition, a mouse rectangle (or clickspot), a &amp;quot;platform&amp;quot; property or a &amp;quot;nocrash&amp;quot; property can be &amp;quot;attached&amp;quot;. Combinations thereof can be applied to a single object. Refer to the SDK&#039;s document &amp;quot;Using modeling Tools: The Attach Tool&amp;quot; of the Modeling SDK for an in-depth description of the functionality of the different options.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Effects&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
To attach an effect to an object:&lt;br /&gt;
* Select the object&lt;br /&gt;
* Tick the &amp;quot;Effect&amp;quot; checkbox in the Attachpoint Tool. Options for &amp;quot;Effect&amp;quot; should automatically rollout at the bottom of the tool.&lt;br /&gt;
* In the &amp;quot;Name&amp;quot; field, enter a name for your attachpoint. Care must be taken, as &#039;&#039;&#039;attachpoint names must be unique&#039;&#039;&#039; throughout the model/scene!&lt;br /&gt;
* In the &amp;quot;Effect&amp;quot; field, enter the filename (&#039;&#039;without extension .fx&#039;&#039;) of the effect you want to attach. The available effects can be found in the main FSX folder, subfolder &amp;quot;Effects&amp;quot;.&lt;br /&gt;
* In the &amp;quot;Param&amp;quot; field, a list of parameters for the effect can be set, as described in the SDK (i.e. DAY=1;DAWN=0 etc.).&lt;br /&gt;
* When all is set, click the &#039;&#039;&#039;Attach&#039;&#039;&#039; button.&lt;br /&gt;
&#039;&#039;Note: the object needs to have a material or else effects won&#039;t work.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[Image:Blender2FSX_manual_05.jpg|frame|Attachpoint Tool]]&lt;br /&gt;
&#039;&#039;&#039;Visibility&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
To set a visibility condition on an object:&lt;br /&gt;
* Select the object&lt;br /&gt;
* Tick the &amp;quot;Visibility&amp;quot; checkbox&lt;br /&gt;
* Choose a Visibility tag from the dropdown&lt;br /&gt;
* When all is set, click &#039;&#039;&#039;Attach&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mouse Rectangle&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
To make an object clickable in the sim:&lt;br /&gt;
* Select the object&lt;br /&gt;
* Tick the &amp;quot;MouseRect&amp;quot; checkbox&lt;br /&gt;
* Select a MouseRect/Clickspot definition from the list window&lt;br /&gt;
* When all is set, click &#039;&#039;&#039;Attach&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Platform&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
To define a platform:&lt;br /&gt;
* Select the platform object&lt;br /&gt;
* Tick the &amp;quot;Platform&amp;quot; checkbox&lt;br /&gt;
* In the &amp;quot;Name&amp;quot; field, enter a &#039;&#039;&#039;unique(!)&#039;&#039;&#039; name for the attachpoint (i.e. a name that has not been used before).&lt;br /&gt;
* Choose a platform type from the dropdown&lt;br /&gt;
* When all is set, click &#039;&#039;&#039;Attach&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;Note: For some reason, you have to export at least two objects in a model containing a platform, in order for it to compile successfully.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;No Crash&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
To exclude an object from crash detection:&lt;br /&gt;
* Select the object&lt;br /&gt;
* Tick the &amp;quot;No Crash&amp;quot; checkbox&lt;br /&gt;
* When all is set, click &amp;quot;Attach&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Clear Attachpoint&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
To clear an object from its attachpoint, click the &#039;&#039;&#039;Clear&#039;&#039;&#039; button with the object selected.&lt;br /&gt;
&lt;br /&gt;
=== Example: Landing light ===&lt;br /&gt;
[[Image:Blender2FSX_manual_06.jpg|thumb|Attachpoint Tool: Adding a landing light effect]]&lt;br /&gt;
There is a minor difference when adding a landing light compared to ACES tools in gmax/3DSMax. After creating your geometry (a simple triangle/polygon object), set the transform orientation to &amp;quot;Local&amp;quot; and rotate the object so that its positive &#039;&#039;&#039;Z-axis&#039;&#039;&#039; points in the desired direction of the light beam. Now setup the attachpoint tool:&lt;br /&gt;
* Check &amp;quot;Effect&amp;quot; and &amp;quot;Visibility&amp;quot;, uncheck everything else.&lt;br /&gt;
* Enter a name for the attachpoint (&#039;&#039;&#039;attachpt_landing_4&#039;&#039;&#039; in the example in the picture)&lt;br /&gt;
* Enter the effect&#039;s filename without the .fx extension, i.e. &#039;&#039;&#039;fx_landing&#039;&#039;&#039;&lt;br /&gt;
* Under Visibility, choose &amp;quot;&#039;&#039;&#039;general_light&#039;&#039;&#039;&amp;quot;.&lt;br /&gt;
* Click &#039;&#039;&#039;Attach&#039;&#039;&#039;&lt;br /&gt;
That&#039;s it! You&#039;ve just added a landing light to your model.&lt;br /&gt;
&lt;br /&gt;
= FSX Materials =&lt;br /&gt;
[[Image:Blender2FSX_manual_07.jpg|frame|FSX Material: Texture slots]]&lt;br /&gt;
This section describes how FSX Materials are integrated into Blender. For a description of the parameters and their functionalities, refer to SDK document &amp;quot;FSX Material&amp;quot; of the Modeling SDK. All the parameters are simply replicated in the &#039;&#039;&#039;FSX Material Params&#039;&#039;&#039; rollout in the Properties panel in Blender. However, to enable the &#039;&#039;FSX Material Params&#039;&#039;, tick the checkbox at the top of the rollout. Currently unsupported features are &#039;&#039;detail texture&#039;&#039; and &#039;&#039;fresnel ramp&#039;&#039;. These will be added in a future release. It is also worth mentioning that you have to use &amp;quot;normal&amp;quot; materials, as Blender2FSX doesn&#039;t support node materials.&lt;br /&gt;
&lt;br /&gt;
== Texture maps ==&lt;br /&gt;
The main difference from Blender to gmax/Max with regard to FSX materials is the way texture maps are handled. To create a texture in Blender, select the Material under the &#039;&#039;&#039;material&#039;&#039;&#039; context of the Properties panel, then go to the &#039;&#039;&#039;texture&#039;&#039;&#039; context of the Properties panel.&lt;br /&gt;
* Select a free slot in the list at the top of the panel&lt;br /&gt;
* Click &amp;quot;New&amp;quot;. The panel will populate with options.&lt;br /&gt;
* Choose type &amp;quot;Image or Movie&amp;quot;&lt;br /&gt;
* Choose the image source file for your texture&lt;br /&gt;
* Under Mapping:Coordinates, choose &amp;quot;UV&amp;quot; (you can specify the UV layer as an option)&lt;br /&gt;
* Now in the &amp;quot;Influence&amp;quot; rollout, for a&lt;br /&gt;
** &#039;&#039;&#039;diffuse&#039;&#039;&#039; map: tick the Diffuse:Color checkbox, untick everything else. (visible texture)&lt;br /&gt;
** &#039;&#039;&#039;specular&#039;&#039;&#039; map: tick Specular:Intensity, untick everything else. (influences the reflections of the diffuse texture)&lt;br /&gt;
** &#039;&#039;&#039;emissive&#039;&#039;&#039; map: tick Shading:Emit, untick everything else. (night texture, formerly known as _LM texture)&lt;br /&gt;
** &#039;&#039;&#039;bump&#039;&#039;&#039; map: tick Geometry:Normal, untick everything else. (adds some kind of surface roughness)&lt;br /&gt;
By &amp;quot;untick everything else&amp;quot;, I mean that in order to have the correct diffuse map for example, no other texture in the same material should have Diffuse:color ticked in the Influence rollout. You are free to play with the different options, as long as you make sure that only one texture has the crucial option ticked. An exception to this rule are virtual cockpit textures (see below).&lt;br /&gt;
&lt;br /&gt;
Hint: Don´t forget to check the &amp;quot;FSX Material Params&amp;quot; in the Material, otherwise none of the above options will work. You will then only see the diffuse texture.&lt;br /&gt;
&lt;br /&gt;
[[Image:Envmap_blender.jpg|thumb|left|Environment map for Blender]]&lt;br /&gt;
&#039;&#039;&#039;Environment maps&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
For EnvMaps, the texture type is &amp;quot;Environment Map&amp;quot; instead of &amp;quot;Image or Movie&amp;quot;. Blender2FSX automatically recognises EnvMaps as long as the type is set correctly and Diffuse:Color is checked under the &amp;quot;Influence&amp;quot; rollout. The setups of EnvMaps differ from Blender to FSX. In order to see the same reflection in Blender renders as in the sim, you will have to reorganize the EnvMap (a.k.a Cube map) as shown in the picture to the left.&lt;br /&gt;
&lt;br /&gt;
== Virtual cockpit textures ==&lt;br /&gt;
&lt;br /&gt;
Virtual cockpit textures are created in the panel.cfg file. Their size is determined by the size_mm and pixel_size entries of the corresponding [VCockpitXX] section, where the arrangement of the gauges on the VC texture is also defined.&lt;br /&gt;
&lt;br /&gt;
In your virtual cockpit, you need to map polygons that will display gauges to the virtual cockpit texture. For this purpose, you need to create a &#039;&#039;&#039;dummy&#039;&#039;&#039; texture that reflects the arrangement of the gauges on the VC texture. The following is taken from the panel.cfg of the default C172 (©Microsoft):&lt;br /&gt;
&amp;lt;pre&amp;gt;[VCockpit02]&lt;br /&gt;
size_mm=512,512&lt;br /&gt;
pixel_size=512,512&lt;br /&gt;
texture=$C172s_2&lt;br /&gt;
background_color=0,0,0&lt;br /&gt;
&lt;br /&gt;
gauge00=Cessna!Heading_Indicator,                 0,  0,163,162&amp;lt;/pre&amp;gt;&lt;br /&gt;
To make a dummy texture from this VCockpit texture, we would create a &#039;&#039;&#039;512x512&#039;&#039;&#039; (see size_mm=) texture sheet and name it &#039;&#039;&#039;$C172s_2&#039;&#039;&#039; (see texture=) and save it with our favourite paint program. The $-sign at the beginning of the name is important: it tells FSX and Blender2FSX that this is a virtual cockpit texture. We would now proceed to place copies of the gauge artwork on the sheet at the positions defined in the panel.cfg. In this example, we could place the background bitmap of the Heading_Indicator gauge at the top-left corner (0,0) and make sure it&#039;s 163 by 162 pixels wide. We would then save the texture (as .png or something else) and head back to Blender.&lt;br /&gt;
&lt;br /&gt;
Back in Blender:&lt;br /&gt;
* Create a material for the gauge polygon and name it something sensible like &amp;quot;material_VC_1&amp;quot;.&lt;br /&gt;
* Under the FSX Material Params rollout, tick the &amp;quot;Is Virtual cockpit texture&amp;quot; checkbox (scroll all the way to the bottom)&lt;br /&gt;
* Add a texture for material_VC_1, type= &amp;quot;Image or Movie&amp;quot;&lt;br /&gt;
* Point the file source to the newly created $C172s_2.png dummy texture&lt;br /&gt;
* Mapping:Coordinates, choose &amp;quot;UV&amp;quot;&lt;br /&gt;
* Influence: tick Diffuse:Color &#039;&#039;&#039;and&#039;&#039;&#039; (if you don&#039;t use a separate emissive texture for night lighting) Shading:Emit&lt;br /&gt;
* Go to the UV/Image Editor and unwrap your polygon&lt;br /&gt;
* Map it to the dummy texture&lt;br /&gt;
Your gauge polygon is now ready for export.&lt;br /&gt;
&lt;br /&gt;
= Exporting to FSX =&lt;br /&gt;
&lt;br /&gt;
Calling the exporter module of Blender2FSX: Go to &#039;&#039;File&amp;gt;Export&amp;gt;DirectX for FSX(.x)&#039;&#039;. The main window will change to a file selection dialog, with a box to enter the filename at the top and export options displayed at the bottom left of the window.&lt;br /&gt;
&lt;br /&gt;
== Export options ==&lt;br /&gt;
The export options are pretty much self-explanatory. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Export selection&#039;&#039;&#039;&lt;br /&gt;
Use this option if you want to export only a part of your scene.&lt;br /&gt;
&lt;br /&gt;
In my case, I generally keep layers with the finished work separated from layers with garbage (from boolean operations and such) and helper objects. I also use a lot of Empties (to correct my animations in Blender) that I don&#039;t need and want to export. So at export time, I set my &amp;quot;finished&amp;quot; layers to be visible and then &#039;&#039;Select&amp;gt;Select All By Type&amp;gt;Mesh&#039;&#039; and choose &#039;&#039;&#039;Export selection&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Apply modifiers&#039;&#039;&#039;&lt;br /&gt;
This tells Blender2FSX to apply all modifiers (except armature modifiers) on exporting.&lt;br /&gt;
&lt;br /&gt;
This is internal to the export process, so your scene objects will retain their modifiers. Leaving this unchecked will result in having the meshes show up as if there were no modifiers on the stack.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Export animations&#039;&#039;&#039; will generate the creation of a .xanim file along with the .x file. It contains all the animations information of the scene.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skinned mesh&#039;&#039;&#039; enables the export of animated armatures.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Export MDL&#039;&#039;&#039; creates a &#039;&#039;filename.MDL&#039;&#039; file in the folder where your &#039;&#039;filename.x&#039;&#039; file is created. This .MDL file can be directly copied to an aircraft&#039;s model folder.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Log Verbose&#039;&#039;&#039; causes the exporter to run in Debug mode. Debug messages are output to the Blender system console which can be accessed via &#039;&#039;Window&amp;gt;Toggle system console&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
== Exporter errors ==&lt;br /&gt;
&lt;br /&gt;
On occasions, the exporter might quit with an error. For example when:&lt;br /&gt;
* There is no friendly name or GUID set. Obviously, you have to set a friendly name and GUID first.&lt;br /&gt;
* The exporter can&#039;t find the modeldef.xml or the XToMdl.exe. These have to be in the &#039;&#039;Modeling SDK\bin&#039;&#039; folder and &#039;&#039;Modeling SDK\3DSM7\plugins&#039;&#039; folder respectively. Don&#039;t move them away from there. It can also occur that your registry entry &amp;quot;SdkRootDir&amp;quot; points to an obsolete file (maybe after a failed/corrupted installation attempt of the SDK); in that case, clean your registry.&lt;br /&gt;
&lt;br /&gt;
In case the exporter throws an error that you can&#039;t figure out, feel free to report it in the support thread.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
FSDeveloper is a great place with lots of knowledgeable people who help each other whenever they can. I have learned so much on these forums, thank you all for that. I also want to thank the gurus over at [http://blenderartists.org/forum/forum.php blenderartists.org] who got me started on python scripting by patiently answering my noobish questions. And Chris Foster who wrote the official DirectX exporter for Blender. I want to thank the community for keeping me motivated in the accomplishment of this Toolset. May it grow and become better over time. Thank you for reading... [[User:Captx-6562|Captx-6562]]&lt;/div&gt;</summary>
		<author><name>Pyscen</name></author>
	</entry>
	<entry>
		<id>http://www.fsdeveloper.com/wiki/index.php?title=Blender2P3D/FSX&amp;diff=11373</id>
		<title>Blender2P3D/FSX</title>
		<link rel="alternate" type="text/html" href="http://www.fsdeveloper.com/wiki/index.php?title=Blender2P3D/FSX&amp;diff=11373"/>
		<updated>2022-12-03T20:31:01Z</updated>

		<summary type="html">&lt;p&gt;Pyscen: /* Setup */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{ambox&lt;br /&gt;
| type  = content&lt;br /&gt;
| imageleft = [[Image:40px-Emblem-Info.png|40px]]&lt;br /&gt;
| imageright = [[Image:Broom icon.jpg|40px]]&lt;br /&gt;
| style = width: 100%; color: black; background:#EFFFB0; font-style: italic&lt;br /&gt;
| text = The current version of the &#039;&#039;&#039;Blender2P3D/FSX&#039;&#039;&#039; addon is &#039;&#039;&#039;v1.0.2&#039;&#039;&#039;.  The &#039;&#039;&#039;Blender2P3D/FSX toolset&#039;&#039;&#039; is an addon for [http://www.blender.org/download/ Blender] which can be used for FSX (including FSX: SE) and P3D 3-D Modeling.|] }}&lt;br /&gt;
[[Category:Tools]]&lt;br /&gt;
[[Category:Blender]]&lt;br /&gt;
[[category:Modeling]]&lt;br /&gt;
[[Category:Aircraft Design]]&lt;br /&gt;
[[category:Scenery Design]]&lt;br /&gt;
[[Category:Terrain Design]]&lt;br /&gt;
[[Category:Airport Design]]&lt;br /&gt;
[[category:Texturing]]&lt;br /&gt;
[[category:SDK]]&lt;br /&gt;
[[category:Manuals]]&lt;br /&gt;
{{Infobox-Applicable-FSVersion&lt;br /&gt;
| MSFS= false&lt;br /&gt;
| FSXI = false&lt;br /&gt;
| P3D5 = true&lt;br /&gt;
| P3D4 = true&lt;br /&gt;
| P3D3 = true&lt;br /&gt;
| P3D2 = true&lt;br /&gt;
| P3D = true&lt;br /&gt;
| FSXA = true&lt;br /&gt;
| FSX = true&lt;br /&gt;
| FS2004 = unknown&lt;br /&gt;
| FS2002 = unknown&lt;br /&gt;
| XP11 = unknown&lt;br /&gt;
| XP10 = unknown&lt;br /&gt;
| XP9 = unknown&lt;br /&gt;
}}&lt;br /&gt;
This addon is a continuation of the [[Blender2FSX Toolset manual]] and it incorporates compatibility with the latest API for Blender version v3.x.x and above. The new toolset also features full support of PBR materials for Lockheed Martin&#039;s Prepar3D v4.4 and above, as well as some changes to the interface and file structure of the addon.&lt;br /&gt;
This wiki will help you install and use the new toolset.&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
= Installation =&lt;br /&gt;
== Requirements ==&lt;br /&gt;
* Windows 11 and 10 &lt;br /&gt;
&lt;br /&gt;
* Microsoft Flight Simulator X SDK &#039;&#039;&#039;&#039;&#039;including updates&#039;&#039;&#039; to SP2 or Acceleration&#039;&#039; or&lt;br /&gt;
&lt;br /&gt;
* Lockheed Martin Prepar3D SDK v1.x, v2.x, v3.x, &amp;amp; v4.x (&#039;&#039;FSX Steam Edition should use the Prepar3D SDK v1.x&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
* [http://www.blender.org/download/ Blender] (version: &#039;&#039;&#039;v3.x&#039;&#039;&#039; or above)&lt;br /&gt;
&lt;br /&gt;
Make sure that &#039;&#039;&#039;&#039;&#039;ALL&#039;&#039;&#039; SDKs&#039;&#039; that you are using are installed prior to installing/ activating this Toolset!&lt;br /&gt;
&lt;br /&gt;
== Setup ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:blender2p3dfsx_setup1.jpg&lt;br /&gt;
Image:blender2p3dfsx_setup2.jpg&lt;br /&gt;
Image:blender2p3dfsx_setup3.jpg&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
After downloading the add-on, open Blender 3.x.x and open the &#039;&#039;&#039;Preferences&#039;&#039;&#039; (Edit-&amp;gt;Preferences). Click on the &amp;quot;&#039;&#039;&#039;Add-ons&#039;&#039;&#039;&amp;quot; tab and then click on &amp;quot;&#039;&#039;&#039;Install...&#039;&#039;&#039;&amp;quot;. &lt;br /&gt;
In the file manager, navigate to where you have downloaded the Toolset file, select it and click on &amp;quot;&#039;&#039;&#039;Install Add-on&#039;&#039;&#039;&amp;quot;. This will extract the content of the zip file to your Blender script folder (by default under %APPDATA%\Blender Foundation\Blender\&amp;lt;version number&amp;gt;\scripts\addons). Next, you need to activate the addon by clicking on the &#039;&#039;check-mark&#039;&#039; next to &amp;quot;3DView: P3D/FSX Toolset&amp;quot;. That should enable the addon and the various panels and properties. Close the Preferences window.&lt;br /&gt;
&lt;br /&gt;
To ensure that the addon was correctly installed, press &amp;quot;N&amp;quot; on your keyboard while the mouse pointer is in one of the main viewports. This should open the main panels of the addon under the tab named &amp;quot;P3D/FSX&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
= Using the Tools =&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
[[Image:Blender2p3dfsx setup4.jpg|thumb|right|P3D/FSX Toolset panels]]&lt;br /&gt;
Once installed, the Blender2P3D/FSX toolset will append the list of toolkit panels in your viewport. Press &amp;quot;N&amp;quot; to open or close the list of tools. There will be a new entry named &amp;quot;P3D/FSX&amp;quot;, which gives access to the tools of this addon. The different tools are organized in different panels, which are grouped by function.&lt;br /&gt;
The addon adds object properties to the scene. These properties are for instance the references to the various SDKs you can utilize or object properties like attached animations or scenery properties. &lt;br /&gt;
Furthermore, the addon will append the material parameters by P3D or FSX specific parameters.&lt;br /&gt;
Lastly, the addon extends the exporter capabilities and allows you to export your scene to an x-file format and from there calls XToMdl.exe to generate a Prapar3D/Flight Simulator X compatible 3d model.&lt;br /&gt;
&lt;br /&gt;
== Setting up your scene ==&lt;br /&gt;
To ensure that your 3d asset export properly to Prepar3D or Flight Simulator X, you must make sure to prepare and configure the Blender scene. To get started, open the toolset panels by pressing &amp;quot;N&amp;quot; on your keyboard with the main viewport in focus. This will open a list of panels you have currently activated in your Blender configuration. Click on the tab &amp;quot;P3D/FSX&amp;quot; to bring up the panels of the Blender2P3D/FSX toolset.&lt;br /&gt;
=== Configure the SDK ===&lt;br /&gt;
Firstly, go to the &#039;&#039;P3D/FSX Toolset Settings&#039;&#039; and select which SDK you would like to utilize. If &amp;quot;Auto Detect SDK path&amp;quot; is enabled, simply click on &amp;quot;Initialize the SDK&amp;quot;. The addon will then look up the file paths of the SDK in the Windows registry. This method should work in 99% of the cases, however, if the Addon cannot find the file paths, you can also use the &#039;&#039;Manually Find ModelDef file&#039;&#039; option to set up the path.&lt;br /&gt;
Please note that it is necessary to initialize the SDK every time you restart Blender, or load a new scene. This way you ensure that all entries of the modeldef.xml are properly loaded into Blender.&lt;br /&gt;
&lt;br /&gt;
=== Configure the scene ===&lt;br /&gt;
In order for your 3d asset to export properly, you have to ensure that both a GUID and a friendly name are assigned to your scene. To do so, open the &#039;&#039;P3D/FSX File Properties&#039;&#039; panel and type the friendly name in the first edit box. You can use the button &#039;&#039;Generate GUID&#039;&#039; to automatically generate a valid GUID for your scene. Alternatively, you can generate the GUID externally and copy and paste the string into the GUID edit box.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
== Scenery properties ==&lt;br /&gt;
[[image:Blender2P3DFSX Scenery.jpg|thumb|right|Scenery tool of the Blender2P3D/FSX addon.]]&lt;br /&gt;
[feel free to enter the information here.]&lt;br /&gt;
&lt;br /&gt;
=== Quicksave information ===&lt;br /&gt;
With the latest update of the toolkit, you&#039;ll be able to quicksave the location data of your scene. To do so, go to the &#039;&#039;Load/Save scenery data&#039;&#039; section, enter a location name and click on &#039;&#039;Add Location&#039;&#039;. This will save all settings of latitude, longitude, etc. into an XML file on your hard drive. To recall any of those previously saved datasets, click on &#039;&#039;Load Location&#039;&#039;, to open a list of names of previously saved locations. Select the location you wish to load and click on &#039;&#039;LOAD&#039;&#039;. This will populate all fields of the Scenery Tools with those from the XML file.&lt;br /&gt;
&lt;br /&gt;
Note that there is currently no interface to remove entries from the list. But if you&#039;d like to edit or update your quick-save list, you can find the XML file in the following location:&lt;br /&gt;
%APPDATA%\Blender Foundation\Blender\&amp;lt;version number&amp;gt;\config\p3d_locations.xml&lt;br /&gt;
&lt;br /&gt;
The addon will try to load the XML file whenever you initialize the SDK (see [[https://www.fsdeveloper.com/wiki/index.php?title=Blender2P3D/FSX#Setting_up_your_scene Setting up your scene]]). There will be a warning message in the system console of Blender if the file wasn&#039;t found on your hard drive. You can safely ignore this warning if you don&#039;t use this feature of the toolset.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Animations ==&lt;br /&gt;
[[Image:Blender2p3dfsx animation tool.jpg|thumb|left|The Animation tool of the Blender2P3D/FSX toolset.]]&lt;br /&gt;
To register an animation for a P3D/FSX asset, open the &#039;&#039;P3D/FSX Animation Tool&#039;&#039; panel. You will be presented with a list of animations, as found in the modeldef.xml file. To assign an animation to a selected object, choose it from the list and click on &#039;&#039;Assign&#039;&#039;. You can use the search function to filter the list for certain keywords, click on the little arrow at the bottom of the list to expose the search bar.&lt;br /&gt;
[[Image:Blender2p3dfsx object properties.jpg|thumb|right|Object properties for the Blender2P3D/FSX toolset.]]&lt;br /&gt;
Once an animation has been assigned, make sure to enter an animation length in the object&#039;s properties as well. Open the objects properties panel and scroll to the &#039;&#039;P3D/FSX Properties&#039;&#039; section. Here, you&#039;ll find the properties of the attached animation as well as a list of all utilized attachpoints for that object.&lt;br /&gt;
You can also delete an animation by clicking on the &#039;&#039;Clear&#039;&#039; button.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Attachpoints ==&lt;br /&gt;
&lt;br /&gt;
Open the Attach Tool to access the various options for attachpoints. You can activate or deactivate a number of different functions by clicking on the corresponding buttons in the list. The buttons turn blue when active. Don&#039;t forget to assign the selected attachpoint and its parameters to an object by selecting the object in the scene and clicking on &#039;&#039;Attach&#039;&#039; at the bottom of the panel.&lt;br /&gt;
To see what attachpoints are active for any given object in the scene, select the object and open the object properties. Under &#039;&#039;P3D/FSX Properties&#039;&#039;, you&#039;ll find a list of all attachpoints under the animation properties for the selected object.&lt;br /&gt;
&lt;br /&gt;
=== Effects ===&lt;br /&gt;
&lt;br /&gt;
[[Image:Blender2P3DFSX attach effect.jpg|thumb|left|Attachpoint properties for effects.]]&lt;br /&gt;
To attach an effect to an object in your scene, click on the &#039;&#039;Effect&#039;&#039; button in the P3D/FSX Attach Tool panel. This will extend the panel and allow you to specify the parameters of the effect you&#039;d like to attach.&lt;br /&gt;
* &#039;&#039;&#039;Name&#039;&#039;&#039;: set an attachpoint name for the object.&lt;br /&gt;
* &#039;&#039;&#039;Effect&#039;&#039;&#039;: type the filename of the effect you would like to attach to the object.&lt;br /&gt;
* &#039;&#039;&#039;Param&#039;&#039;&#039;: define paramters for the effect. Those can be, for instance, conditions for the effect to trigger. Refer to the P3D/FSX SDK for more information on valid syntax for this field.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Visibility ===&lt;br /&gt;
&lt;br /&gt;
[[Image:Blender2P3DFSX attach visibility.jpg|thumb|left|Attachpoint properties for visibility.]]&lt;br /&gt;
Add a visibility tag to the selected object by clicking on &#039;&#039;Visibility&#039;&#039; on the P3D/FSX Attach Tool panel. This will open a list of available visibility tags, which you can attach to a selected object in the scene using the &amp;quot;Attach&amp;quot; button.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== MouseRect ===&lt;br /&gt;
&lt;br /&gt;
[[Image:attach mouserect.jpg|thumb|left|Attachpoint properties for mouserects.]]&lt;br /&gt;
To add a mouserect to the selected object in the scene, click on &#039;&#039;Mouse Rect&#039;&#039;. This will reveal a dropdown list of all available mouserects, as defined in the modeldef.xml file.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
=== Platform ===&lt;br /&gt;
[[Image:Blender2P3DFSX attach platform.jpg|thumb|left|Attachpoint properties for platforms.]]&lt;br /&gt;
You can define an object as a &amp;quot;platform&amp;quot; by activating &#039;&#039;Platform&#039;&#039; in the P3D/FSX Attach Tool panel. Make sure to select a surface property for the platform in the dropdown list.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
=== No Crash ===&lt;br /&gt;
Enable the no crash flag for the selected object in the scene by clicking on &#039;&#039;No Crash&#039;&#039; in the P3D/FSX Attach Tool panel.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
=== Empty ===&lt;br /&gt;
[[Image:Blender2P3DFSX attach empty.jpg|thumb|left|Attachpoint properties for empty attachpoints.]]&lt;br /&gt;
You can also attach an empty attachpoint to an object in the scene by clicking on &#039;&#039;Empty&#039;&#039; in the P3D/FSX Attach Tool panel. This will enable you to assign a name for the attachpoint. These empty attachpoints can be used for instance to create various equipment for aircraft carriers. Simply assign one of the keywords to the object to trigger the wanted behavior of the object. Valid names are:&lt;br /&gt;
*attachpt_catapult_start_n,&lt;br /&gt;
*attachpt_catapult_end_n,&lt;br /&gt;
*attachpt_blast_shield_n,&lt;br /&gt;
*attachpt_runway_start,&lt;br /&gt;
*attachpt_runway_end,&lt;br /&gt;
*attachpt_runway_edg,&lt;br /&gt;
*attachpt_cable_n_1,&lt;br /&gt;
*attachpt_cable_n_2.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Material parameters ==&lt;br /&gt;
{{ambox&lt;br /&gt;
| type  = content&lt;br /&gt;
| imageleft = [[Image:40px-Emblem-Info.png|40px]]&lt;br /&gt;
| imageright = [[Image:Broom icon.jpg|40px]]&lt;br /&gt;
| style = width: 100%; color: black; font-weight: bold; background:#EFFFB0; font-style: italic&lt;br /&gt;
| text  = Please note that you should re-initialize your material if you are updating a scene from an older version of the Blender2P3D/FSX toolset. To do so, select your preferred option in the dropdown for the material mode selection. &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The P3D/FSX Blender toolset will extend the material properties to include flight simulator-specific parameters. Make sure to carefully go through the list of properties to make sure that your material is ready for export.&lt;br /&gt;
The most fundamental parameter is the main material mode. You can choose between &amp;quot;PBR Material&amp;quot;, &amp;quot;Specular Material&amp;quot; and &amp;quot;Disabled&amp;quot;. Note that any material with the mode being set to &amp;quot;disabled&amp;quot; will be skipped during the export process. Also, note that the PBR material is only available for models used in Prepar3D version 4.4 or higher. Therefore, if you are preparing a model for FSX or older versions of Prepar3d, make sure to have the material mode set to the Specular workflow.&lt;br /&gt;
&lt;br /&gt;
The P3D/FSX Blender toolset is making use of Blender&#039;s node tree and as a result, it is important that your materials comply with the conventions of the addon&#039;s exporter. Whenever you change between different material modes, a script will automatically replace the current node tree with one that is compatible with the chosen material mode. This means that currently, you will have to re-assign all textures every time you change the material mode!&lt;br /&gt;
&lt;br /&gt;
When assigning a new texture to any of the slots, a script will check if the texture is of the DDS format and if so, set up the node tree with a WYSIWYG representation of the simulator&#039;s shader. To do this, the addon will perform these two steps:&lt;br /&gt;
1. vertically flipping the UV for the texture node&lt;br /&gt;
2. reversing the red-in-alpha action for the normal map, meaning you can input a P3D/FSX conform normal map and it&#039;ll show up correctly in Blender.&lt;br /&gt;
&lt;br /&gt;
The new material handling also incorporates the detail map in the node tree and synchronizes the scaling of the detail map with the settings made in the Blender2P3D/FSX material panel.&lt;br /&gt;
&lt;br /&gt;
When exporting your scene, the exporter will run an analysis on all materials to extract the texture information. This is done in two ways, by checking what texture nodes connect to the relevant input nodes and by looking for specific node names. This way, it is possible to modify the node tree in Blender while retaining the ability to export the materials properly. The texture paths are searched for in the following manner:&lt;br /&gt;
1. Check if the (new) texture slots in the material panel are populated and use those if found.&lt;br /&gt;
2. If not, check the relevant input socket of the BSDF Principled shader node&lt;br /&gt;
3. follow all the links from that node and create a list of texture image nodes&lt;br /&gt;
4. if there are more than one texture image nodes directly or indirectly connected to the input socket, check the name of both and see if it matches&lt;br /&gt;
5. if there are NO texture image nodes connected to the input socket, search through ALL the texture image nodes of the graph, and check if the name matches.&lt;br /&gt;
&lt;br /&gt;
On the creation of the node tree, the texture image nodes will be given their corresponding names. Those are:&lt;br /&gt;
&amp;quot;diffuse&amp;quot; for the diffuse/albedo texture&lt;br /&gt;
&amp;quot;specular&amp;quot; for the specular texture&lt;br /&gt;
&amp;quot;metallic&amp;quot; for the metallic/smoothness/ao texture&lt;br /&gt;
&amp;quot;emissive&amp;quot; for the emissive/lightmap texture&lt;br /&gt;
&amp;quot;normal&amp;quot; for the normal/bump map texture&lt;br /&gt;
&amp;quot;clear-coat&amp;quot; for the amount/smoothness/normal x-component/normal y-component&lt;br /&gt;
&lt;br /&gt;
I suggest not deleting any of those texture nodes, in case you&#039;ll need them at a later stage. If you don&#039;t want a certain texture map to show up on your model, just disconnect the corresponding link.&lt;br /&gt;
&lt;br /&gt;
By default, the emissive image texture is not connected to anything. If you want to see the effects of your lightmap on the model in Blender, simply link the texture node with the input socket labeled &amp;quot;Emission&amp;quot;/&amp;quot;Emissive Color&amp;quot;. Note that the emissive map doesn&#039;t have to be linked with the base shader node in order for the lightmap texture to be found by the exporter!&lt;br /&gt;
&lt;br /&gt;
=== PBR Material mode ===&lt;br /&gt;
[[Image:Pbr shader.jpg|thumb|right|The node tree for PBR material.]]&lt;br /&gt;
When you switch to the PBR Material mode, the node tree will be populated with a &amp;quot;BSDF Principled&amp;quot; node and a number of nodes that are linked up with the principled&#039;s input sockets. You can revise the material at any point by removing nodes or links. You can also add logic blocks between existing links and observe the effects in the viewport. Keep in mind, however, that those types of changes will have no effect on the model when you export it to Prepar3D.&lt;br /&gt;
&lt;br /&gt;
==== Albedo/Diffuse Map ====&lt;br /&gt;
The Albedo/Diffuse map uses the &amp;quot;Base Color&amp;quot; input socket of the BSDF Principled node. By default, the Alpha channel of the texture node is linked with the Alpha input socket of the BSDF node. For all opaque materials, this should have no effect, but for transparent materials, it is important that the link remains.&lt;br /&gt;
&lt;br /&gt;
It is possible to modify the node tree to display the Ambient Occlusion channel of the metallic texture. To do that, add a &amp;quot;MixRGB&amp;quot; node to the node tree and switch the blend mode to &amp;quot;multiply&amp;quot;. Next, connect the Color channel from the albedo texture node to input Color1 of the mixRGB node, and connect the green channel (&amp;quot;G&amp;quot;) from the &amp;quot;separate RGB&amp;quot; node of the metallic node to the Color2 input of the mixRGB node. Lastly, connect the output of the mixRGB node to the Base Color input of the BSDF Principled Shader node.&lt;br /&gt;
&lt;br /&gt;
Make sure to disable Ambient occlusion in the scene render settings to not over-saturate the shading.&lt;br /&gt;
&lt;br /&gt;
==== Metallic Map ====&lt;br /&gt;
The metallic texture consists of three channels. The red channel represents the &amp;quot;metallicness&amp;quot; of the material, the alpha channel the &amp;quot;smoothness&amp;quot; and the green channel can contain an ambient occlusion map. Since Blender is using &amp;quot;roughness&amp;quot; rather than &amp;quot;smoothness&amp;quot;, it is necessary to invert the alpha channel of the metallic texture before plugging it into the BSDF Principled node. This is already done for you within Blender&#039;s shading editor (sometimes called the node editor) when you set up the material for PBR.&lt;br /&gt;
&lt;br /&gt;
Please note that the color space of the metallic node should be changed to &amp;quot;non-color&amp;quot;, once you assigned a texture to the node.&lt;br /&gt;
&lt;br /&gt;
By default, the AO map is omitted, see above if you want to display it in your scene.&lt;br /&gt;
&lt;br /&gt;
Note that for Prepar3Dv5, you can provide a reflection map in the blue channel of the metallic map, however, this channel won&#039;t be displayed in Blender. If you use the reflective channel, make sure to tick the &amp;quot;Metallic map has reflection&amp;quot; in the Metallic properties of the material.&lt;br /&gt;
&lt;br /&gt;
==== Clear Coat Map ====&lt;br /&gt;
The Clear Coat map is comprised of 2 or 3 textures that are packed in the channels within a single RGB or RGBA texture. The 2 required textures in a Clear coat map are the &amp;quot;Amount&amp;quot; and &amp;quot;Smoothness&amp;quot;. The 3rd, optionally, is the Clear Coat Normal map.  The Clear Coat map should not be used with any material that is metallic material. The Clear Coat map should be used on materials that are to appear as if they have been waxed or lacquered (such as automobiles, fine leather, and also, Banners).&lt;br /&gt;
&lt;br /&gt;
The Red Channel of the clear coat is the &amp;quot;Amount&amp;quot; of the clear coat (0.00 to 1.0). Pure black (matte) is represented as 0.00, pure white is 1.0 (maximum amount). In other words, this is the amount of wax or lacquer on the material.&lt;br /&gt;
&lt;br /&gt;
The Green Channel is the &amp;quot;Smoothness&amp;quot; of the Clear Coat. This is also represented as 0.00 to 1.0. Pure black is 0.00 and pure white is 1.0 (maximum smoothness) and gives you the maximum reflection.&lt;br /&gt;
&lt;br /&gt;
The numerical values for the &amp;quot;Amount&amp;quot; and &amp;quot;Smoothness&amp;quot; are for &amp;quot;baking&amp;quot; and procedural texture purposes.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; Within the Shading Editor in Blender (sometimes called the Node Editor), the &amp;quot;Smoothness&amp;quot; map (in the green channel) is being &amp;quot;inverted&amp;quot;. This is because Blender is looking for a &amp;quot;Roughness&amp;quot; map and P3D requires a &amp;quot;Smoothness&amp;quot; map. Using the &amp;quot;Smoothness&amp;quot; texture that is contained in the &amp;quot;Metallic&amp;quot; map will most likely not give you the &amp;quot;look&amp;quot; you were hoping for.&lt;br /&gt;
&lt;br /&gt;
The Clear Coat Normal map (placed in the Blue and Alpha Channels) consists of the x- and y-components of a standard normal map. The x-component (within a standard normal map, it&#039;s in the red Channel) is placed in the Blue channel.  The y-component (within a standard normal map, it&#039;s in the green channel) is placed in the Alpha Channel.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; Just like the Normal map used in P3D, the Clear Coat normal map is in the DirectX format, not OpenGL format  Be aware when &amp;quot;baking&amp;quot; within Blender, the OpenGL Format is used when creating normal maps.  &lt;br /&gt;
&lt;br /&gt;
=== Specular Material mode ===&lt;br /&gt;
[[Image:Specular shader.jpg|thumb|right|The node tree for specular material.]]&lt;br /&gt;
If you select &amp;quot;Specular Material&amp;quot; as the P3D/FSX material mode, the current node tree is removed and replaced. The main shader node will now be an &amp;quot;Eevee Specular&amp;quot; node. The node tree will be populated in a way that most closely represents the shader mechanics of FSX/P3D and all you need to do is add your texture files to the various texture image nodes. As with the PBR node tree, you can modify the Specular node tree in any way you wish - as long as the original Texture image nodes and the Eevee Specular node remain, the exporter will be able to pick up the correct texture paths.&lt;br /&gt;
&lt;br /&gt;
Please note that since it is a node specifically designed for the Eevee render engine, material created in this way won&#039;t render properly if you switch the viewport render mode to &amp;quot;Cycles&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
=== Normal maps for PBR and Specular material ===&lt;br /&gt;
Prepar3D and FSX use a non-standard approach to rendering normal maps and we took the approach on board when developing the node tree for the P3D/FSX material. If you&#039;re using non-DDS files (.PSD, .tga, .png, etc), the shader is set up in an industry-standard way, with the color node of the normal texture node being plugged indirectly into the normal map node of the graph. However, if you&#039;re using DDS files, the addon will change the node tree in a way that reflects the sim as closely as possible by reversing the mandatory red-in-alpha.&lt;br /&gt;
&lt;br /&gt;
Please note that the color space of the normal map will now automatically be changed to &amp;quot;non-color&amp;quot;, once you assigned a texture to the normal map slot.&lt;br /&gt;
&lt;br /&gt;
The legacy NVidia Photoshop plug-in, GIMP plug-in, and the SDK&#039;s Imagetool (FSX and P3D) all use the DirectX format for Normal maps. The latest NVidia plug-in, along with the standalone application, uses the OpenGL Format when creating Normal maps.  Most Normal maps &amp;quot;ready-made&amp;quot; can be changed to the DirectX format by inverting or flipping the &#039;y&#039;-component of the Normal map, however, go with what &amp;quot;looks&amp;quot; correct to you.&lt;br /&gt;
&lt;br /&gt;
=== Environment/Reflection map ===&lt;br /&gt;
Oppose to P3D, Blender is using a global reflection map in conjunction with reflective materials. Depending on your requirements, it might be necessary for you to utilize different reflection maps for different materials. To accommodate this, you can link any reflection map to any material, using the Parameter &amp;quot;Reflection map&amp;quot; under the P3D/FSX material properties. However, any change to the file or file path will not change anything about how reflections are presented in Blender.&lt;br /&gt;
If you would like to get an idea of how your reflection map works with your other material settings, you can manually change Blender&#039;s global reflection map. To do so, open the &amp;quot;World Properties&amp;quot; and under &amp;quot;Surface-&amp;gt;Color&amp;quot;, select &amp;quot;Environment Texture&amp;quot; as a new source for the world reflection map and navigate to your texture. Don&#039;t forget to change the render mode to &amp;quot;Viewport Shading&amp;quot;. Please note that changes to the world properties won&#039;t be taken into account when exporting your model to &amp;quot;.X&amp;quot; or &amp;quot;.MDL&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
=== Transparency ===&lt;br /&gt;
If you&#039;re working with PBR material, switching your material to transparent is simple. In the P3D/FSX material settings change the &amp;quot;Render mode&amp;quot; to &amp;quot;Masked&amp;quot;. The transparency value is taken from the Alpha channel of the Albedo texture node and will be visualized in the viewport. Note that switching from &amp;quot;Opaque&amp;quot; to &amp;quot;Masked&amp;quot; will also enable Backface culling by default, this is simply done for your convenience, but you can switch it off at any time with no effect on the P3D/FSX model itself.&lt;br /&gt;
&lt;br /&gt;
Transparency for Specular material is currently not automated in this way, so any changes to the &amp;quot;Framebuffer Blend&amp;quot; properties of the material will have no effect on how the model is displayed in Blender. These values are, however, taken into consideration when you export your model and should work as expected.&lt;br /&gt;
&lt;br /&gt;
= Exporting to .X/.MDL =&lt;br /&gt;
[[Image:Blender2P3DFSX Export1.jpg|thumb|Export options of the Blender2P3D/FSX toolset.]]&lt;br /&gt;
An essential element of the Blender2P3D/FSX toolset is the ability to export a Blender scene directly into the .mdl format. You can access the exporter by clicking on File-&amp;gt;Export-&amp;gt;DirectX for P3D/FSX (.X/.MDL). This will open the export dialog. On the right side of the window, you can choose various options for the export. Don&#039;t forget to enter a valid filename on the bottom of the screen before pressing &amp;quot;Export P3D/FSX .X file&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Note: I recommend opening the Blender console before starting the export process. At the moment the exporter won&#039;t give you any visual feedback on whether it&#039;s running or not, so checking on the console helps to make sure that everything is working smoothly. The console can be accessed through Window-&amp;gt;Toggle System Console.&lt;br /&gt;
&lt;br /&gt;
== Exporter options ==&lt;br /&gt;
&#039;&#039;&#039;Export only current selection&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
If this option is active, only the elements of your scene that are currently selected will be exported. This can be useful if you want to quickly check certain parts of the scene, without exporting everything at once.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Apply all modifiers&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
If this option is selected, every object in the scene will have its modifiers applied before being encoded into the .X file. It is important to have this option enabled, otherwise your model might not be displayed correctly in the sim.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Export animations and LOD&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
To make sure that the animations and LODs are being exported, this option should be enabled.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Skinned mesh&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
If there are any skinned meshes in you scene, make sure to enable this option. Otherwise, the skinned mesh animations are being omitted.&amp;lt;br/&amp;gt; &lt;br /&gt;
&#039;&#039;&#039;Export MDL&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
If this option is selected, the exporter will automatically call the XToMdl.exe converter once the .x file is written. Enable this option to export directly into the Prapar3D/FSX compatible 3d model format.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Create XML Scenery placement for this MDL&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
If this option is selected, the exporter will create an XML file that has all the scenery export information such as &#039;&#039;coordinates (latitude, longitude, altitude, pitch, bank, heading)&#039;&#039; and the &#039;&#039;scenery complexity&#039;&#039; of the scenery objects/model to be exported (by default &#039;&#039;Scenery Complexity = Normal&#039;&#039;). Then, it will convert the created &amp;quot;.MDL&amp;quot; format file into &amp;quot;.BGL&amp;quot; format file which then can be used directly in the simulator.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Create Sample XML Scenery Placement&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
If this option is selected, the exporter will create a SAMPLE XML file to show the developer how the scenery xml file should be written. &#039;&#039;Remember to only select this option if you wish to create the &amp;quot;.BGL&amp;quot; file manually/by your own&#039;&#039;.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Log File&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
If this option is checked, a log file will be generated in the same folder you export your scene to. The log file is a simple text file with the friendly name of the model [ex. Hangar_(date)_(time)_log.txt]. It can contain valuable information on the export progress if something goes wrong.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Use BMP&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
If selected, all texture filenames will be changed to &amp;lt;filename&amp;gt;.bmp.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Export process ==&lt;br /&gt;
The exporter will generate an .X file and - if selected - a .xanim file, which will hold the geometric information of your model, as well as the specs of your materials. Some of the properties of the model will be taken directly from the Blender scene, whereas some properties come from the custom properties that the Blender2P3D/FSX addon adds to objects and materials.&lt;br /&gt;
&lt;br /&gt;
The following list describes the operation of the exporter step-by-step.&lt;br /&gt;
# &#039;&#039;&#039;Collecting object Information&#039;&#039;&#039;&amp;lt;!--&lt;br /&gt;
 --&amp;gt;&amp;lt;p&amp;gt;The exporter will first go through the hierarchy of the scene and generate a list of exportable objects. Those objects are meshes, bones, and empty object(s) if they have anything attached to it. The exporter will also check if the SDK was initialized, a modeldef.xml was found, and if the scene contains a valid GUID and friendly name. If &amp;quot;&#039;&#039;Export Animations&#039;&#039;&amp;quot; was enabled in the export dialog, a list will be generated that contains information on every part that has an animation tag assigned to it.&amp;lt;/p&amp;gt;&lt;br /&gt;
# &#039;&#039;&#039;Writing the header&#039;&#039;&#039;&amp;lt;!--&lt;br /&gt;
 --&amp;gt;&amp;lt;p&amp;gt;The header of the .x file contains templates for mesh and material information. Since P3D and FSX models differ slightly, the templates are being written depending on the selected SDK.&amp;lt;/p&amp;gt;&lt;br /&gt;
# &#039;&#039;&#039;Outline of the scene&#039;s hierarchy&#039;&#039;&#039;&amp;lt;!--&lt;br /&gt;
 --&amp;gt;&amp;lt;p&amp;gt;The exporter will write a quick outline of the scene&#039;s objects into the .X file. This outline has no function but is informative to anyone who needs to debug any errors during the export.&amp;lt;/p&amp;gt;&lt;br /&gt;
# &#039;&#039;&#039;Writing scene information&#039;&#039;&#039;&amp;lt;!--&lt;br /&gt;
 --&amp;gt;&amp;lt;p&amp;gt;Next, the exporter will go through the list of eligible objects and encode the geometric information. This includes the position of the vertices, a list of polygons, mesh normals for each vertex, and UV coordinates.&amp;lt;/p&amp;gt;&lt;br /&gt;
## &#039;&#039;&#039;Analyzing mesh materials&#039;&#039;&#039;&amp;lt;!--&lt;br /&gt;
 --&amp;gt;&amp;lt;p&amp;gt;For each material, the exporter will analyze the node tree to find the relevant image texture nodes. If an image texture node cannot be found, or if the filename is empty, the corresponding texture type will be skipped by the exporter.&amp;lt;/p&amp;gt;&lt;br /&gt;
## &#039;&#039;&#039;Writing mesh material&#039;&#039;&#039;&amp;lt;!--&lt;br /&gt;
 --&amp;gt;&amp;lt;p&amp;gt;Once all data is collected, the material properties are being encoded in the .x file.&amp;lt;/p&amp;gt;&lt;br /&gt;
#&#039;&#039;&#039;Writing Animations&#039;&#039;&#039;&amp;lt;!--&lt;br /&gt;
 --&amp;gt;&amp;lt;p&amp;gt;If &amp;quot;&#039;&#039;Export animations and LODs&#039;&#039;&amp;quot; has been selected in the exporter window, a .xanim file is generated, which contains the animation data for all animated objects.&amp;lt;/p&amp;gt;&lt;br /&gt;
#&#039;&#039;&#039;Converting to MDL&#039;&#039;&#039;&amp;lt;!--&lt;br /&gt;
 --&amp;gt;&amp;lt;p&amp;gt;If &amp;quot;&#039;&#039;Export MDL&#039;&#039;&amp;quot; has been selected in the exporter window, the exporter will execute the XToMdl.exe of the selected SDK. The Blender system console will show the progress during this step of the export, however, note that the output is currently not logged in the log file that is generated by the exporter. If there is an issue with the .X file, or if the XToMdl.exe couldn&#039;t be found, an error will be shown in the Blender window.&amp;lt;/p&amp;gt;&lt;br /&gt;
#&#039;&#039;&#039;Export BGL&#039;&#039;&#039;&amp;lt;!--&lt;br /&gt;
 --&amp;gt;&amp;lt;p&amp;gt;BGL is a scenery file format that is being used in Flight Simulator. If &amp;quot;&#039;&#039;Create XML Scenery placement for this MDL&#039;&#039;&amp;quot; has been selected in the exporter window, the created .MDL format file will run through an application called bglcomp [which is an in-build application that comes with the Software Development (Kit)] to create the Flight Simulator use .BGL format file. This BGL format file can be used directly in the simulator later.&amp;lt;/p&amp;gt; &lt;br /&gt;
&lt;br /&gt;
If the export was successful, you&#039;ll find the .X and the .MDL file in the selected folder, ready to be imported into P3D/FSX.&lt;br /&gt;
&lt;br /&gt;
Please note that the exporter currently does not optimize your model! If you want to improve on the performance of your 3d asset, it is recommended to join all parts that share a material but don&#039;t have an animation or attachpoint assigned to it. Also note that the export process takes a long time to complete, please have the system console open to check up on the progress of the export.&lt;br /&gt;
&lt;br /&gt;
= Credits and license =&lt;br /&gt;
The addon in its current version is the hard work of many members of the fsdeveloper.com forum. The original FSX2Blender addon was developed by:&lt;br /&gt;
[https://www.fsdeveloper.com/forum/members/capt_x.6562/ Felix Owono-Ateba], [https://www.fsdeveloper.com/forum/members/ronh.1886/ Ron Haertel], [https://www.fsdeveloper.com/forum/members/krispy1001.11839/ Kris Pyatt] (2017) and [https://www.fsdeveloper.com/forum/members/manochvarma-raman.16466/ Manochvarma Raman] (2018)&lt;br /&gt;
This current incarnation of the addon uses most of the original algorithms, but with an updated UI and compatibility for Blender v2.8.x. Parts of the original exporter script have been rewritten to accommodate Blender&#039;s new material workflow and to add PBR support to the addon (P3D v4.4+ only). This work was done 2019/2020 by [https://www.fsdeveloper.com/forum/members/vitus.2026/ Otmar Nitsche]. Further additions to the material workflow were added by [https://www.fsdeveloper.com/forum/members/dave-hoeffgen.14361/ David Hoeffgen] in 2020.  The UI has been updated for Blender v3.x.x along with the adding of the Clear Coat map components (for P3D v5) by [https://www.fsdeveloper.com/forum/members/dave_w.16881/ Dave_W] &amp;amp; [https://www.fsdeveloper.com/forum/members/pyscen.1491/ Doug A] in November 2022.&lt;br /&gt;
&lt;br /&gt;
Special thanks go to [https://www.fsdeveloper.com/forum/members/arno.1/ Arno Gerretsen] and [https://www.fsdeveloper.com/forum/members/spotlope.39/ Bill Womack] for their input during the development and testing of the addon.&lt;br /&gt;
&lt;br /&gt;
The software is licensed under [http://www.gnu.org/licenses/gpl-3.0.html GNU General Public License (GNU-GPL-3)]. Feel free to use it as you see fit, both for freeware and commercial projects. If you have suggestions for changes, use the forum. If you would like to get involved in the development of the addon, contact any of the authors mentioned above to coordinate the effort.&lt;/div&gt;</summary>
		<author><name>Pyscen</name></author>
	</entry>
	<entry>
		<id>http://www.fsdeveloper.com/wiki/index.php?title=Blender2FSX_Toolset_manual&amp;diff=11372</id>
		<title>Blender2FSX Toolset manual</title>
		<link rel="alternate" type="text/html" href="http://www.fsdeveloper.com/wiki/index.php?title=Blender2FSX_Toolset_manual&amp;diff=11372"/>
		<updated>2022-12-03T20:30:40Z</updated>

		<summary type="html">&lt;p&gt;Pyscen: /* Activating the Toolset */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Tools]]&lt;br /&gt;
[[Category:Blender]]&lt;br /&gt;
[[category:Modeling]]&lt;br /&gt;
[[Category:Aircraft Design]]&lt;br /&gt;
[[category:Scenery Design]]&lt;br /&gt;
[[Category:Terrain Design]]&lt;br /&gt;
[[category:Texturing]]&lt;br /&gt;
[[category:SDK]]&lt;br /&gt;
[[category:Manuals]]&lt;br /&gt;
{{Infobox-Applicable-FSVersion&lt;br /&gt;
| MSFS = false&lt;br /&gt;
| FSXI = false&lt;br /&gt;
| P3D5 = true&lt;br /&gt;
| P3D4 = true&lt;br /&gt;
| P3D3 = true&lt;br /&gt;
| P3D2 = true&lt;br /&gt;
| P3D = true&lt;br /&gt;
| FSW = unknown&lt;br /&gt;
| FSXSE = true&lt;br /&gt;
| FSXA = true&lt;br /&gt;
| FSX = true&lt;br /&gt;
| FS2004 = true&lt;br /&gt;
| FS2002 = false&lt;br /&gt;
| XP11 = unknown&lt;br /&gt;
| XP10 = unknown&lt;br /&gt;
| XP9 = unknown&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;&#039;Blender2FSX/P3D Toolset&#039;&#039;&#039; is an addon for the 3D-modelling application [http://www.blender.org/download/ Blender]. This Wiki page is intended to introduce the reader to the use of Blender2FSX/P3D to export models created in Blender for use in Microsoft Flight Simulator X (FSX &amp;amp; FSX: SE) and Lockheed Martin Prepar3D (P3D) and shows some things to consider when modeling for FSX/P3D in Blender. It is NOT a generic tutorial on how to build models in Blender.   &lt;br /&gt;
&lt;br /&gt;
== Requirements ==&lt;br /&gt;
&lt;br /&gt;
* Windows 10 &amp;amp; 11 &lt;br /&gt;
&lt;br /&gt;
* Microsoft Flight Simulator X SDK &#039;&#039;&#039;&#039;&#039;including updates&#039;&#039;&#039; to SP2 or Acceleration&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Lockheed Martin Prepar3D SDK v1.x, v2.x, v3.x, v4.x &amp;amp; v5.x (FSX Steam Edition should use the Prepar3D SDK v1.x) &lt;br /&gt;
&lt;br /&gt;
* [http://www.blender.org/download/ Blender]&lt;br /&gt;
&lt;br /&gt;
== Installing Blender2FSX/P3D Toolset ==&lt;br /&gt;
&lt;br /&gt;
===Installing===&lt;br /&gt;
&lt;br /&gt;
* Download the latest Blender2FSX/P3D Toolset that is in the [https://www.fsdeveloper.com/forum/resources/blender2p3dfsx-for-blender-3-x.283/ &#039;&#039;Resource Section&#039;&#039;].&lt;br /&gt;
* Start Blender&lt;br /&gt;
* Go to &amp;quot;&#039;&#039;&#039;Preferences&#039;&#039;&#039;&amp;quot; (Edit-&amp;gt;Preferences). Click on the &amp;quot;&#039;&#039;&#039;Add-ons&#039;&#039;&#039;&amp;quot; tab and then click on &amp;quot;&#039;&#039;&#039;Install...&#039;&#039;&#039;&amp;quot;.  &lt;br /&gt;
* In the file manager, navigate to where you have downloaded the Toolset file, select it and click on &amp;quot;&#039;&#039;&#039;Install Add-on&#039;&#039;&#039;&amp;quot;. This will extract the content of the zip file to your Blender script folder (by default under %APPDATA%\Blender Foundation\Blender\&amp;lt;version number&amp;gt;\scripts\addons)&lt;br /&gt;
&lt;br /&gt;
===Activating the Toolset===&lt;br /&gt;
&lt;br /&gt;
To activate the Toolset in Blender,&lt;br /&gt;
* To activate the addon: clicking on the &#039;&#039;check-mark&#039;&#039; next to &amp;quot;&#039;&#039;&#039;3DView: P3D/FSX Toolset&#039;&#039;&#039;&amp;quot;. That should enable the addon and the various panels and properties. Close the Preferences window.&lt;br /&gt;
&lt;br /&gt;
To ensure that the addon was correctly installed, press &amp;quot;N&amp;quot; on your keyboard while the mouse pointer is in one of the main viewport. This should open the main panels of the addon under the tab named &amp;quot;P3D/FSX&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
* FSX/P3D File Properties&lt;br /&gt;
* FSX/P3D Animation Tool&lt;br /&gt;
* FSX/P3D Attachpoint Tool&lt;br /&gt;
* FSX Verify Tool&lt;br /&gt;
&lt;br /&gt;
You can deactivate Blender2FSX/P3D at any time by unticking the checkbox within the &#039;&#039;&#039;Preferences&#039;&#039;&#039; window.&lt;br /&gt;
&lt;br /&gt;
= The Tools =&lt;br /&gt;
This section describes the functionality of the tools included with Blender2FSX/P3D.&lt;br /&gt;
&lt;br /&gt;
Note: It is recommended that you &#039;&#039;&#039;read the FSX SDK documentation&#039;&#039;&#039;, section &amp;quot;&#039;&#039;&#039;Modeling SDK&#039;&#039;&#039;&amp;quot;, as Blender2FSX/P3D closely emulates the functionality of the ACES Toolsets for gmax/3DSMax provided with and described in the SDK. There is a lot to be found there that is beyond the scope of this Wiki page.&lt;br /&gt;
&lt;br /&gt;
== Getting started: FSX File Properties ==&lt;br /&gt;
[[Image:Blender2FSX_manual_02.jpg|thumb|File Properties Tool]]&lt;br /&gt;
&#039;&#039;&#039;FSX File Properties&#039;&#039;&#039; is a tool located in Blender&#039;s Toolshelf in the 3DView, which can be accessed by pressing &#039;&#039;&#039;N&#039;&#039;&#039; on the keyboard. You might want to scroll down a bit to see it. It serves two purposes:&lt;br /&gt;
&lt;br /&gt;
* First thing to do &#039;&#039;&#039;when starting a new Blender session&#039;&#039;&#039; is to &#039;&#039;&#039;click the &amp;quot;Initialize Toolset&amp;quot;&#039;&#039;&#039; Button. This tells Blender where the SDK is installed and populates the other tools with fresh data from the modeldef.xml file. Whenever changing an entry in the modeldef.xml, make sure to reinitialize the toolset to reflect the changes in Blender.&lt;br /&gt;
* Each model for FSX &amp;amp; P3D needs a GUID (Globally Unique IDentifier) and a friendly name. So, before exporting your model, you should give it a &amp;quot;friendly name&amp;quot; which should only contain ASCII characters. This name is entered in the field &amp;quot;Friendly Name&amp;quot;. You should also assign a GUID either by entering it directly in the GUID field (i.e. if generated externally) or by clicking &#039;&#039;&#039;Generate GUID&#039;&#039;&#039;. Saving your file once done will write the GUID and friendly to the .blend file.&lt;br /&gt;
&lt;br /&gt;
You can now start building your model.&lt;br /&gt;
&lt;br /&gt;
== General guidelines ==&lt;br /&gt;
Blender2FSX is not foolproof, so here are some general guidelines of what to do and what to avoid in order to yield the expected results with this tool set. However, when you know what each of these guidelines mean, transgressing some of them gives you more creative freedom.&lt;br /&gt;
* &#039;&#039;&#039;Always have a scale of (1,1,1)&#039;&#039;&#039;. Any object that doesn&#039;t have a scale of (1,1,1) may show unwanted behavior in the sim, especially when animated. To reset the scale of an object, hit Ctrl+A &amp;gt; Scale.&lt;br /&gt;
* &#039;&#039;&#039;Always apply a material to your objects.&#039;&#039;&#039; An object with no material is invisible in the sim and in combination with attachpoints may produce failure of the compiler (XToMdl.exe).&lt;br /&gt;
* &#039;&#039;&#039;Always have a generic object&#039;&#039;&#039; (non animated and with no attachpoints) in each LOD. Some functions require this object to be there in order to process other objects.&lt;br /&gt;
* &#039;&#039;&#039;Avoid non-ASCII characters wherever possible&#039;&#039;&#039; in all your names (objects, materials, attachpoints, etc.). While there is some &amp;quot;safename&amp;quot; functionality for most of the export process, errors might occur if naming a material &amp;quot;Matérial&amp;quot; or an effect &amp;quot;mañana&amp;quot;... The same applies to file and folder names in your project path. Using special characters in folder names may result in XToMdl not functioning properly, i.e. a corrupt .MDL file on export.&lt;br /&gt;
&lt;br /&gt;
== LODs ==&lt;br /&gt;
Organizing your model/scene becomes necessary as it grows larger and includes different LODs (levels of detail). I will suggest one way of doing it. First:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;How to export an LOD?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
To export an LOD (let&#039;s take LOD_400 as an example), create/add an Empty at the origin (0,0,0) of your scene, rename that empty &amp;quot;&#039;&#039;friendly_name&#039;&#039;_LOD_400&amp;quot;, replacing &#039;&#039;friendly_name&#039;&#039; with your model&#039;s friendly name, and make it a parent to all root level objects that should go into LOD_400. Repeat for LOD_100, LOD_50 etc.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Using layers&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
To keep your scene tidy, you can make use of Blender&#039;s layers to isolate LODs from each other. You could for example create all objects of LOD_400 in layer 1, LOD_100 in layer 2 etc. All you have to do is add an empty at (0,0,0) in each layer, and in the end add an Empty named &#039;&#039;friendly_name&#039;&#039;, make that a parent to all LOD_XXX empties, to obtain a hierarchy with Empty &#039;&#039;friendly_name&#039;&#039; as the root of your scene. You can use the outliner to get a good overview of your scene hierarchy and edit it from there.&lt;br /&gt;
&lt;br /&gt;
== FSX Animation Tool ==&lt;br /&gt;
[[Image:Blender2FSX_manual_03.jpg|thumb|left|Animation Tool]]&lt;br /&gt;
&#039;&#039;&#039;FSX Animation Tool&#039;&#039;&#039; is also located in Blender&#039;s Toolshelf. Similarly to ACES&#039; animation manager in gmax/3DSMax, it is used to &amp;quot;tag&amp;quot; animated objects in the scene, so that the animation can then be processed by the XToMdl tool. Open the tool by clicking on the black triangle/arrow to the left. If the toolset was previously initialized (see &amp;quot;Getting started&amp;quot; above), the list window should be populated with animation entries (i.e Ambient, Ambient2, etc.). To tag an object, do the following:&lt;br /&gt;
* Keyframe-animate your object. For &amp;quot;Ambient&amp;quot; type animations, the range is defined by you; for aircraft parts, the range is defined in the SDK (example: the rudder would have a range of 0-100 frames, with keyframes at least at 0, 50 and 100).&lt;br /&gt;
* In the list window, scroll down to the animation entry corresponding to the animated part, select it (marked blue) and,&lt;br /&gt;
* With your object selected, click &#039;&#039;&#039;Assign&#039;&#039;&#039;. The object is now tagged with the animation entry. An object can only be tagged with one animation entry!&lt;br /&gt;
[[Image:Blender2FSX_manual_04.jpg|thumb|right|FSX Properties]]&lt;br /&gt;
You can check which tag has been assigned to the object by going to the &amp;quot;Properties&amp;quot; Panel, object context, FSX Properties rollout: it shows an &amp;quot;Animation Tag&amp;quot; field, a &amp;quot;Length&amp;quot; field which displays the animation range as defined in the modeldef.xml (or 0 in case of &amp;quot;Ambient&amp;quot; type animations; use this to cross-check with your object&#039;s animation range) and a &#039;&#039;&#039;Clear&#039;&#039;&#039; button used to untag the object&#039;s animation. You can untag all objects in the scene at once by clicking the &#039;&#039;&#039;Clear All&#039;&#039;&#039; button in the FSX Animation Tool. &#039;&#039;Be careful, this can not be undone!&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Hint: Instead of scrolling down the list to find an animation entry, you can use the &amp;quot;search&amp;quot; feature of the list window. Acces it by clicking the small &amp;quot;+&amp;quot; at the bottom left of the list window. Enter a search string/phrase in the search box and hit &amp;quot;Enter&amp;quot;.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Skinned meshes ===&lt;br /&gt;
&lt;br /&gt;
For skinned animations to work, use an armature modifier with &#039;&#039;&#039;Vertex groups&#039;&#039;&#039;, envelopes won&#039;t work. You can use weight painting to define the influence of bones on the vertices.&lt;br /&gt;
&lt;br /&gt;
To assign a tag to a bone/armature:&lt;br /&gt;
* Go into Pose mode&lt;br /&gt;
* Select the bone you want to tag&lt;br /&gt;
* In the FSX Animation Tool, select the animation entry you want to use&lt;br /&gt;
* Click &#039;&#039;&#039;Assign&#039;&#039;&#039; &lt;br /&gt;
For bones, the FSX Properties are located in the &#039;&#039;&#039;bone&#039;&#039;&#039; tab of the Properties panel, where you can check which animation tag has been assigned to the bone.&lt;br /&gt;
&lt;br /&gt;
It is important to note that &#039;&#039;&#039;every&#039;&#039;&#039; vertex needs to be assigned to a vertex group/bone. You will need a static bone for the non-deforming part of your mesh.&lt;br /&gt;
&lt;br /&gt;
Constraints can be used on bones just as on regular objects.&lt;br /&gt;
&lt;br /&gt;
== FSX Attachpoint Tool ==&lt;br /&gt;
&#039;&#039;&#039;FSX Attachpoint Tool&#039;&#039;&#039; is also located in Blender&#039;s Toolshelf. It works analogously to ACES&#039; Attachpoint Tool, with the difference that it doesn&#039;t support Library objects and Empties. An attachpoint is a piece of geometry (i.e. an object) to which an effect, a visibility condition, a mouse rectangle (or clickspot), a &amp;quot;platform&amp;quot; property or a &amp;quot;nocrash&amp;quot; property can be &amp;quot;attached&amp;quot;. Combinations thereof can be applied to a single object. Refer to the SDK&#039;s document &amp;quot;Using modeling Tools: The Attach Tool&amp;quot; of the Modeling SDK for an in-depth description of the functionality of the different options.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Effects&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
To attach an effect to an object:&lt;br /&gt;
* Select the object&lt;br /&gt;
* Tick the &amp;quot;Effect&amp;quot; checkbox in the Attachpoint Tool. Options for &amp;quot;Effect&amp;quot; should automatically rollout at the bottom of the tool.&lt;br /&gt;
* In the &amp;quot;Name&amp;quot; field, enter a name for your attachpoint. Care must be taken, as &#039;&#039;&#039;attachpoint names must be unique&#039;&#039;&#039; throughout the model/scene!&lt;br /&gt;
* In the &amp;quot;Effect&amp;quot; field, enter the filename (&#039;&#039;without extension .fx&#039;&#039;) of the effect you want to attach. The available effects can be found in the main FSX folder, subfolder &amp;quot;Effects&amp;quot;.&lt;br /&gt;
* In the &amp;quot;Param&amp;quot; field, a list of parameters for the effect can be set, as described in the SDK (i.e. DAY=1;DAWN=0 etc.).&lt;br /&gt;
* When all is set, click the &#039;&#039;&#039;Attach&#039;&#039;&#039; button.&lt;br /&gt;
&#039;&#039;Note: the object needs to have a material or else effects won&#039;t work.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[Image:Blender2FSX_manual_05.jpg|frame|Attachpoint Tool]]&lt;br /&gt;
&#039;&#039;&#039;Visibility&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
To set a visibility condition on an object:&lt;br /&gt;
* Select the object&lt;br /&gt;
* Tick the &amp;quot;Visibility&amp;quot; checkbox&lt;br /&gt;
* Choose a Visibility tag from the dropdown&lt;br /&gt;
* When all is set, click &#039;&#039;&#039;Attach&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mouse Rectangle&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
To make an object clickable in the sim:&lt;br /&gt;
* Select the object&lt;br /&gt;
* Tick the &amp;quot;MouseRect&amp;quot; checkbox&lt;br /&gt;
* Select a MouseRect/Clickspot definition from the list window&lt;br /&gt;
* When all is set, click &#039;&#039;&#039;Attach&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Platform&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
To define a platform:&lt;br /&gt;
* Select the platform object&lt;br /&gt;
* Tick the &amp;quot;Platform&amp;quot; checkbox&lt;br /&gt;
* In the &amp;quot;Name&amp;quot; field, enter a &#039;&#039;&#039;unique(!)&#039;&#039;&#039; name for the attachpoint (i.e. a name that has not been used before).&lt;br /&gt;
* Choose a platform type from the dropdown&lt;br /&gt;
* When all is set, click &#039;&#039;&#039;Attach&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;Note: For some reason, you have to export at least two objects in a model containing a platform, in order for it to compile successfully.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;No Crash&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
To exclude an object from crash detection:&lt;br /&gt;
* Select the object&lt;br /&gt;
* Tick the &amp;quot;No Crash&amp;quot; checkbox&lt;br /&gt;
* When all is set, click &amp;quot;Attach&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Clear Attachpoint&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
To clear an object from its attachpoint, click the &#039;&#039;&#039;Clear&#039;&#039;&#039; button with the object selected.&lt;br /&gt;
&lt;br /&gt;
=== Example: Landing light ===&lt;br /&gt;
[[Image:Blender2FSX_manual_06.jpg|thumb|Attachpoint Tool: Adding a landing light effect]]&lt;br /&gt;
There is a minor difference when adding a landing light compared to ACES tools in gmax/3DSMax. After creating your geometry (a simple triangle/polygon object), set the transform orientation to &amp;quot;Local&amp;quot; and rotate the object so that its positive &#039;&#039;&#039;Z-axis&#039;&#039;&#039; points in the desired direction of the light beam. Now setup the attachpoint tool:&lt;br /&gt;
* Check &amp;quot;Effect&amp;quot; and &amp;quot;Visibility&amp;quot;, uncheck everything else.&lt;br /&gt;
* Enter a name for the attachpoint (&#039;&#039;&#039;attachpt_landing_4&#039;&#039;&#039; in the example in the picture)&lt;br /&gt;
* Enter the effect&#039;s filename without the .fx extension, i.e. &#039;&#039;&#039;fx_landing&#039;&#039;&#039;&lt;br /&gt;
* Under Visibility, choose &amp;quot;&#039;&#039;&#039;general_light&#039;&#039;&#039;&amp;quot;.&lt;br /&gt;
* Click &#039;&#039;&#039;Attach&#039;&#039;&#039;&lt;br /&gt;
That&#039;s it! You&#039;ve just added a landing light to your model.&lt;br /&gt;
&lt;br /&gt;
= FSX Materials =&lt;br /&gt;
[[Image:Blender2FSX_manual_07.jpg|frame|FSX Material: Texture slots]]&lt;br /&gt;
This section describes how FSX Materials are integrated into Blender. For a description of the parameters and their functionalities, refer to SDK document &amp;quot;FSX Material&amp;quot; of the Modeling SDK. All the parameters are simply replicated in the &#039;&#039;&#039;FSX Material Params&#039;&#039;&#039; rollout in the Properties panel in Blender. However, to enable the &#039;&#039;FSX Material Params&#039;&#039;, tick the checkbox at the top of the rollout. Currently unsupported features are &#039;&#039;detail texture&#039;&#039; and &#039;&#039;fresnel ramp&#039;&#039;. These will be added in a future release. It is also worth mentioning that you have to use &amp;quot;normal&amp;quot; materials, as Blender2FSX doesn&#039;t support node materials.&lt;br /&gt;
&lt;br /&gt;
== Texture maps ==&lt;br /&gt;
The main difference from Blender to gmax/Max with regard to FSX materials is the way texture maps are handled. To create a texture in Blender, select the Material under the &#039;&#039;&#039;material&#039;&#039;&#039; context of the Properties panel, then go to the &#039;&#039;&#039;texture&#039;&#039;&#039; context of the Properties panel.&lt;br /&gt;
* Select a free slot in the list at the top of the panel&lt;br /&gt;
* Click &amp;quot;New&amp;quot;. The panel will populate with options.&lt;br /&gt;
* Choose type &amp;quot;Image or Movie&amp;quot;&lt;br /&gt;
* Choose the image source file for your texture&lt;br /&gt;
* Under Mapping:Coordinates, choose &amp;quot;UV&amp;quot; (you can specify the UV layer as an option)&lt;br /&gt;
* Now in the &amp;quot;Influence&amp;quot; rollout, for a&lt;br /&gt;
** &#039;&#039;&#039;diffuse&#039;&#039;&#039; map: tick the Diffuse:Color checkbox, untick everything else. (visible texture)&lt;br /&gt;
** &#039;&#039;&#039;specular&#039;&#039;&#039; map: tick Specular:Intensity, untick everything else. (influences the reflections of the diffuse texture)&lt;br /&gt;
** &#039;&#039;&#039;emissive&#039;&#039;&#039; map: tick Shading:Emit, untick everything else. (night texture, formerly known as _LM texture)&lt;br /&gt;
** &#039;&#039;&#039;bump&#039;&#039;&#039; map: tick Geometry:Normal, untick everything else. (adds some kind of surface roughness)&lt;br /&gt;
By &amp;quot;untick everything else&amp;quot;, I mean that in order to have the correct diffuse map for example, no other texture in the same material should have Diffuse:color ticked in the Influence rollout. You are free to play with the different options, as long as you make sure that only one texture has the crucial option ticked. An exception to this rule are virtual cockpit textures (see below).&lt;br /&gt;
&lt;br /&gt;
Hint: Don´t forget to check the &amp;quot;FSX Material Params&amp;quot; in the Material, otherwise none of the above options will work. You will then only see the diffuse texture.&lt;br /&gt;
&lt;br /&gt;
[[Image:Envmap_blender.jpg|thumb|left|Environment map for Blender]]&lt;br /&gt;
&#039;&#039;&#039;Environment maps&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
For EnvMaps, the texture type is &amp;quot;Environment Map&amp;quot; instead of &amp;quot;Image or Movie&amp;quot;. Blender2FSX automatically recognises EnvMaps as long as the type is set correctly and Diffuse:Color is checked under the &amp;quot;Influence&amp;quot; rollout. The setups of EnvMaps differ from Blender to FSX. In order to see the same reflection in Blender renders as in the sim, you will have to reorganize the EnvMap (a.k.a Cube map) as shown in the picture to the left.&lt;br /&gt;
&lt;br /&gt;
== Virtual cockpit textures ==&lt;br /&gt;
&lt;br /&gt;
Virtual cockpit textures are created in the panel.cfg file. Their size is determined by the size_mm and pixel_size entries of the corresponding [VCockpitXX] section, where the arrangement of the gauges on the VC texture is also defined.&lt;br /&gt;
&lt;br /&gt;
In your virtual cockpit, you need to map polygons that will display gauges to the virtual cockpit texture. For this purpose, you need to create a &#039;&#039;&#039;dummy&#039;&#039;&#039; texture that reflects the arrangement of the gauges on the VC texture. The following is taken from the panel.cfg of the default C172 (©Microsoft):&lt;br /&gt;
&amp;lt;pre&amp;gt;[VCockpit02]&lt;br /&gt;
size_mm=512,512&lt;br /&gt;
pixel_size=512,512&lt;br /&gt;
texture=$C172s_2&lt;br /&gt;
background_color=0,0,0&lt;br /&gt;
&lt;br /&gt;
gauge00=Cessna!Heading_Indicator,                 0,  0,163,162&amp;lt;/pre&amp;gt;&lt;br /&gt;
To make a dummy texture from this VCockpit texture, we would create a &#039;&#039;&#039;512x512&#039;&#039;&#039; (see size_mm=) texture sheet and name it &#039;&#039;&#039;$C172s_2&#039;&#039;&#039; (see texture=) and save it with our favourite paint program. The $-sign at the beginning of the name is important: it tells FSX and Blender2FSX that this is a virtual cockpit texture. We would now proceed to place copies of the gauge artwork on the sheet at the positions defined in the panel.cfg. In this example, we could place the background bitmap of the Heading_Indicator gauge at the top-left corner (0,0) and make sure it&#039;s 163 by 162 pixels wide. We would then save the texture (as .png or something else) and head back to Blender.&lt;br /&gt;
&lt;br /&gt;
Back in Blender:&lt;br /&gt;
* Create a material for the gauge polygon and name it something sensible like &amp;quot;material_VC_1&amp;quot;.&lt;br /&gt;
* Under the FSX Material Params rollout, tick the &amp;quot;Is Virtual cockpit texture&amp;quot; checkbox (scroll all the way to the bottom)&lt;br /&gt;
* Add a texture for material_VC_1, type= &amp;quot;Image or Movie&amp;quot;&lt;br /&gt;
* Point the file source to the newly created $C172s_2.png dummy texture&lt;br /&gt;
* Mapping:Coordinates, choose &amp;quot;UV&amp;quot;&lt;br /&gt;
* Influence: tick Diffuse:Color &#039;&#039;&#039;and&#039;&#039;&#039; (if you don&#039;t use a separate emissive texture for night lighting) Shading:Emit&lt;br /&gt;
* Go to the UV/Image Editor and unwrap your polygon&lt;br /&gt;
* Map it to the dummy texture&lt;br /&gt;
Your gauge polygon is now ready for export.&lt;br /&gt;
&lt;br /&gt;
= Exporting to FSX =&lt;br /&gt;
&lt;br /&gt;
Calling the exporter module of Blender2FSX: Go to &#039;&#039;File&amp;gt;Export&amp;gt;DirectX for FSX(.x)&#039;&#039;. The main window will change to a file selection dialog, with a box to enter the filename at the top and export options displayed at the bottom left of the window.&lt;br /&gt;
&lt;br /&gt;
== Export options ==&lt;br /&gt;
The export options are pretty much self-explanatory. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Export selection&#039;&#039;&#039;&lt;br /&gt;
Use this option if you want to export only a part of your scene.&lt;br /&gt;
&lt;br /&gt;
In my case, I generally keep layers with the finished work separated from layers with garbage (from boolean operations and such) and helper objects. I also use a lot of Empties (to correct my animations in Blender) that I don&#039;t need and want to export. So at export time, I set my &amp;quot;finished&amp;quot; layers to be visible and then &#039;&#039;Select&amp;gt;Select All By Type&amp;gt;Mesh&#039;&#039; and choose &#039;&#039;&#039;Export selection&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Apply modifiers&#039;&#039;&#039;&lt;br /&gt;
This tells Blender2FSX to apply all modifiers (except armature modifiers) on exporting.&lt;br /&gt;
&lt;br /&gt;
This is internal to the export process, so your scene objects will retain their modifiers. Leaving this unchecked will result in having the meshes show up as if there were no modifiers on the stack.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Export animations&#039;&#039;&#039; will generate the creation of a .xanim file along with the .x file. It contains all the animations information of the scene.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skinned mesh&#039;&#039;&#039; enables the export of animated armatures.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Export MDL&#039;&#039;&#039; creates a &#039;&#039;filename.MDL&#039;&#039; file in the folder where your &#039;&#039;filename.x&#039;&#039; file is created. This .MDL file can be directly copied to an aircraft&#039;s model folder.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Log Verbose&#039;&#039;&#039; causes the exporter to run in Debug mode. Debug messages are output to the Blender system console which can be accessed via &#039;&#039;Window&amp;gt;Toggle system console&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
== Exporter errors ==&lt;br /&gt;
&lt;br /&gt;
On occasions, the exporter might quit with an error. For example when:&lt;br /&gt;
* There is no friendly name or GUID set. Obviously, you have to set a friendly name and GUID first.&lt;br /&gt;
* The exporter can&#039;t find the modeldef.xml or the XToMdl.exe. These have to be in the &#039;&#039;Modeling SDK\bin&#039;&#039; folder and &#039;&#039;Modeling SDK\3DSM7\plugins&#039;&#039; folder respectively. Don&#039;t move them away from there. It can also occur that your registry entry &amp;quot;SdkRootDir&amp;quot; points to an obsolete file (maybe after a failed/corrupted installation attempt of the SDK); in that case, clean your registry.&lt;br /&gt;
&lt;br /&gt;
In case the exporter throws an error that you can&#039;t figure out, feel free to report it in the support thread.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
FSDeveloper is a great place with lots of knowledgeable people who help each other whenever they can. I have learned so much on these forums, thank you all for that. I also want to thank the gurus over at [http://blenderartists.org/forum/forum.php blenderartists.org] who got me started on python scripting by patiently answering my noobish questions. And Chris Foster who wrote the official DirectX exporter for Blender. I want to thank the community for keeping me motivated in the accomplishment of this Toolset. May it grow and become better over time. Thank you for reading... [[User:Captx-6562|Captx-6562]]&lt;/div&gt;</summary>
		<author><name>Pyscen</name></author>
	</entry>
	<entry>
		<id>http://www.fsdeveloper.com/wiki/index.php?title=Blender2FSX_Toolset_manual&amp;diff=11371</id>
		<title>Blender2FSX Toolset manual</title>
		<link rel="alternate" type="text/html" href="http://www.fsdeveloper.com/wiki/index.php?title=Blender2FSX_Toolset_manual&amp;diff=11371"/>
		<updated>2022-12-03T20:29:19Z</updated>

		<summary type="html">&lt;p&gt;Pyscen: /* Getting started: FSX File Properties */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Tools]]&lt;br /&gt;
[[Category:Blender]]&lt;br /&gt;
[[category:Modeling]]&lt;br /&gt;
[[Category:Aircraft Design]]&lt;br /&gt;
[[category:Scenery Design]]&lt;br /&gt;
[[Category:Terrain Design]]&lt;br /&gt;
[[category:Texturing]]&lt;br /&gt;
[[category:SDK]]&lt;br /&gt;
[[category:Manuals]]&lt;br /&gt;
{{Infobox-Applicable-FSVersion&lt;br /&gt;
| MSFS = false&lt;br /&gt;
| FSXI = false&lt;br /&gt;
| P3D5 = true&lt;br /&gt;
| P3D4 = true&lt;br /&gt;
| P3D3 = true&lt;br /&gt;
| P3D2 = true&lt;br /&gt;
| P3D = true&lt;br /&gt;
| FSW = unknown&lt;br /&gt;
| FSXSE = true&lt;br /&gt;
| FSXA = true&lt;br /&gt;
| FSX = true&lt;br /&gt;
| FS2004 = true&lt;br /&gt;
| FS2002 = false&lt;br /&gt;
| XP11 = unknown&lt;br /&gt;
| XP10 = unknown&lt;br /&gt;
| XP9 = unknown&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;&#039;Blender2FSX/P3D Toolset&#039;&#039;&#039; is an addon for the 3D-modelling application [http://www.blender.org/download/ Blender]. This Wiki page is intended to introduce the reader to the use of Blender2FSX/P3D to export models created in Blender for use in Microsoft Flight Simulator X (FSX &amp;amp; FSX: SE) and Lockheed Martin Prepar3D (P3D) and shows some things to consider when modeling for FSX/P3D in Blender. It is NOT a generic tutorial on how to build models in Blender.   &lt;br /&gt;
&lt;br /&gt;
== Requirements ==&lt;br /&gt;
&lt;br /&gt;
* Windows 10 &amp;amp; 11 &lt;br /&gt;
&lt;br /&gt;
* Microsoft Flight Simulator X SDK &#039;&#039;&#039;&#039;&#039;including updates&#039;&#039;&#039; to SP2 or Acceleration&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Lockheed Martin Prepar3D SDK v1.x, v2.x, v3.x, v4.x &amp;amp; v5.x (FSX Steam Edition should use the Prepar3D SDK v1.x) &lt;br /&gt;
&lt;br /&gt;
* [http://www.blender.org/download/ Blender]&lt;br /&gt;
&lt;br /&gt;
== Installing Blender2FSX/P3D Toolset ==&lt;br /&gt;
&lt;br /&gt;
===Installing===&lt;br /&gt;
&lt;br /&gt;
* Download the latest Blender2FSX/P3D Toolset that is in the [https://www.fsdeveloper.com/forum/resources/blender2p3dfsx-for-blender-3-x.283/ &#039;&#039;Resource Section&#039;&#039;].&lt;br /&gt;
* Start Blender&lt;br /&gt;
* Go to &amp;quot;&#039;&#039;&#039;Preferences&#039;&#039;&#039;&amp;quot; (Edit-&amp;gt;Preferences). Click on the &amp;quot;&#039;&#039;&#039;Add-ons&#039;&#039;&#039;&amp;quot; tab and then click on &amp;quot;&#039;&#039;&#039;Install...&#039;&#039;&#039;&amp;quot;.  &lt;br /&gt;
* In the file manager, navigate to where you have downloaded the Toolset file, select it and click on &amp;quot;&#039;&#039;&#039;Install Add-on&#039;&#039;&#039;&amp;quot;. This will extract the content of the zip file to your Blender script folder (by default under %APPDATA%\Blender Foundation\Blender\&amp;lt;version number&amp;gt;\scripts\addons)&lt;br /&gt;
&lt;br /&gt;
===Activating the Toolset===&lt;br /&gt;
&lt;br /&gt;
To activate the Toolset in Blender,&lt;br /&gt;
* To activate the addon: clicking on the &#039;&#039;check-mark&#039;&#039; next to &amp;quot;&#039;&#039;&#039;3DView: P3D/FSX Toolset&#039;&#039;&#039;&amp;quot;. That should enable the addon and the various panels and properties. Close the Preferences window.&lt;br /&gt;
&lt;br /&gt;
To ensure that the addon was correctly installed, press &amp;quot;N&amp;quot; on your keyboard while the mouse pointer is in one of the main viewport. This should open the main panels of the addon under the tab named &amp;quot;P3D/FSX&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
* FSX/P3D Animation Tool&lt;br /&gt;
* FSX/P3D Attachpoint Tool&lt;br /&gt;
* FSX/P3D File Properties&lt;br /&gt;
* FSX Verify Tool&lt;br /&gt;
&lt;br /&gt;
You can deactivate Blender2FSX/P3D at any time by unticking the checkbox within the &#039;&#039;&#039;Preferences&#039;&#039;&#039; window.&lt;br /&gt;
&lt;br /&gt;
= The Tools =&lt;br /&gt;
This section describes the functionality of the tools included with Blender2FSX/P3D.&lt;br /&gt;
&lt;br /&gt;
Note: It is recommended that you &#039;&#039;&#039;read the FSX SDK documentation&#039;&#039;&#039;, section &amp;quot;&#039;&#039;&#039;Modeling SDK&#039;&#039;&#039;&amp;quot;, as Blender2FSX/P3D closely emulates the functionality of the ACES Toolsets for gmax/3DSMax provided with and described in the SDK. There is a lot to be found there that is beyond the scope of this Wiki page.&lt;br /&gt;
&lt;br /&gt;
== Getting started: FSX File Properties ==&lt;br /&gt;
[[Image:Blender2FSX_manual_02.jpg|thumb|File Properties Tool]]&lt;br /&gt;
&#039;&#039;&#039;FSX File Properties&#039;&#039;&#039; is a tool located in Blender&#039;s Toolshelf in the 3DView, which can be accessed by pressing &#039;&#039;&#039;N&#039;&#039;&#039; on the keyboard. You might want to scroll down a bit to see it. It serves two purposes:&lt;br /&gt;
&lt;br /&gt;
* First thing to do &#039;&#039;&#039;when starting a new Blender session&#039;&#039;&#039; is to &#039;&#039;&#039;click the &amp;quot;Initialize Toolset&amp;quot;&#039;&#039;&#039; Button. This tells Blender where the SDK is installed and populates the other tools with fresh data from the modeldef.xml file. Whenever changing an entry in the modeldef.xml, make sure to reinitialize the toolset to reflect the changes in Blender.&lt;br /&gt;
* Each model for FSX &amp;amp; P3D needs a GUID (Globally Unique IDentifier) and a friendly name. So, before exporting your model, you should give it a &amp;quot;friendly name&amp;quot; which should only contain ASCII characters. This name is entered in the field &amp;quot;Friendly Name&amp;quot;. You should also assign a GUID either by entering it directly in the GUID field (i.e. if generated externally) or by clicking &#039;&#039;&#039;Generate GUID&#039;&#039;&#039;. Saving your file once done will write the GUID and friendly to the .blend file.&lt;br /&gt;
&lt;br /&gt;
You can now start building your model.&lt;br /&gt;
&lt;br /&gt;
== General guidelines ==&lt;br /&gt;
Blender2FSX is not foolproof, so here are some general guidelines of what to do and what to avoid in order to yield the expected results with this tool set. However, when you know what each of these guidelines mean, transgressing some of them gives you more creative freedom.&lt;br /&gt;
* &#039;&#039;&#039;Always have a scale of (1,1,1)&#039;&#039;&#039;. Any object that doesn&#039;t have a scale of (1,1,1) may show unwanted behavior in the sim, especially when animated. To reset the scale of an object, hit Ctrl+A &amp;gt; Scale.&lt;br /&gt;
* &#039;&#039;&#039;Always apply a material to your objects.&#039;&#039;&#039; An object with no material is invisible in the sim and in combination with attachpoints may produce failure of the compiler (XToMdl.exe).&lt;br /&gt;
* &#039;&#039;&#039;Always have a generic object&#039;&#039;&#039; (non animated and with no attachpoints) in each LOD. Some functions require this object to be there in order to process other objects.&lt;br /&gt;
* &#039;&#039;&#039;Avoid non-ASCII characters wherever possible&#039;&#039;&#039; in all your names (objects, materials, attachpoints, etc.). While there is some &amp;quot;safename&amp;quot; functionality for most of the export process, errors might occur if naming a material &amp;quot;Matérial&amp;quot; or an effect &amp;quot;mañana&amp;quot;... The same applies to file and folder names in your project path. Using special characters in folder names may result in XToMdl not functioning properly, i.e. a corrupt .MDL file on export.&lt;br /&gt;
&lt;br /&gt;
== LODs ==&lt;br /&gt;
Organizing your model/scene becomes necessary as it grows larger and includes different LODs (levels of detail). I will suggest one way of doing it. First:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;How to export an LOD?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
To export an LOD (let&#039;s take LOD_400 as an example), create/add an Empty at the origin (0,0,0) of your scene, rename that empty &amp;quot;&#039;&#039;friendly_name&#039;&#039;_LOD_400&amp;quot;, replacing &#039;&#039;friendly_name&#039;&#039; with your model&#039;s friendly name, and make it a parent to all root level objects that should go into LOD_400. Repeat for LOD_100, LOD_50 etc.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Using layers&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
To keep your scene tidy, you can make use of Blender&#039;s layers to isolate LODs from each other. You could for example create all objects of LOD_400 in layer 1, LOD_100 in layer 2 etc. All you have to do is add an empty at (0,0,0) in each layer, and in the end add an Empty named &#039;&#039;friendly_name&#039;&#039;, make that a parent to all LOD_XXX empties, to obtain a hierarchy with Empty &#039;&#039;friendly_name&#039;&#039; as the root of your scene. You can use the outliner to get a good overview of your scene hierarchy and edit it from there.&lt;br /&gt;
&lt;br /&gt;
== FSX Animation Tool ==&lt;br /&gt;
[[Image:Blender2FSX_manual_03.jpg|thumb|left|Animation Tool]]&lt;br /&gt;
&#039;&#039;&#039;FSX Animation Tool&#039;&#039;&#039; is also located in Blender&#039;s Toolshelf. Similarly to ACES&#039; animation manager in gmax/3DSMax, it is used to &amp;quot;tag&amp;quot; animated objects in the scene, so that the animation can then be processed by the XToMdl tool. Open the tool by clicking on the black triangle/arrow to the left. If the toolset was previously initialized (see &amp;quot;Getting started&amp;quot; above), the list window should be populated with animation entries (i.e Ambient, Ambient2, etc.). To tag an object, do the following:&lt;br /&gt;
* Keyframe-animate your object. For &amp;quot;Ambient&amp;quot; type animations, the range is defined by you; for aircraft parts, the range is defined in the SDK (example: the rudder would have a range of 0-100 frames, with keyframes at least at 0, 50 and 100).&lt;br /&gt;
* In the list window, scroll down to the animation entry corresponding to the animated part, select it (marked blue) and,&lt;br /&gt;
* With your object selected, click &#039;&#039;&#039;Assign&#039;&#039;&#039;. The object is now tagged with the animation entry. An object can only be tagged with one animation entry!&lt;br /&gt;
[[Image:Blender2FSX_manual_04.jpg|thumb|right|FSX Properties]]&lt;br /&gt;
You can check which tag has been assigned to the object by going to the &amp;quot;Properties&amp;quot; Panel, object context, FSX Properties rollout: it shows an &amp;quot;Animation Tag&amp;quot; field, a &amp;quot;Length&amp;quot; field which displays the animation range as defined in the modeldef.xml (or 0 in case of &amp;quot;Ambient&amp;quot; type animations; use this to cross-check with your object&#039;s animation range) and a &#039;&#039;&#039;Clear&#039;&#039;&#039; button used to untag the object&#039;s animation. You can untag all objects in the scene at once by clicking the &#039;&#039;&#039;Clear All&#039;&#039;&#039; button in the FSX Animation Tool. &#039;&#039;Be careful, this can not be undone!&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Hint: Instead of scrolling down the list to find an animation entry, you can use the &amp;quot;search&amp;quot; feature of the list window. Acces it by clicking the small &amp;quot;+&amp;quot; at the bottom left of the list window. Enter a search string/phrase in the search box and hit &amp;quot;Enter&amp;quot;.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Skinned meshes ===&lt;br /&gt;
&lt;br /&gt;
For skinned animations to work, use an armature modifier with &#039;&#039;&#039;Vertex groups&#039;&#039;&#039;, envelopes won&#039;t work. You can use weight painting to define the influence of bones on the vertices.&lt;br /&gt;
&lt;br /&gt;
To assign a tag to a bone/armature:&lt;br /&gt;
* Go into Pose mode&lt;br /&gt;
* Select the bone you want to tag&lt;br /&gt;
* In the FSX Animation Tool, select the animation entry you want to use&lt;br /&gt;
* Click &#039;&#039;&#039;Assign&#039;&#039;&#039; &lt;br /&gt;
For bones, the FSX Properties are located in the &#039;&#039;&#039;bone&#039;&#039;&#039; tab of the Properties panel, where you can check which animation tag has been assigned to the bone.&lt;br /&gt;
&lt;br /&gt;
It is important to note that &#039;&#039;&#039;every&#039;&#039;&#039; vertex needs to be assigned to a vertex group/bone. You will need a static bone for the non-deforming part of your mesh.&lt;br /&gt;
&lt;br /&gt;
Constraints can be used on bones just as on regular objects.&lt;br /&gt;
&lt;br /&gt;
== FSX Attachpoint Tool ==&lt;br /&gt;
&#039;&#039;&#039;FSX Attachpoint Tool&#039;&#039;&#039; is also located in Blender&#039;s Toolshelf. It works analogously to ACES&#039; Attachpoint Tool, with the difference that it doesn&#039;t support Library objects and Empties. An attachpoint is a piece of geometry (i.e. an object) to which an effect, a visibility condition, a mouse rectangle (or clickspot), a &amp;quot;platform&amp;quot; property or a &amp;quot;nocrash&amp;quot; property can be &amp;quot;attached&amp;quot;. Combinations thereof can be applied to a single object. Refer to the SDK&#039;s document &amp;quot;Using modeling Tools: The Attach Tool&amp;quot; of the Modeling SDK for an in-depth description of the functionality of the different options.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Effects&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
To attach an effect to an object:&lt;br /&gt;
* Select the object&lt;br /&gt;
* Tick the &amp;quot;Effect&amp;quot; checkbox in the Attachpoint Tool. Options for &amp;quot;Effect&amp;quot; should automatically rollout at the bottom of the tool.&lt;br /&gt;
* In the &amp;quot;Name&amp;quot; field, enter a name for your attachpoint. Care must be taken, as &#039;&#039;&#039;attachpoint names must be unique&#039;&#039;&#039; throughout the model/scene!&lt;br /&gt;
* In the &amp;quot;Effect&amp;quot; field, enter the filename (&#039;&#039;without extension .fx&#039;&#039;) of the effect you want to attach. The available effects can be found in the main FSX folder, subfolder &amp;quot;Effects&amp;quot;.&lt;br /&gt;
* In the &amp;quot;Param&amp;quot; field, a list of parameters for the effect can be set, as described in the SDK (i.e. DAY=1;DAWN=0 etc.).&lt;br /&gt;
* When all is set, click the &#039;&#039;&#039;Attach&#039;&#039;&#039; button.&lt;br /&gt;
&#039;&#039;Note: the object needs to have a material or else effects won&#039;t work.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[Image:Blender2FSX_manual_05.jpg|frame|Attachpoint Tool]]&lt;br /&gt;
&#039;&#039;&#039;Visibility&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
To set a visibility condition on an object:&lt;br /&gt;
* Select the object&lt;br /&gt;
* Tick the &amp;quot;Visibility&amp;quot; checkbox&lt;br /&gt;
* Choose a Visibility tag from the dropdown&lt;br /&gt;
* When all is set, click &#039;&#039;&#039;Attach&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mouse Rectangle&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
To make an object clickable in the sim:&lt;br /&gt;
* Select the object&lt;br /&gt;
* Tick the &amp;quot;MouseRect&amp;quot; checkbox&lt;br /&gt;
* Select a MouseRect/Clickspot definition from the list window&lt;br /&gt;
* When all is set, click &#039;&#039;&#039;Attach&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Platform&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
To define a platform:&lt;br /&gt;
* Select the platform object&lt;br /&gt;
* Tick the &amp;quot;Platform&amp;quot; checkbox&lt;br /&gt;
* In the &amp;quot;Name&amp;quot; field, enter a &#039;&#039;&#039;unique(!)&#039;&#039;&#039; name for the attachpoint (i.e. a name that has not been used before).&lt;br /&gt;
* Choose a platform type from the dropdown&lt;br /&gt;
* When all is set, click &#039;&#039;&#039;Attach&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;Note: For some reason, you have to export at least two objects in a model containing a platform, in order for it to compile successfully.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;No Crash&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
To exclude an object from crash detection:&lt;br /&gt;
* Select the object&lt;br /&gt;
* Tick the &amp;quot;No Crash&amp;quot; checkbox&lt;br /&gt;
* When all is set, click &amp;quot;Attach&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Clear Attachpoint&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
To clear an object from its attachpoint, click the &#039;&#039;&#039;Clear&#039;&#039;&#039; button with the object selected.&lt;br /&gt;
&lt;br /&gt;
=== Example: Landing light ===&lt;br /&gt;
[[Image:Blender2FSX_manual_06.jpg|thumb|Attachpoint Tool: Adding a landing light effect]]&lt;br /&gt;
There is a minor difference when adding a landing light compared to ACES tools in gmax/3DSMax. After creating your geometry (a simple triangle/polygon object), set the transform orientation to &amp;quot;Local&amp;quot; and rotate the object so that its positive &#039;&#039;&#039;Z-axis&#039;&#039;&#039; points in the desired direction of the light beam. Now setup the attachpoint tool:&lt;br /&gt;
* Check &amp;quot;Effect&amp;quot; and &amp;quot;Visibility&amp;quot;, uncheck everything else.&lt;br /&gt;
* Enter a name for the attachpoint (&#039;&#039;&#039;attachpt_landing_4&#039;&#039;&#039; in the example in the picture)&lt;br /&gt;
* Enter the effect&#039;s filename without the .fx extension, i.e. &#039;&#039;&#039;fx_landing&#039;&#039;&#039;&lt;br /&gt;
* Under Visibility, choose &amp;quot;&#039;&#039;&#039;general_light&#039;&#039;&#039;&amp;quot;.&lt;br /&gt;
* Click &#039;&#039;&#039;Attach&#039;&#039;&#039;&lt;br /&gt;
That&#039;s it! You&#039;ve just added a landing light to your model.&lt;br /&gt;
&lt;br /&gt;
= FSX Materials =&lt;br /&gt;
[[Image:Blender2FSX_manual_07.jpg|frame|FSX Material: Texture slots]]&lt;br /&gt;
This section describes how FSX Materials are integrated into Blender. For a description of the parameters and their functionalities, refer to SDK document &amp;quot;FSX Material&amp;quot; of the Modeling SDK. All the parameters are simply replicated in the &#039;&#039;&#039;FSX Material Params&#039;&#039;&#039; rollout in the Properties panel in Blender. However, to enable the &#039;&#039;FSX Material Params&#039;&#039;, tick the checkbox at the top of the rollout. Currently unsupported features are &#039;&#039;detail texture&#039;&#039; and &#039;&#039;fresnel ramp&#039;&#039;. These will be added in a future release. It is also worth mentioning that you have to use &amp;quot;normal&amp;quot; materials, as Blender2FSX doesn&#039;t support node materials.&lt;br /&gt;
&lt;br /&gt;
== Texture maps ==&lt;br /&gt;
The main difference from Blender to gmax/Max with regard to FSX materials is the way texture maps are handled. To create a texture in Blender, select the Material under the &#039;&#039;&#039;material&#039;&#039;&#039; context of the Properties panel, then go to the &#039;&#039;&#039;texture&#039;&#039;&#039; context of the Properties panel.&lt;br /&gt;
* Select a free slot in the list at the top of the panel&lt;br /&gt;
* Click &amp;quot;New&amp;quot;. The panel will populate with options.&lt;br /&gt;
* Choose type &amp;quot;Image or Movie&amp;quot;&lt;br /&gt;
* Choose the image source file for your texture&lt;br /&gt;
* Under Mapping:Coordinates, choose &amp;quot;UV&amp;quot; (you can specify the UV layer as an option)&lt;br /&gt;
* Now in the &amp;quot;Influence&amp;quot; rollout, for a&lt;br /&gt;
** &#039;&#039;&#039;diffuse&#039;&#039;&#039; map: tick the Diffuse:Color checkbox, untick everything else. (visible texture)&lt;br /&gt;
** &#039;&#039;&#039;specular&#039;&#039;&#039; map: tick Specular:Intensity, untick everything else. (influences the reflections of the diffuse texture)&lt;br /&gt;
** &#039;&#039;&#039;emissive&#039;&#039;&#039; map: tick Shading:Emit, untick everything else. (night texture, formerly known as _LM texture)&lt;br /&gt;
** &#039;&#039;&#039;bump&#039;&#039;&#039; map: tick Geometry:Normal, untick everything else. (adds some kind of surface roughness)&lt;br /&gt;
By &amp;quot;untick everything else&amp;quot;, I mean that in order to have the correct diffuse map for example, no other texture in the same material should have Diffuse:color ticked in the Influence rollout. You are free to play with the different options, as long as you make sure that only one texture has the crucial option ticked. An exception to this rule are virtual cockpit textures (see below).&lt;br /&gt;
&lt;br /&gt;
Hint: Don´t forget to check the &amp;quot;FSX Material Params&amp;quot; in the Material, otherwise none of the above options will work. You will then only see the diffuse texture.&lt;br /&gt;
&lt;br /&gt;
[[Image:Envmap_blender.jpg|thumb|left|Environment map for Blender]]&lt;br /&gt;
&#039;&#039;&#039;Environment maps&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
For EnvMaps, the texture type is &amp;quot;Environment Map&amp;quot; instead of &amp;quot;Image or Movie&amp;quot;. Blender2FSX automatically recognises EnvMaps as long as the type is set correctly and Diffuse:Color is checked under the &amp;quot;Influence&amp;quot; rollout. The setups of EnvMaps differ from Blender to FSX. In order to see the same reflection in Blender renders as in the sim, you will have to reorganize the EnvMap (a.k.a Cube map) as shown in the picture to the left.&lt;br /&gt;
&lt;br /&gt;
== Virtual cockpit textures ==&lt;br /&gt;
&lt;br /&gt;
Virtual cockpit textures are created in the panel.cfg file. Their size is determined by the size_mm and pixel_size entries of the corresponding [VCockpitXX] section, where the arrangement of the gauges on the VC texture is also defined.&lt;br /&gt;
&lt;br /&gt;
In your virtual cockpit, you need to map polygons that will display gauges to the virtual cockpit texture. For this purpose, you need to create a &#039;&#039;&#039;dummy&#039;&#039;&#039; texture that reflects the arrangement of the gauges on the VC texture. The following is taken from the panel.cfg of the default C172 (©Microsoft):&lt;br /&gt;
&amp;lt;pre&amp;gt;[VCockpit02]&lt;br /&gt;
size_mm=512,512&lt;br /&gt;
pixel_size=512,512&lt;br /&gt;
texture=$C172s_2&lt;br /&gt;
background_color=0,0,0&lt;br /&gt;
&lt;br /&gt;
gauge00=Cessna!Heading_Indicator,                 0,  0,163,162&amp;lt;/pre&amp;gt;&lt;br /&gt;
To make a dummy texture from this VCockpit texture, we would create a &#039;&#039;&#039;512x512&#039;&#039;&#039; (see size_mm=) texture sheet and name it &#039;&#039;&#039;$C172s_2&#039;&#039;&#039; (see texture=) and save it with our favourite paint program. The $-sign at the beginning of the name is important: it tells FSX and Blender2FSX that this is a virtual cockpit texture. We would now proceed to place copies of the gauge artwork on the sheet at the positions defined in the panel.cfg. In this example, we could place the background bitmap of the Heading_Indicator gauge at the top-left corner (0,0) and make sure it&#039;s 163 by 162 pixels wide. We would then save the texture (as .png or something else) and head back to Blender.&lt;br /&gt;
&lt;br /&gt;
Back in Blender:&lt;br /&gt;
* Create a material for the gauge polygon and name it something sensible like &amp;quot;material_VC_1&amp;quot;.&lt;br /&gt;
* Under the FSX Material Params rollout, tick the &amp;quot;Is Virtual cockpit texture&amp;quot; checkbox (scroll all the way to the bottom)&lt;br /&gt;
* Add a texture for material_VC_1, type= &amp;quot;Image or Movie&amp;quot;&lt;br /&gt;
* Point the file source to the newly created $C172s_2.png dummy texture&lt;br /&gt;
* Mapping:Coordinates, choose &amp;quot;UV&amp;quot;&lt;br /&gt;
* Influence: tick Diffuse:Color &#039;&#039;&#039;and&#039;&#039;&#039; (if you don&#039;t use a separate emissive texture for night lighting) Shading:Emit&lt;br /&gt;
* Go to the UV/Image Editor and unwrap your polygon&lt;br /&gt;
* Map it to the dummy texture&lt;br /&gt;
Your gauge polygon is now ready for export.&lt;br /&gt;
&lt;br /&gt;
= Exporting to FSX =&lt;br /&gt;
&lt;br /&gt;
Calling the exporter module of Blender2FSX: Go to &#039;&#039;File&amp;gt;Export&amp;gt;DirectX for FSX(.x)&#039;&#039;. The main window will change to a file selection dialog, with a box to enter the filename at the top and export options displayed at the bottom left of the window.&lt;br /&gt;
&lt;br /&gt;
== Export options ==&lt;br /&gt;
The export options are pretty much self-explanatory. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Export selection&#039;&#039;&#039;&lt;br /&gt;
Use this option if you want to export only a part of your scene.&lt;br /&gt;
&lt;br /&gt;
In my case, I generally keep layers with the finished work separated from layers with garbage (from boolean operations and such) and helper objects. I also use a lot of Empties (to correct my animations in Blender) that I don&#039;t need and want to export. So at export time, I set my &amp;quot;finished&amp;quot; layers to be visible and then &#039;&#039;Select&amp;gt;Select All By Type&amp;gt;Mesh&#039;&#039; and choose &#039;&#039;&#039;Export selection&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Apply modifiers&#039;&#039;&#039;&lt;br /&gt;
This tells Blender2FSX to apply all modifiers (except armature modifiers) on exporting.&lt;br /&gt;
&lt;br /&gt;
This is internal to the export process, so your scene objects will retain their modifiers. Leaving this unchecked will result in having the meshes show up as if there were no modifiers on the stack.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Export animations&#039;&#039;&#039; will generate the creation of a .xanim file along with the .x file. It contains all the animations information of the scene.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skinned mesh&#039;&#039;&#039; enables the export of animated armatures.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Export MDL&#039;&#039;&#039; creates a &#039;&#039;filename.MDL&#039;&#039; file in the folder where your &#039;&#039;filename.x&#039;&#039; file is created. This .MDL file can be directly copied to an aircraft&#039;s model folder.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Log Verbose&#039;&#039;&#039; causes the exporter to run in Debug mode. Debug messages are output to the Blender system console which can be accessed via &#039;&#039;Window&amp;gt;Toggle system console&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
== Exporter errors ==&lt;br /&gt;
&lt;br /&gt;
On occasions, the exporter might quit with an error. For example when:&lt;br /&gt;
* There is no friendly name or GUID set. Obviously, you have to set a friendly name and GUID first.&lt;br /&gt;
* The exporter can&#039;t find the modeldef.xml or the XToMdl.exe. These have to be in the &#039;&#039;Modeling SDK\bin&#039;&#039; folder and &#039;&#039;Modeling SDK\3DSM7\plugins&#039;&#039; folder respectively. Don&#039;t move them away from there. It can also occur that your registry entry &amp;quot;SdkRootDir&amp;quot; points to an obsolete file (maybe after a failed/corrupted installation attempt of the SDK); in that case, clean your registry.&lt;br /&gt;
&lt;br /&gt;
In case the exporter throws an error that you can&#039;t figure out, feel free to report it in the support thread.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
FSDeveloper is a great place with lots of knowledgeable people who help each other whenever they can. I have learned so much on these forums, thank you all for that. I also want to thank the gurus over at [http://blenderartists.org/forum/forum.php blenderartists.org] who got me started on python scripting by patiently answering my noobish questions. And Chris Foster who wrote the official DirectX exporter for Blender. I want to thank the community for keeping me motivated in the accomplishment of this Toolset. May it grow and become better over time. Thank you for reading... [[User:Captx-6562|Captx-6562]]&lt;/div&gt;</summary>
		<author><name>Pyscen</name></author>
	</entry>
	<entry>
		<id>http://www.fsdeveloper.com/wiki/index.php?title=Blender2FSX_Toolset_manual&amp;diff=11370</id>
		<title>Blender2FSX Toolset manual</title>
		<link rel="alternate" type="text/html" href="http://www.fsdeveloper.com/wiki/index.php?title=Blender2FSX_Toolset_manual&amp;diff=11370"/>
		<updated>2022-12-03T20:27:25Z</updated>

		<summary type="html">&lt;p&gt;Pyscen: /* Getting started: FSX File Properties */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Tools]]&lt;br /&gt;
[[Category:Blender]]&lt;br /&gt;
[[category:Modeling]]&lt;br /&gt;
[[Category:Aircraft Design]]&lt;br /&gt;
[[category:Scenery Design]]&lt;br /&gt;
[[Category:Terrain Design]]&lt;br /&gt;
[[category:Texturing]]&lt;br /&gt;
[[category:SDK]]&lt;br /&gt;
[[category:Manuals]]&lt;br /&gt;
{{Infobox-Applicable-FSVersion&lt;br /&gt;
| MSFS = false&lt;br /&gt;
| FSXI = false&lt;br /&gt;
| P3D5 = true&lt;br /&gt;
| P3D4 = true&lt;br /&gt;
| P3D3 = true&lt;br /&gt;
| P3D2 = true&lt;br /&gt;
| P3D = true&lt;br /&gt;
| FSW = unknown&lt;br /&gt;
| FSXSE = true&lt;br /&gt;
| FSXA = true&lt;br /&gt;
| FSX = true&lt;br /&gt;
| FS2004 = true&lt;br /&gt;
| FS2002 = false&lt;br /&gt;
| XP11 = unknown&lt;br /&gt;
| XP10 = unknown&lt;br /&gt;
| XP9 = unknown&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;&#039;Blender2FSX/P3D Toolset&#039;&#039;&#039; is an addon for the 3D-modelling application [http://www.blender.org/download/ Blender]. This Wiki page is intended to introduce the reader to the use of Blender2FSX/P3D to export models created in Blender for use in Microsoft Flight Simulator X (FSX &amp;amp; FSX: SE) and Lockheed Martin Prepar3D (P3D) and shows some things to consider when modeling for FSX/P3D in Blender. It is NOT a generic tutorial on how to build models in Blender.   &lt;br /&gt;
&lt;br /&gt;
== Requirements ==&lt;br /&gt;
&lt;br /&gt;
* Windows 10 &amp;amp; 11 &lt;br /&gt;
&lt;br /&gt;
* Microsoft Flight Simulator X SDK &#039;&#039;&#039;&#039;&#039;including updates&#039;&#039;&#039; to SP2 or Acceleration&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Lockheed Martin Prepar3D SDK v1.x, v2.x, v3.x, v4.x &amp;amp; v5.x (FSX Steam Edition should use the Prepar3D SDK v1.x) &lt;br /&gt;
&lt;br /&gt;
* [http://www.blender.org/download/ Blender]&lt;br /&gt;
&lt;br /&gt;
== Installing Blender2FSX/P3D Toolset ==&lt;br /&gt;
&lt;br /&gt;
===Installing===&lt;br /&gt;
&lt;br /&gt;
* Download the latest Blender2FSX/P3D Toolset that is in the [https://www.fsdeveloper.com/forum/resources/blender2p3dfsx-for-blender-3-x.283/ &#039;&#039;Resource Section&#039;&#039;].&lt;br /&gt;
* Start Blender&lt;br /&gt;
* Go to &amp;quot;&#039;&#039;&#039;Preferences&#039;&#039;&#039;&amp;quot; (Edit-&amp;gt;Preferences). Click on the &amp;quot;&#039;&#039;&#039;Add-ons&#039;&#039;&#039;&amp;quot; tab and then click on &amp;quot;&#039;&#039;&#039;Install...&#039;&#039;&#039;&amp;quot;.  &lt;br /&gt;
* In the file manager, navigate to where you have downloaded the Toolset file, select it and click on &amp;quot;&#039;&#039;&#039;Install Add-on&#039;&#039;&#039;&amp;quot;. This will extract the content of the zip file to your Blender script folder (by default under %APPDATA%\Blender Foundation\Blender\&amp;lt;version number&amp;gt;\scripts\addons)&lt;br /&gt;
&lt;br /&gt;
===Activating the Toolset===&lt;br /&gt;
&lt;br /&gt;
To activate the Toolset in Blender,&lt;br /&gt;
* To activate the addon: clicking on the &#039;&#039;check-mark&#039;&#039; next to &amp;quot;&#039;&#039;&#039;3DView: P3D/FSX Toolset&#039;&#039;&#039;&amp;quot;. That should enable the addon and the various panels and properties. Close the Preferences window.&lt;br /&gt;
&lt;br /&gt;
To ensure that the addon was correctly installed, press &amp;quot;N&amp;quot; on your keyboard while the mouse pointer is in one of the main viewport. This should open the main panels of the addon under the tab named &amp;quot;P3D/FSX&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
* FSX/P3D Animation Tool&lt;br /&gt;
* FSX/P3D Attachpoint Tool&lt;br /&gt;
* FSX/P3D File Properties&lt;br /&gt;
* FSX Verify Tool&lt;br /&gt;
&lt;br /&gt;
You can deactivate Blender2FSX/P3D at any time by unticking the checkbox within the &#039;&#039;&#039;Preferences&#039;&#039;&#039; window.&lt;br /&gt;
&lt;br /&gt;
= The Tools =&lt;br /&gt;
This section describes the functionality of the tools included with Blender2FSX/P3D.&lt;br /&gt;
&lt;br /&gt;
Note: It is recommended that you &#039;&#039;&#039;read the FSX SDK documentation&#039;&#039;&#039;, section &amp;quot;&#039;&#039;&#039;Modeling SDK&#039;&#039;&#039;&amp;quot;, as Blender2FSX/P3D closely emulates the functionality of the ACES Toolsets for gmax/3DSMax provided with and described in the SDK. There is a lot to be found there that is beyond the scope of this Wiki page.&lt;br /&gt;
&lt;br /&gt;
== Getting started: FSX File Properties ==&lt;br /&gt;
[[Image:Blender2FSX_manual_02.jpg|thumb|File Properties Tool]]&lt;br /&gt;
&#039;&#039;&#039;FSX File Properties&#039;&#039;&#039; is a tool located in Blender&#039;s Toolshelf in the 3DView, which can be accessed by pressing &#039;&#039;&#039;N&#039;&#039;&#039; on the keyboard. You might want to scroll down a bit to see it. It serves two purposes:&lt;br /&gt;
&lt;br /&gt;
* First thing to do &#039;&#039;&#039;when starting a new Blender session&#039;&#039;&#039; is to &#039;&#039;&#039;click the &amp;quot;Initialize Toolset&amp;quot;&#039;&#039;&#039; Button. This tells Blender where the FSX SDK is installed and populates the other tools with fresh data from the modeldef.xml file. Whenever changing an entry in the modeldef.xml, make sure to reinitialize the toolset to reflect the changes in Blender.&lt;br /&gt;
* Each model for FSX needs a GUID (Globally Unique IDentifier) and a friendly name. So, before exporting your model, you should give it a &amp;quot;friendly name&amp;quot; which should only contain ASCII characters. This name is entered in the field &amp;quot;Friendly Name&amp;quot;. You should also assign a GUID either by entering it directly in the GUID field (i.e. if generated externally) or by clicking &#039;&#039;&#039;Generate GUID&#039;&#039;&#039;. Saving your file once done will write the GUID and friendly to the .blend file.&lt;br /&gt;
&lt;br /&gt;
You can now start building your model.&lt;br /&gt;
&lt;br /&gt;
== General guidelines ==&lt;br /&gt;
Blender2FSX is not foolproof, so here are some general guidelines of what to do and what to avoid in order to yield the expected results with this tool set. However, when you know what each of these guidelines mean, transgressing some of them gives you more creative freedom.&lt;br /&gt;
* &#039;&#039;&#039;Always have a scale of (1,1,1)&#039;&#039;&#039;. Any object that doesn&#039;t have a scale of (1,1,1) may show unwanted behavior in the sim, especially when animated. To reset the scale of an object, hit Ctrl+A &amp;gt; Scale.&lt;br /&gt;
* &#039;&#039;&#039;Always apply a material to your objects.&#039;&#039;&#039; An object with no material is invisible in the sim and in combination with attachpoints may produce failure of the compiler (XToMdl.exe).&lt;br /&gt;
* &#039;&#039;&#039;Always have a generic object&#039;&#039;&#039; (non animated and with no attachpoints) in each LOD. Some functions require this object to be there in order to process other objects.&lt;br /&gt;
* &#039;&#039;&#039;Avoid non-ASCII characters wherever possible&#039;&#039;&#039; in all your names (objects, materials, attachpoints, etc.). While there is some &amp;quot;safename&amp;quot; functionality for most of the export process, errors might occur if naming a material &amp;quot;Matérial&amp;quot; or an effect &amp;quot;mañana&amp;quot;... The same applies to file and folder names in your project path. Using special characters in folder names may result in XToMdl not functioning properly, i.e. a corrupt .MDL file on export.&lt;br /&gt;
&lt;br /&gt;
== LODs ==&lt;br /&gt;
Organizing your model/scene becomes necessary as it grows larger and includes different LODs (levels of detail). I will suggest one way of doing it. First:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;How to export an LOD?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
To export an LOD (let&#039;s take LOD_400 as an example), create/add an Empty at the origin (0,0,0) of your scene, rename that empty &amp;quot;&#039;&#039;friendly_name&#039;&#039;_LOD_400&amp;quot;, replacing &#039;&#039;friendly_name&#039;&#039; with your model&#039;s friendly name, and make it a parent to all root level objects that should go into LOD_400. Repeat for LOD_100, LOD_50 etc.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Using layers&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
To keep your scene tidy, you can make use of Blender&#039;s layers to isolate LODs from each other. You could for example create all objects of LOD_400 in layer 1, LOD_100 in layer 2 etc. All you have to do is add an empty at (0,0,0) in each layer, and in the end add an Empty named &#039;&#039;friendly_name&#039;&#039;, make that a parent to all LOD_XXX empties, to obtain a hierarchy with Empty &#039;&#039;friendly_name&#039;&#039; as the root of your scene. You can use the outliner to get a good overview of your scene hierarchy and edit it from there.&lt;br /&gt;
&lt;br /&gt;
== FSX Animation Tool ==&lt;br /&gt;
[[Image:Blender2FSX_manual_03.jpg|thumb|left|Animation Tool]]&lt;br /&gt;
&#039;&#039;&#039;FSX Animation Tool&#039;&#039;&#039; is also located in Blender&#039;s Toolshelf. Similarly to ACES&#039; animation manager in gmax/3DSMax, it is used to &amp;quot;tag&amp;quot; animated objects in the scene, so that the animation can then be processed by the XToMdl tool. Open the tool by clicking on the black triangle/arrow to the left. If the toolset was previously initialized (see &amp;quot;Getting started&amp;quot; above), the list window should be populated with animation entries (i.e Ambient, Ambient2, etc.). To tag an object, do the following:&lt;br /&gt;
* Keyframe-animate your object. For &amp;quot;Ambient&amp;quot; type animations, the range is defined by you; for aircraft parts, the range is defined in the SDK (example: the rudder would have a range of 0-100 frames, with keyframes at least at 0, 50 and 100).&lt;br /&gt;
* In the list window, scroll down to the animation entry corresponding to the animated part, select it (marked blue) and,&lt;br /&gt;
* With your object selected, click &#039;&#039;&#039;Assign&#039;&#039;&#039;. The object is now tagged with the animation entry. An object can only be tagged with one animation entry!&lt;br /&gt;
[[Image:Blender2FSX_manual_04.jpg|thumb|right|FSX Properties]]&lt;br /&gt;
You can check which tag has been assigned to the object by going to the &amp;quot;Properties&amp;quot; Panel, object context, FSX Properties rollout: it shows an &amp;quot;Animation Tag&amp;quot; field, a &amp;quot;Length&amp;quot; field which displays the animation range as defined in the modeldef.xml (or 0 in case of &amp;quot;Ambient&amp;quot; type animations; use this to cross-check with your object&#039;s animation range) and a &#039;&#039;&#039;Clear&#039;&#039;&#039; button used to untag the object&#039;s animation. You can untag all objects in the scene at once by clicking the &#039;&#039;&#039;Clear All&#039;&#039;&#039; button in the FSX Animation Tool. &#039;&#039;Be careful, this can not be undone!&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Hint: Instead of scrolling down the list to find an animation entry, you can use the &amp;quot;search&amp;quot; feature of the list window. Acces it by clicking the small &amp;quot;+&amp;quot; at the bottom left of the list window. Enter a search string/phrase in the search box and hit &amp;quot;Enter&amp;quot;.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Skinned meshes ===&lt;br /&gt;
&lt;br /&gt;
For skinned animations to work, use an armature modifier with &#039;&#039;&#039;Vertex groups&#039;&#039;&#039;, envelopes won&#039;t work. You can use weight painting to define the influence of bones on the vertices.&lt;br /&gt;
&lt;br /&gt;
To assign a tag to a bone/armature:&lt;br /&gt;
* Go into Pose mode&lt;br /&gt;
* Select the bone you want to tag&lt;br /&gt;
* In the FSX Animation Tool, select the animation entry you want to use&lt;br /&gt;
* Click &#039;&#039;&#039;Assign&#039;&#039;&#039; &lt;br /&gt;
For bones, the FSX Properties are located in the &#039;&#039;&#039;bone&#039;&#039;&#039; tab of the Properties panel, where you can check which animation tag has been assigned to the bone.&lt;br /&gt;
&lt;br /&gt;
It is important to note that &#039;&#039;&#039;every&#039;&#039;&#039; vertex needs to be assigned to a vertex group/bone. You will need a static bone for the non-deforming part of your mesh.&lt;br /&gt;
&lt;br /&gt;
Constraints can be used on bones just as on regular objects.&lt;br /&gt;
&lt;br /&gt;
== FSX Attachpoint Tool ==&lt;br /&gt;
&#039;&#039;&#039;FSX Attachpoint Tool&#039;&#039;&#039; is also located in Blender&#039;s Toolshelf. It works analogously to ACES&#039; Attachpoint Tool, with the difference that it doesn&#039;t support Library objects and Empties. An attachpoint is a piece of geometry (i.e. an object) to which an effect, a visibility condition, a mouse rectangle (or clickspot), a &amp;quot;platform&amp;quot; property or a &amp;quot;nocrash&amp;quot; property can be &amp;quot;attached&amp;quot;. Combinations thereof can be applied to a single object. Refer to the SDK&#039;s document &amp;quot;Using modeling Tools: The Attach Tool&amp;quot; of the Modeling SDK for an in-depth description of the functionality of the different options.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Effects&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
To attach an effect to an object:&lt;br /&gt;
* Select the object&lt;br /&gt;
* Tick the &amp;quot;Effect&amp;quot; checkbox in the Attachpoint Tool. Options for &amp;quot;Effect&amp;quot; should automatically rollout at the bottom of the tool.&lt;br /&gt;
* In the &amp;quot;Name&amp;quot; field, enter a name for your attachpoint. Care must be taken, as &#039;&#039;&#039;attachpoint names must be unique&#039;&#039;&#039; throughout the model/scene!&lt;br /&gt;
* In the &amp;quot;Effect&amp;quot; field, enter the filename (&#039;&#039;without extension .fx&#039;&#039;) of the effect you want to attach. The available effects can be found in the main FSX folder, subfolder &amp;quot;Effects&amp;quot;.&lt;br /&gt;
* In the &amp;quot;Param&amp;quot; field, a list of parameters for the effect can be set, as described in the SDK (i.e. DAY=1;DAWN=0 etc.).&lt;br /&gt;
* When all is set, click the &#039;&#039;&#039;Attach&#039;&#039;&#039; button.&lt;br /&gt;
&#039;&#039;Note: the object needs to have a material or else effects won&#039;t work.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[Image:Blender2FSX_manual_05.jpg|frame|Attachpoint Tool]]&lt;br /&gt;
&#039;&#039;&#039;Visibility&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
To set a visibility condition on an object:&lt;br /&gt;
* Select the object&lt;br /&gt;
* Tick the &amp;quot;Visibility&amp;quot; checkbox&lt;br /&gt;
* Choose a Visibility tag from the dropdown&lt;br /&gt;
* When all is set, click &#039;&#039;&#039;Attach&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mouse Rectangle&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
To make an object clickable in the sim:&lt;br /&gt;
* Select the object&lt;br /&gt;
* Tick the &amp;quot;MouseRect&amp;quot; checkbox&lt;br /&gt;
* Select a MouseRect/Clickspot definition from the list window&lt;br /&gt;
* When all is set, click &#039;&#039;&#039;Attach&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Platform&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
To define a platform:&lt;br /&gt;
* Select the platform object&lt;br /&gt;
* Tick the &amp;quot;Platform&amp;quot; checkbox&lt;br /&gt;
* In the &amp;quot;Name&amp;quot; field, enter a &#039;&#039;&#039;unique(!)&#039;&#039;&#039; name for the attachpoint (i.e. a name that has not been used before).&lt;br /&gt;
* Choose a platform type from the dropdown&lt;br /&gt;
* When all is set, click &#039;&#039;&#039;Attach&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;Note: For some reason, you have to export at least two objects in a model containing a platform, in order for it to compile successfully.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;No Crash&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
To exclude an object from crash detection:&lt;br /&gt;
* Select the object&lt;br /&gt;
* Tick the &amp;quot;No Crash&amp;quot; checkbox&lt;br /&gt;
* When all is set, click &amp;quot;Attach&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Clear Attachpoint&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
To clear an object from its attachpoint, click the &#039;&#039;&#039;Clear&#039;&#039;&#039; button with the object selected.&lt;br /&gt;
&lt;br /&gt;
=== Example: Landing light ===&lt;br /&gt;
[[Image:Blender2FSX_manual_06.jpg|thumb|Attachpoint Tool: Adding a landing light effect]]&lt;br /&gt;
There is a minor difference when adding a landing light compared to ACES tools in gmax/3DSMax. After creating your geometry (a simple triangle/polygon object), set the transform orientation to &amp;quot;Local&amp;quot; and rotate the object so that its positive &#039;&#039;&#039;Z-axis&#039;&#039;&#039; points in the desired direction of the light beam. Now setup the attachpoint tool:&lt;br /&gt;
* Check &amp;quot;Effect&amp;quot; and &amp;quot;Visibility&amp;quot;, uncheck everything else.&lt;br /&gt;
* Enter a name for the attachpoint (&#039;&#039;&#039;attachpt_landing_4&#039;&#039;&#039; in the example in the picture)&lt;br /&gt;
* Enter the effect&#039;s filename without the .fx extension, i.e. &#039;&#039;&#039;fx_landing&#039;&#039;&#039;&lt;br /&gt;
* Under Visibility, choose &amp;quot;&#039;&#039;&#039;general_light&#039;&#039;&#039;&amp;quot;.&lt;br /&gt;
* Click &#039;&#039;&#039;Attach&#039;&#039;&#039;&lt;br /&gt;
That&#039;s it! You&#039;ve just added a landing light to your model.&lt;br /&gt;
&lt;br /&gt;
= FSX Materials =&lt;br /&gt;
[[Image:Blender2FSX_manual_07.jpg|frame|FSX Material: Texture slots]]&lt;br /&gt;
This section describes how FSX Materials are integrated into Blender. For a description of the parameters and their functionalities, refer to SDK document &amp;quot;FSX Material&amp;quot; of the Modeling SDK. All the parameters are simply replicated in the &#039;&#039;&#039;FSX Material Params&#039;&#039;&#039; rollout in the Properties panel in Blender. However, to enable the &#039;&#039;FSX Material Params&#039;&#039;, tick the checkbox at the top of the rollout. Currently unsupported features are &#039;&#039;detail texture&#039;&#039; and &#039;&#039;fresnel ramp&#039;&#039;. These will be added in a future release. It is also worth mentioning that you have to use &amp;quot;normal&amp;quot; materials, as Blender2FSX doesn&#039;t support node materials.&lt;br /&gt;
&lt;br /&gt;
== Texture maps ==&lt;br /&gt;
The main difference from Blender to gmax/Max with regard to FSX materials is the way texture maps are handled. To create a texture in Blender, select the Material under the &#039;&#039;&#039;material&#039;&#039;&#039; context of the Properties panel, then go to the &#039;&#039;&#039;texture&#039;&#039;&#039; context of the Properties panel.&lt;br /&gt;
* Select a free slot in the list at the top of the panel&lt;br /&gt;
* Click &amp;quot;New&amp;quot;. The panel will populate with options.&lt;br /&gt;
* Choose type &amp;quot;Image or Movie&amp;quot;&lt;br /&gt;
* Choose the image source file for your texture&lt;br /&gt;
* Under Mapping:Coordinates, choose &amp;quot;UV&amp;quot; (you can specify the UV layer as an option)&lt;br /&gt;
* Now in the &amp;quot;Influence&amp;quot; rollout, for a&lt;br /&gt;
** &#039;&#039;&#039;diffuse&#039;&#039;&#039; map: tick the Diffuse:Color checkbox, untick everything else. (visible texture)&lt;br /&gt;
** &#039;&#039;&#039;specular&#039;&#039;&#039; map: tick Specular:Intensity, untick everything else. (influences the reflections of the diffuse texture)&lt;br /&gt;
** &#039;&#039;&#039;emissive&#039;&#039;&#039; map: tick Shading:Emit, untick everything else. (night texture, formerly known as _LM texture)&lt;br /&gt;
** &#039;&#039;&#039;bump&#039;&#039;&#039; map: tick Geometry:Normal, untick everything else. (adds some kind of surface roughness)&lt;br /&gt;
By &amp;quot;untick everything else&amp;quot;, I mean that in order to have the correct diffuse map for example, no other texture in the same material should have Diffuse:color ticked in the Influence rollout. You are free to play with the different options, as long as you make sure that only one texture has the crucial option ticked. An exception to this rule are virtual cockpit textures (see below).&lt;br /&gt;
&lt;br /&gt;
Hint: Don´t forget to check the &amp;quot;FSX Material Params&amp;quot; in the Material, otherwise none of the above options will work. You will then only see the diffuse texture.&lt;br /&gt;
&lt;br /&gt;
[[Image:Envmap_blender.jpg|thumb|left|Environment map for Blender]]&lt;br /&gt;
&#039;&#039;&#039;Environment maps&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
For EnvMaps, the texture type is &amp;quot;Environment Map&amp;quot; instead of &amp;quot;Image or Movie&amp;quot;. Blender2FSX automatically recognises EnvMaps as long as the type is set correctly and Diffuse:Color is checked under the &amp;quot;Influence&amp;quot; rollout. The setups of EnvMaps differ from Blender to FSX. In order to see the same reflection in Blender renders as in the sim, you will have to reorganize the EnvMap (a.k.a Cube map) as shown in the picture to the left.&lt;br /&gt;
&lt;br /&gt;
== Virtual cockpit textures ==&lt;br /&gt;
&lt;br /&gt;
Virtual cockpit textures are created in the panel.cfg file. Their size is determined by the size_mm and pixel_size entries of the corresponding [VCockpitXX] section, where the arrangement of the gauges on the VC texture is also defined.&lt;br /&gt;
&lt;br /&gt;
In your virtual cockpit, you need to map polygons that will display gauges to the virtual cockpit texture. For this purpose, you need to create a &#039;&#039;&#039;dummy&#039;&#039;&#039; texture that reflects the arrangement of the gauges on the VC texture. The following is taken from the panel.cfg of the default C172 (©Microsoft):&lt;br /&gt;
&amp;lt;pre&amp;gt;[VCockpit02]&lt;br /&gt;
size_mm=512,512&lt;br /&gt;
pixel_size=512,512&lt;br /&gt;
texture=$C172s_2&lt;br /&gt;
background_color=0,0,0&lt;br /&gt;
&lt;br /&gt;
gauge00=Cessna!Heading_Indicator,                 0,  0,163,162&amp;lt;/pre&amp;gt;&lt;br /&gt;
To make a dummy texture from this VCockpit texture, we would create a &#039;&#039;&#039;512x512&#039;&#039;&#039; (see size_mm=) texture sheet and name it &#039;&#039;&#039;$C172s_2&#039;&#039;&#039; (see texture=) and save it with our favourite paint program. The $-sign at the beginning of the name is important: it tells FSX and Blender2FSX that this is a virtual cockpit texture. We would now proceed to place copies of the gauge artwork on the sheet at the positions defined in the panel.cfg. In this example, we could place the background bitmap of the Heading_Indicator gauge at the top-left corner (0,0) and make sure it&#039;s 163 by 162 pixels wide. We would then save the texture (as .png or something else) and head back to Blender.&lt;br /&gt;
&lt;br /&gt;
Back in Blender:&lt;br /&gt;
* Create a material for the gauge polygon and name it something sensible like &amp;quot;material_VC_1&amp;quot;.&lt;br /&gt;
* Under the FSX Material Params rollout, tick the &amp;quot;Is Virtual cockpit texture&amp;quot; checkbox (scroll all the way to the bottom)&lt;br /&gt;
* Add a texture for material_VC_1, type= &amp;quot;Image or Movie&amp;quot;&lt;br /&gt;
* Point the file source to the newly created $C172s_2.png dummy texture&lt;br /&gt;
* Mapping:Coordinates, choose &amp;quot;UV&amp;quot;&lt;br /&gt;
* Influence: tick Diffuse:Color &#039;&#039;&#039;and&#039;&#039;&#039; (if you don&#039;t use a separate emissive texture for night lighting) Shading:Emit&lt;br /&gt;
* Go to the UV/Image Editor and unwrap your polygon&lt;br /&gt;
* Map it to the dummy texture&lt;br /&gt;
Your gauge polygon is now ready for export.&lt;br /&gt;
&lt;br /&gt;
= Exporting to FSX =&lt;br /&gt;
&lt;br /&gt;
Calling the exporter module of Blender2FSX: Go to &#039;&#039;File&amp;gt;Export&amp;gt;DirectX for FSX(.x)&#039;&#039;. The main window will change to a file selection dialog, with a box to enter the filename at the top and export options displayed at the bottom left of the window.&lt;br /&gt;
&lt;br /&gt;
== Export options ==&lt;br /&gt;
The export options are pretty much self-explanatory. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Export selection&#039;&#039;&#039;&lt;br /&gt;
Use this option if you want to export only a part of your scene.&lt;br /&gt;
&lt;br /&gt;
In my case, I generally keep layers with the finished work separated from layers with garbage (from boolean operations and such) and helper objects. I also use a lot of Empties (to correct my animations in Blender) that I don&#039;t need and want to export. So at export time, I set my &amp;quot;finished&amp;quot; layers to be visible and then &#039;&#039;Select&amp;gt;Select All By Type&amp;gt;Mesh&#039;&#039; and choose &#039;&#039;&#039;Export selection&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Apply modifiers&#039;&#039;&#039;&lt;br /&gt;
This tells Blender2FSX to apply all modifiers (except armature modifiers) on exporting.&lt;br /&gt;
&lt;br /&gt;
This is internal to the export process, so your scene objects will retain their modifiers. Leaving this unchecked will result in having the meshes show up as if there were no modifiers on the stack.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Export animations&#039;&#039;&#039; will generate the creation of a .xanim file along with the .x file. It contains all the animations information of the scene.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skinned mesh&#039;&#039;&#039; enables the export of animated armatures.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Export MDL&#039;&#039;&#039; creates a &#039;&#039;filename.MDL&#039;&#039; file in the folder where your &#039;&#039;filename.x&#039;&#039; file is created. This .MDL file can be directly copied to an aircraft&#039;s model folder.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Log Verbose&#039;&#039;&#039; causes the exporter to run in Debug mode. Debug messages are output to the Blender system console which can be accessed via &#039;&#039;Window&amp;gt;Toggle system console&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
== Exporter errors ==&lt;br /&gt;
&lt;br /&gt;
On occasions, the exporter might quit with an error. For example when:&lt;br /&gt;
* There is no friendly name or GUID set. Obviously, you have to set a friendly name and GUID first.&lt;br /&gt;
* The exporter can&#039;t find the modeldef.xml or the XToMdl.exe. These have to be in the &#039;&#039;Modeling SDK\bin&#039;&#039; folder and &#039;&#039;Modeling SDK\3DSM7\plugins&#039;&#039; folder respectively. Don&#039;t move them away from there. It can also occur that your registry entry &amp;quot;SdkRootDir&amp;quot; points to an obsolete file (maybe after a failed/corrupted installation attempt of the SDK); in that case, clean your registry.&lt;br /&gt;
&lt;br /&gt;
In case the exporter throws an error that you can&#039;t figure out, feel free to report it in the support thread.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
FSDeveloper is a great place with lots of knowledgeable people who help each other whenever they can. I have learned so much on these forums, thank you all for that. I also want to thank the gurus over at [http://blenderartists.org/forum/forum.php blenderartists.org] who got me started on python scripting by patiently answering my noobish questions. And Chris Foster who wrote the official DirectX exporter for Blender. I want to thank the community for keeping me motivated in the accomplishment of this Toolset. May it grow and become better over time. Thank you for reading... [[User:Captx-6562|Captx-6562]]&lt;/div&gt;</summary>
		<author><name>Pyscen</name></author>
	</entry>
	<entry>
		<id>http://www.fsdeveloper.com/wiki/index.php?title=Blender2FSX_Toolset_manual&amp;diff=11369</id>
		<title>Blender2FSX Toolset manual</title>
		<link rel="alternate" type="text/html" href="http://www.fsdeveloper.com/wiki/index.php?title=Blender2FSX_Toolset_manual&amp;diff=11369"/>
		<updated>2022-12-03T20:26:02Z</updated>

		<summary type="html">&lt;p&gt;Pyscen: /* Activate the Toolset */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Tools]]&lt;br /&gt;
[[Category:Blender]]&lt;br /&gt;
[[category:Modeling]]&lt;br /&gt;
[[Category:Aircraft Design]]&lt;br /&gt;
[[category:Scenery Design]]&lt;br /&gt;
[[Category:Terrain Design]]&lt;br /&gt;
[[category:Texturing]]&lt;br /&gt;
[[category:SDK]]&lt;br /&gt;
[[category:Manuals]]&lt;br /&gt;
{{Infobox-Applicable-FSVersion&lt;br /&gt;
| MSFS = false&lt;br /&gt;
| FSXI = false&lt;br /&gt;
| P3D5 = true&lt;br /&gt;
| P3D4 = true&lt;br /&gt;
| P3D3 = true&lt;br /&gt;
| P3D2 = true&lt;br /&gt;
| P3D = true&lt;br /&gt;
| FSW = unknown&lt;br /&gt;
| FSXSE = true&lt;br /&gt;
| FSXA = true&lt;br /&gt;
| FSX = true&lt;br /&gt;
| FS2004 = true&lt;br /&gt;
| FS2002 = false&lt;br /&gt;
| XP11 = unknown&lt;br /&gt;
| XP10 = unknown&lt;br /&gt;
| XP9 = unknown&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;&#039;Blender2FSX/P3D Toolset&#039;&#039;&#039; is an addon for the 3D-modelling application [http://www.blender.org/download/ Blender]. This Wiki page is intended to introduce the reader to the use of Blender2FSX/P3D to export models created in Blender for use in Microsoft Flight Simulator X (FSX &amp;amp; FSX: SE) and Lockheed Martin Prepar3D (P3D) and shows some things to consider when modeling for FSX/P3D in Blender. It is NOT a generic tutorial on how to build models in Blender.   &lt;br /&gt;
&lt;br /&gt;
== Requirements ==&lt;br /&gt;
&lt;br /&gt;
* Windows 10 &amp;amp; 11 &lt;br /&gt;
&lt;br /&gt;
* Microsoft Flight Simulator X SDK &#039;&#039;&#039;&#039;&#039;including updates&#039;&#039;&#039; to SP2 or Acceleration&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Lockheed Martin Prepar3D SDK v1.x, v2.x, v3.x, v4.x &amp;amp; v5.x (FSX Steam Edition should use the Prepar3D SDK v1.x) &lt;br /&gt;
&lt;br /&gt;
* [http://www.blender.org/download/ Blender]&lt;br /&gt;
&lt;br /&gt;
== Installing Blender2FSX/P3D Toolset ==&lt;br /&gt;
&lt;br /&gt;
===Installing===&lt;br /&gt;
&lt;br /&gt;
* Download the latest Blender2FSX/P3D Toolset that is in the [https://www.fsdeveloper.com/forum/resources/blender2p3dfsx-for-blender-3-x.283/ &#039;&#039;Resource Section&#039;&#039;].&lt;br /&gt;
* Start Blender&lt;br /&gt;
* Go to &amp;quot;&#039;&#039;&#039;Preferences&#039;&#039;&#039;&amp;quot; (Edit-&amp;gt;Preferences). Click on the &amp;quot;&#039;&#039;&#039;Add-ons&#039;&#039;&#039;&amp;quot; tab and then click on &amp;quot;&#039;&#039;&#039;Install...&#039;&#039;&#039;&amp;quot;.  &lt;br /&gt;
* In the file manager, navigate to where you have downloaded the Toolset file, select it and click on &amp;quot;&#039;&#039;&#039;Install Add-on&#039;&#039;&#039;&amp;quot;. This will extract the content of the zip file to your Blender script folder (by default under %APPDATA%\Blender Foundation\Blender\&amp;lt;version number&amp;gt;\scripts\addons)&lt;br /&gt;
&lt;br /&gt;
===Activating the Toolset===&lt;br /&gt;
&lt;br /&gt;
To activate the Toolset in Blender,&lt;br /&gt;
* To activate the addon: clicking on the &#039;&#039;check-mark&#039;&#039; next to &amp;quot;&#039;&#039;&#039;3DView: P3D/FSX Toolset&#039;&#039;&#039;&amp;quot;. That should enable the addon and the various panels and properties. Close the Preferences window.&lt;br /&gt;
&lt;br /&gt;
To ensure that the addon was correctly installed, press &amp;quot;N&amp;quot; on your keyboard while the mouse pointer is in one of the main viewport. This should open the main panels of the addon under the tab named &amp;quot;P3D/FSX&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
* FSX/P3D Animation Tool&lt;br /&gt;
* FSX/P3D Attachpoint Tool&lt;br /&gt;
* FSX/P3D File Properties&lt;br /&gt;
* FSX Verify Tool&lt;br /&gt;
&lt;br /&gt;
You can deactivate Blender2FSX/P3D at any time by unticking the checkbox within the &#039;&#039;&#039;Preferences&#039;&#039;&#039; window.&lt;br /&gt;
&lt;br /&gt;
= The Tools =&lt;br /&gt;
This section describes the functionality of the tools included with Blender2FSX/P3D.&lt;br /&gt;
&lt;br /&gt;
Note: It is recommended that you &#039;&#039;&#039;read the FSX SDK documentation&#039;&#039;&#039;, section &amp;quot;&#039;&#039;&#039;Modeling SDK&#039;&#039;&#039;&amp;quot;, as Blender2FSX/P3D closely emulates the functionality of the ACES Toolsets for gmax/3DSMax provided with and described in the SDK. There is a lot to be found there that is beyond the scope of this Wiki page.&lt;br /&gt;
&lt;br /&gt;
== Getting started: FSX File Properties ==&lt;br /&gt;
[[Image:Blender2FSX_manual_02.jpg|thumb|File Properties Tool]]&lt;br /&gt;
&#039;&#039;&#039;FSX File Properties&#039;&#039;&#039; is a tool located in Blender&#039;s Toolshelf in the 3DView, which can be accessed by pressing &#039;&#039;&#039;T&#039;&#039;&#039; on the keyboard. You might want to scroll down a bit to see it. It serves two purposes:&lt;br /&gt;
&lt;br /&gt;
* First thing to do &#039;&#039;&#039;when starting a new Blender session&#039;&#039;&#039; is to &#039;&#039;&#039;click the &amp;quot;Initialize Toolset&amp;quot;&#039;&#039;&#039; Button. This tells Blender where the FSX SDK is installed and populates the other tools with fresh data from the modeldef.xml file. Whenever changing an entry in the modeldef.xml, make sure to reinitialize the toolset to reflect the changes in Blender.&lt;br /&gt;
* Each model for FSX needs a GUID (Globally Unique IDentifier) and a friendly name. So, before exporting your model, you should give it a &amp;quot;friendly name&amp;quot; which should only contain ASCII characters. This name is entered in the field &amp;quot;Friendly Name&amp;quot;. You should also assign a GUID either by entering it directly in the GUID field (i.e. if generated externally) or by clicking &#039;&#039;&#039;Generate GUID&#039;&#039;&#039;. Saving your file once done will write the GUID and friendly to the .blend file.&lt;br /&gt;
&lt;br /&gt;
You can now start building your model.&lt;br /&gt;
&lt;br /&gt;
== General guidelines ==&lt;br /&gt;
Blender2FSX is not foolproof, so here are some general guidelines of what to do and what to avoid in order to yield the expected results with this tool set. However, when you know what each of these guidelines mean, transgressing some of them gives you more creative freedom.&lt;br /&gt;
* &#039;&#039;&#039;Always have a scale of (1,1,1)&#039;&#039;&#039;. Any object that doesn&#039;t have a scale of (1,1,1) may show unwanted behavior in the sim, especially when animated. To reset the scale of an object, hit Ctrl+A &amp;gt; Scale.&lt;br /&gt;
* &#039;&#039;&#039;Always apply a material to your objects.&#039;&#039;&#039; An object with no material is invisible in the sim and in combination with attachpoints may produce failure of the compiler (XToMdl.exe).&lt;br /&gt;
* &#039;&#039;&#039;Always have a generic object&#039;&#039;&#039; (non animated and with no attachpoints) in each LOD. Some functions require this object to be there in order to process other objects.&lt;br /&gt;
* &#039;&#039;&#039;Avoid non-ASCII characters wherever possible&#039;&#039;&#039; in all your names (objects, materials, attachpoints, etc.). While there is some &amp;quot;safename&amp;quot; functionality for most of the export process, errors might occur if naming a material &amp;quot;Matérial&amp;quot; or an effect &amp;quot;mañana&amp;quot;... The same applies to file and folder names in your project path. Using special characters in folder names may result in XToMdl not functioning properly, i.e. a corrupt .MDL file on export.&lt;br /&gt;
&lt;br /&gt;
== LODs ==&lt;br /&gt;
Organizing your model/scene becomes necessary as it grows larger and includes different LODs (levels of detail). I will suggest one way of doing it. First:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;How to export an LOD?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
To export an LOD (let&#039;s take LOD_400 as an example), create/add an Empty at the origin (0,0,0) of your scene, rename that empty &amp;quot;&#039;&#039;friendly_name&#039;&#039;_LOD_400&amp;quot;, replacing &#039;&#039;friendly_name&#039;&#039; with your model&#039;s friendly name, and make it a parent to all root level objects that should go into LOD_400. Repeat for LOD_100, LOD_50 etc.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Using layers&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
To keep your scene tidy, you can make use of Blender&#039;s layers to isolate LODs from each other. You could for example create all objects of LOD_400 in layer 1, LOD_100 in layer 2 etc. All you have to do is add an empty at (0,0,0) in each layer, and in the end add an Empty named &#039;&#039;friendly_name&#039;&#039;, make that a parent to all LOD_XXX empties, to obtain a hierarchy with Empty &#039;&#039;friendly_name&#039;&#039; as the root of your scene. You can use the outliner to get a good overview of your scene hierarchy and edit it from there.&lt;br /&gt;
&lt;br /&gt;
== FSX Animation Tool ==&lt;br /&gt;
[[Image:Blender2FSX_manual_03.jpg|thumb|left|Animation Tool]]&lt;br /&gt;
&#039;&#039;&#039;FSX Animation Tool&#039;&#039;&#039; is also located in Blender&#039;s Toolshelf. Similarly to ACES&#039; animation manager in gmax/3DSMax, it is used to &amp;quot;tag&amp;quot; animated objects in the scene, so that the animation can then be processed by the XToMdl tool. Open the tool by clicking on the black triangle/arrow to the left. If the toolset was previously initialized (see &amp;quot;Getting started&amp;quot; above), the list window should be populated with animation entries (i.e Ambient, Ambient2, etc.). To tag an object, do the following:&lt;br /&gt;
* Keyframe-animate your object. For &amp;quot;Ambient&amp;quot; type animations, the range is defined by you; for aircraft parts, the range is defined in the SDK (example: the rudder would have a range of 0-100 frames, with keyframes at least at 0, 50 and 100).&lt;br /&gt;
* In the list window, scroll down to the animation entry corresponding to the animated part, select it (marked blue) and,&lt;br /&gt;
* With your object selected, click &#039;&#039;&#039;Assign&#039;&#039;&#039;. The object is now tagged with the animation entry. An object can only be tagged with one animation entry!&lt;br /&gt;
[[Image:Blender2FSX_manual_04.jpg|thumb|right|FSX Properties]]&lt;br /&gt;
You can check which tag has been assigned to the object by going to the &amp;quot;Properties&amp;quot; Panel, object context, FSX Properties rollout: it shows an &amp;quot;Animation Tag&amp;quot; field, a &amp;quot;Length&amp;quot; field which displays the animation range as defined in the modeldef.xml (or 0 in case of &amp;quot;Ambient&amp;quot; type animations; use this to cross-check with your object&#039;s animation range) and a &#039;&#039;&#039;Clear&#039;&#039;&#039; button used to untag the object&#039;s animation. You can untag all objects in the scene at once by clicking the &#039;&#039;&#039;Clear All&#039;&#039;&#039; button in the FSX Animation Tool. &#039;&#039;Be careful, this can not be undone!&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Hint: Instead of scrolling down the list to find an animation entry, you can use the &amp;quot;search&amp;quot; feature of the list window. Acces it by clicking the small &amp;quot;+&amp;quot; at the bottom left of the list window. Enter a search string/phrase in the search box and hit &amp;quot;Enter&amp;quot;.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Skinned meshes ===&lt;br /&gt;
&lt;br /&gt;
For skinned animations to work, use an armature modifier with &#039;&#039;&#039;Vertex groups&#039;&#039;&#039;, envelopes won&#039;t work. You can use weight painting to define the influence of bones on the vertices.&lt;br /&gt;
&lt;br /&gt;
To assign a tag to a bone/armature:&lt;br /&gt;
* Go into Pose mode&lt;br /&gt;
* Select the bone you want to tag&lt;br /&gt;
* In the FSX Animation Tool, select the animation entry you want to use&lt;br /&gt;
* Click &#039;&#039;&#039;Assign&#039;&#039;&#039; &lt;br /&gt;
For bones, the FSX Properties are located in the &#039;&#039;&#039;bone&#039;&#039;&#039; tab of the Properties panel, where you can check which animation tag has been assigned to the bone.&lt;br /&gt;
&lt;br /&gt;
It is important to note that &#039;&#039;&#039;every&#039;&#039;&#039; vertex needs to be assigned to a vertex group/bone. You will need a static bone for the non-deforming part of your mesh.&lt;br /&gt;
&lt;br /&gt;
Constraints can be used on bones just as on regular objects.&lt;br /&gt;
&lt;br /&gt;
== FSX Attachpoint Tool ==&lt;br /&gt;
&#039;&#039;&#039;FSX Attachpoint Tool&#039;&#039;&#039; is also located in Blender&#039;s Toolshelf. It works analogously to ACES&#039; Attachpoint Tool, with the difference that it doesn&#039;t support Library objects and Empties. An attachpoint is a piece of geometry (i.e. an object) to which an effect, a visibility condition, a mouse rectangle (or clickspot), a &amp;quot;platform&amp;quot; property or a &amp;quot;nocrash&amp;quot; property can be &amp;quot;attached&amp;quot;. Combinations thereof can be applied to a single object. Refer to the SDK&#039;s document &amp;quot;Using modeling Tools: The Attach Tool&amp;quot; of the Modeling SDK for an in-depth description of the functionality of the different options.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Effects&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
To attach an effect to an object:&lt;br /&gt;
* Select the object&lt;br /&gt;
* Tick the &amp;quot;Effect&amp;quot; checkbox in the Attachpoint Tool. Options for &amp;quot;Effect&amp;quot; should automatically rollout at the bottom of the tool.&lt;br /&gt;
* In the &amp;quot;Name&amp;quot; field, enter a name for your attachpoint. Care must be taken, as &#039;&#039;&#039;attachpoint names must be unique&#039;&#039;&#039; throughout the model/scene!&lt;br /&gt;
* In the &amp;quot;Effect&amp;quot; field, enter the filename (&#039;&#039;without extension .fx&#039;&#039;) of the effect you want to attach. The available effects can be found in the main FSX folder, subfolder &amp;quot;Effects&amp;quot;.&lt;br /&gt;
* In the &amp;quot;Param&amp;quot; field, a list of parameters for the effect can be set, as described in the SDK (i.e. DAY=1;DAWN=0 etc.).&lt;br /&gt;
* When all is set, click the &#039;&#039;&#039;Attach&#039;&#039;&#039; button.&lt;br /&gt;
&#039;&#039;Note: the object needs to have a material or else effects won&#039;t work.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[Image:Blender2FSX_manual_05.jpg|frame|Attachpoint Tool]]&lt;br /&gt;
&#039;&#039;&#039;Visibility&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
To set a visibility condition on an object:&lt;br /&gt;
* Select the object&lt;br /&gt;
* Tick the &amp;quot;Visibility&amp;quot; checkbox&lt;br /&gt;
* Choose a Visibility tag from the dropdown&lt;br /&gt;
* When all is set, click &#039;&#039;&#039;Attach&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mouse Rectangle&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
To make an object clickable in the sim:&lt;br /&gt;
* Select the object&lt;br /&gt;
* Tick the &amp;quot;MouseRect&amp;quot; checkbox&lt;br /&gt;
* Select a MouseRect/Clickspot definition from the list window&lt;br /&gt;
* When all is set, click &#039;&#039;&#039;Attach&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Platform&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
To define a platform:&lt;br /&gt;
* Select the platform object&lt;br /&gt;
* Tick the &amp;quot;Platform&amp;quot; checkbox&lt;br /&gt;
* In the &amp;quot;Name&amp;quot; field, enter a &#039;&#039;&#039;unique(!)&#039;&#039;&#039; name for the attachpoint (i.e. a name that has not been used before).&lt;br /&gt;
* Choose a platform type from the dropdown&lt;br /&gt;
* When all is set, click &#039;&#039;&#039;Attach&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;Note: For some reason, you have to export at least two objects in a model containing a platform, in order for it to compile successfully.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;No Crash&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
To exclude an object from crash detection:&lt;br /&gt;
* Select the object&lt;br /&gt;
* Tick the &amp;quot;No Crash&amp;quot; checkbox&lt;br /&gt;
* When all is set, click &amp;quot;Attach&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Clear Attachpoint&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
To clear an object from its attachpoint, click the &#039;&#039;&#039;Clear&#039;&#039;&#039; button with the object selected.&lt;br /&gt;
&lt;br /&gt;
=== Example: Landing light ===&lt;br /&gt;
[[Image:Blender2FSX_manual_06.jpg|thumb|Attachpoint Tool: Adding a landing light effect]]&lt;br /&gt;
There is a minor difference when adding a landing light compared to ACES tools in gmax/3DSMax. After creating your geometry (a simple triangle/polygon object), set the transform orientation to &amp;quot;Local&amp;quot; and rotate the object so that its positive &#039;&#039;&#039;Z-axis&#039;&#039;&#039; points in the desired direction of the light beam. Now setup the attachpoint tool:&lt;br /&gt;
* Check &amp;quot;Effect&amp;quot; and &amp;quot;Visibility&amp;quot;, uncheck everything else.&lt;br /&gt;
* Enter a name for the attachpoint (&#039;&#039;&#039;attachpt_landing_4&#039;&#039;&#039; in the example in the picture)&lt;br /&gt;
* Enter the effect&#039;s filename without the .fx extension, i.e. &#039;&#039;&#039;fx_landing&#039;&#039;&#039;&lt;br /&gt;
* Under Visibility, choose &amp;quot;&#039;&#039;&#039;general_light&#039;&#039;&#039;&amp;quot;.&lt;br /&gt;
* Click &#039;&#039;&#039;Attach&#039;&#039;&#039;&lt;br /&gt;
That&#039;s it! You&#039;ve just added a landing light to your model.&lt;br /&gt;
&lt;br /&gt;
= FSX Materials =&lt;br /&gt;
[[Image:Blender2FSX_manual_07.jpg|frame|FSX Material: Texture slots]]&lt;br /&gt;
This section describes how FSX Materials are integrated into Blender. For a description of the parameters and their functionalities, refer to SDK document &amp;quot;FSX Material&amp;quot; of the Modeling SDK. All the parameters are simply replicated in the &#039;&#039;&#039;FSX Material Params&#039;&#039;&#039; rollout in the Properties panel in Blender. However, to enable the &#039;&#039;FSX Material Params&#039;&#039;, tick the checkbox at the top of the rollout. Currently unsupported features are &#039;&#039;detail texture&#039;&#039; and &#039;&#039;fresnel ramp&#039;&#039;. These will be added in a future release. It is also worth mentioning that you have to use &amp;quot;normal&amp;quot; materials, as Blender2FSX doesn&#039;t support node materials.&lt;br /&gt;
&lt;br /&gt;
== Texture maps ==&lt;br /&gt;
The main difference from Blender to gmax/Max with regard to FSX materials is the way texture maps are handled. To create a texture in Blender, select the Material under the &#039;&#039;&#039;material&#039;&#039;&#039; context of the Properties panel, then go to the &#039;&#039;&#039;texture&#039;&#039;&#039; context of the Properties panel.&lt;br /&gt;
* Select a free slot in the list at the top of the panel&lt;br /&gt;
* Click &amp;quot;New&amp;quot;. The panel will populate with options.&lt;br /&gt;
* Choose type &amp;quot;Image or Movie&amp;quot;&lt;br /&gt;
* Choose the image source file for your texture&lt;br /&gt;
* Under Mapping:Coordinates, choose &amp;quot;UV&amp;quot; (you can specify the UV layer as an option)&lt;br /&gt;
* Now in the &amp;quot;Influence&amp;quot; rollout, for a&lt;br /&gt;
** &#039;&#039;&#039;diffuse&#039;&#039;&#039; map: tick the Diffuse:Color checkbox, untick everything else. (visible texture)&lt;br /&gt;
** &#039;&#039;&#039;specular&#039;&#039;&#039; map: tick Specular:Intensity, untick everything else. (influences the reflections of the diffuse texture)&lt;br /&gt;
** &#039;&#039;&#039;emissive&#039;&#039;&#039; map: tick Shading:Emit, untick everything else. (night texture, formerly known as _LM texture)&lt;br /&gt;
** &#039;&#039;&#039;bump&#039;&#039;&#039; map: tick Geometry:Normal, untick everything else. (adds some kind of surface roughness)&lt;br /&gt;
By &amp;quot;untick everything else&amp;quot;, I mean that in order to have the correct diffuse map for example, no other texture in the same material should have Diffuse:color ticked in the Influence rollout. You are free to play with the different options, as long as you make sure that only one texture has the crucial option ticked. An exception to this rule are virtual cockpit textures (see below).&lt;br /&gt;
&lt;br /&gt;
Hint: Don´t forget to check the &amp;quot;FSX Material Params&amp;quot; in the Material, otherwise none of the above options will work. You will then only see the diffuse texture.&lt;br /&gt;
&lt;br /&gt;
[[Image:Envmap_blender.jpg|thumb|left|Environment map for Blender]]&lt;br /&gt;
&#039;&#039;&#039;Environment maps&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
For EnvMaps, the texture type is &amp;quot;Environment Map&amp;quot; instead of &amp;quot;Image or Movie&amp;quot;. Blender2FSX automatically recognises EnvMaps as long as the type is set correctly and Diffuse:Color is checked under the &amp;quot;Influence&amp;quot; rollout. The setups of EnvMaps differ from Blender to FSX. In order to see the same reflection in Blender renders as in the sim, you will have to reorganize the EnvMap (a.k.a Cube map) as shown in the picture to the left.&lt;br /&gt;
&lt;br /&gt;
== Virtual cockpit textures ==&lt;br /&gt;
&lt;br /&gt;
Virtual cockpit textures are created in the panel.cfg file. Their size is determined by the size_mm and pixel_size entries of the corresponding [VCockpitXX] section, where the arrangement of the gauges on the VC texture is also defined.&lt;br /&gt;
&lt;br /&gt;
In your virtual cockpit, you need to map polygons that will display gauges to the virtual cockpit texture. For this purpose, you need to create a &#039;&#039;&#039;dummy&#039;&#039;&#039; texture that reflects the arrangement of the gauges on the VC texture. The following is taken from the panel.cfg of the default C172 (©Microsoft):&lt;br /&gt;
&amp;lt;pre&amp;gt;[VCockpit02]&lt;br /&gt;
size_mm=512,512&lt;br /&gt;
pixel_size=512,512&lt;br /&gt;
texture=$C172s_2&lt;br /&gt;
background_color=0,0,0&lt;br /&gt;
&lt;br /&gt;
gauge00=Cessna!Heading_Indicator,                 0,  0,163,162&amp;lt;/pre&amp;gt;&lt;br /&gt;
To make a dummy texture from this VCockpit texture, we would create a &#039;&#039;&#039;512x512&#039;&#039;&#039; (see size_mm=) texture sheet and name it &#039;&#039;&#039;$C172s_2&#039;&#039;&#039; (see texture=) and save it with our favourite paint program. The $-sign at the beginning of the name is important: it tells FSX and Blender2FSX that this is a virtual cockpit texture. We would now proceed to place copies of the gauge artwork on the sheet at the positions defined in the panel.cfg. In this example, we could place the background bitmap of the Heading_Indicator gauge at the top-left corner (0,0) and make sure it&#039;s 163 by 162 pixels wide. We would then save the texture (as .png or something else) and head back to Blender.&lt;br /&gt;
&lt;br /&gt;
Back in Blender:&lt;br /&gt;
* Create a material for the gauge polygon and name it something sensible like &amp;quot;material_VC_1&amp;quot;.&lt;br /&gt;
* Under the FSX Material Params rollout, tick the &amp;quot;Is Virtual cockpit texture&amp;quot; checkbox (scroll all the way to the bottom)&lt;br /&gt;
* Add a texture for material_VC_1, type= &amp;quot;Image or Movie&amp;quot;&lt;br /&gt;
* Point the file source to the newly created $C172s_2.png dummy texture&lt;br /&gt;
* Mapping:Coordinates, choose &amp;quot;UV&amp;quot;&lt;br /&gt;
* Influence: tick Diffuse:Color &#039;&#039;&#039;and&#039;&#039;&#039; (if you don&#039;t use a separate emissive texture for night lighting) Shading:Emit&lt;br /&gt;
* Go to the UV/Image Editor and unwrap your polygon&lt;br /&gt;
* Map it to the dummy texture&lt;br /&gt;
Your gauge polygon is now ready for export.&lt;br /&gt;
&lt;br /&gt;
= Exporting to FSX =&lt;br /&gt;
&lt;br /&gt;
Calling the exporter module of Blender2FSX: Go to &#039;&#039;File&amp;gt;Export&amp;gt;DirectX for FSX(.x)&#039;&#039;. The main window will change to a file selection dialog, with a box to enter the filename at the top and export options displayed at the bottom left of the window.&lt;br /&gt;
&lt;br /&gt;
== Export options ==&lt;br /&gt;
The export options are pretty much self-explanatory. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Export selection&#039;&#039;&#039;&lt;br /&gt;
Use this option if you want to export only a part of your scene.&lt;br /&gt;
&lt;br /&gt;
In my case, I generally keep layers with the finished work separated from layers with garbage (from boolean operations and such) and helper objects. I also use a lot of Empties (to correct my animations in Blender) that I don&#039;t need and want to export. So at export time, I set my &amp;quot;finished&amp;quot; layers to be visible and then &#039;&#039;Select&amp;gt;Select All By Type&amp;gt;Mesh&#039;&#039; and choose &#039;&#039;&#039;Export selection&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Apply modifiers&#039;&#039;&#039;&lt;br /&gt;
This tells Blender2FSX to apply all modifiers (except armature modifiers) on exporting.&lt;br /&gt;
&lt;br /&gt;
This is internal to the export process, so your scene objects will retain their modifiers. Leaving this unchecked will result in having the meshes show up as if there were no modifiers on the stack.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Export animations&#039;&#039;&#039; will generate the creation of a .xanim file along with the .x file. It contains all the animations information of the scene.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skinned mesh&#039;&#039;&#039; enables the export of animated armatures.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Export MDL&#039;&#039;&#039; creates a &#039;&#039;filename.MDL&#039;&#039; file in the folder where your &#039;&#039;filename.x&#039;&#039; file is created. This .MDL file can be directly copied to an aircraft&#039;s model folder.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Log Verbose&#039;&#039;&#039; causes the exporter to run in Debug mode. Debug messages are output to the Blender system console which can be accessed via &#039;&#039;Window&amp;gt;Toggle system console&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
== Exporter errors ==&lt;br /&gt;
&lt;br /&gt;
On occasions, the exporter might quit with an error. For example when:&lt;br /&gt;
* There is no friendly name or GUID set. Obviously, you have to set a friendly name and GUID first.&lt;br /&gt;
* The exporter can&#039;t find the modeldef.xml or the XToMdl.exe. These have to be in the &#039;&#039;Modeling SDK\bin&#039;&#039; folder and &#039;&#039;Modeling SDK\3DSM7\plugins&#039;&#039; folder respectively. Don&#039;t move them away from there. It can also occur that your registry entry &amp;quot;SdkRootDir&amp;quot; points to an obsolete file (maybe after a failed/corrupted installation attempt of the SDK); in that case, clean your registry.&lt;br /&gt;
&lt;br /&gt;
In case the exporter throws an error that you can&#039;t figure out, feel free to report it in the support thread.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
FSDeveloper is a great place with lots of knowledgeable people who help each other whenever they can. I have learned so much on these forums, thank you all for that. I also want to thank the gurus over at [http://blenderartists.org/forum/forum.php blenderartists.org] who got me started on python scripting by patiently answering my noobish questions. And Chris Foster who wrote the official DirectX exporter for Blender. I want to thank the community for keeping me motivated in the accomplishment of this Toolset. May it grow and become better over time. Thank you for reading... [[User:Captx-6562|Captx-6562]]&lt;/div&gt;</summary>
		<author><name>Pyscen</name></author>
	</entry>
	<entry>
		<id>http://www.fsdeveloper.com/wiki/index.php?title=Blender2FSX_Toolset_manual&amp;diff=11368</id>
		<title>Blender2FSX Toolset manual</title>
		<link rel="alternate" type="text/html" href="http://www.fsdeveloper.com/wiki/index.php?title=Blender2FSX_Toolset_manual&amp;diff=11368"/>
		<updated>2022-12-03T20:25:25Z</updated>

		<summary type="html">&lt;p&gt;Pyscen: /* Installing/ activating the Toolset */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Tools]]&lt;br /&gt;
[[Category:Blender]]&lt;br /&gt;
[[category:Modeling]]&lt;br /&gt;
[[Category:Aircraft Design]]&lt;br /&gt;
[[category:Scenery Design]]&lt;br /&gt;
[[Category:Terrain Design]]&lt;br /&gt;
[[category:Texturing]]&lt;br /&gt;
[[category:SDK]]&lt;br /&gt;
[[category:Manuals]]&lt;br /&gt;
{{Infobox-Applicable-FSVersion&lt;br /&gt;
| MSFS = false&lt;br /&gt;
| FSXI = false&lt;br /&gt;
| P3D5 = true&lt;br /&gt;
| P3D4 = true&lt;br /&gt;
| P3D3 = true&lt;br /&gt;
| P3D2 = true&lt;br /&gt;
| P3D = true&lt;br /&gt;
| FSW = unknown&lt;br /&gt;
| FSXSE = true&lt;br /&gt;
| FSXA = true&lt;br /&gt;
| FSX = true&lt;br /&gt;
| FS2004 = true&lt;br /&gt;
| FS2002 = false&lt;br /&gt;
| XP11 = unknown&lt;br /&gt;
| XP10 = unknown&lt;br /&gt;
| XP9 = unknown&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;&#039;Blender2FSX/P3D Toolset&#039;&#039;&#039; is an addon for the 3D-modelling application [http://www.blender.org/download/ Blender]. This Wiki page is intended to introduce the reader to the use of Blender2FSX/P3D to export models created in Blender for use in Microsoft Flight Simulator X (FSX &amp;amp; FSX: SE) and Lockheed Martin Prepar3D (P3D) and shows some things to consider when modeling for FSX/P3D in Blender. It is NOT a generic tutorial on how to build models in Blender.   &lt;br /&gt;
&lt;br /&gt;
== Requirements ==&lt;br /&gt;
&lt;br /&gt;
* Windows 10 &amp;amp; 11 &lt;br /&gt;
&lt;br /&gt;
* Microsoft Flight Simulator X SDK &#039;&#039;&#039;&#039;&#039;including updates&#039;&#039;&#039; to SP2 or Acceleration&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Lockheed Martin Prepar3D SDK v1.x, v2.x, v3.x, v4.x &amp;amp; v5.x (FSX Steam Edition should use the Prepar3D SDK v1.x) &lt;br /&gt;
&lt;br /&gt;
* [http://www.blender.org/download/ Blender]&lt;br /&gt;
&lt;br /&gt;
== Installing Blender2FSX/P3D Toolset ==&lt;br /&gt;
&lt;br /&gt;
===Installing===&lt;br /&gt;
&lt;br /&gt;
* Download the latest Blender2FSX/P3D Toolset that is in the [https://www.fsdeveloper.com/forum/resources/blender2p3dfsx-for-blender-3-x.283/ &#039;&#039;Resource Section&#039;&#039;].&lt;br /&gt;
* Start Blender&lt;br /&gt;
* Go to &amp;quot;&#039;&#039;&#039;Preferences&#039;&#039;&#039;&amp;quot; (Edit-&amp;gt;Preferences). Click on the &amp;quot;&#039;&#039;&#039;Add-ons&#039;&#039;&#039;&amp;quot; tab and then click on &amp;quot;&#039;&#039;&#039;Install...&#039;&#039;&#039;&amp;quot;.  &lt;br /&gt;
* In the file manager, navigate to where you have downloaded the Toolset file, select it and click on &amp;quot;&#039;&#039;&#039;Install Add-on&#039;&#039;&#039;&amp;quot;. This will extract the content of the zip file to your Blender script folder (by default under %APPDATA%\Blender Foundation\Blender\&amp;lt;version number&amp;gt;\scripts\addons)&lt;br /&gt;
&lt;br /&gt;
===Activate the Toolset===&lt;br /&gt;
&lt;br /&gt;
To activate the Toolset in Blender,&lt;br /&gt;
* To activate the addon: clicking on the &#039;&#039;check-mark&#039;&#039; next to &amp;quot;&#039;&#039;&#039;3DView: P3D/FSX Toolset&#039;&#039;&#039;&amp;quot;. That should enable the addon and the various panels and properties. Close the Preferences window.&lt;br /&gt;
&lt;br /&gt;
To ensure that the addon was correctly installed, press &amp;quot;N&amp;quot; on your keyboard while the mouse pointer is in one of the main viewport. This should open the main panels of the addon under the tab named &amp;quot;P3D/FSX&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
* FSX/P3D Animation Tool&lt;br /&gt;
* FSX/P3D Attachpoint Tool&lt;br /&gt;
* FSX/P3D File Properties&lt;br /&gt;
* FSX Verify Tool&lt;br /&gt;
&lt;br /&gt;
You can deactivate Blender2FSX/P3D at any time by unticking the checkbox within the &#039;&#039;&#039;Preferences&#039;&#039;&#039; window.&lt;br /&gt;
&lt;br /&gt;
= The Tools =&lt;br /&gt;
This section describes the functionality of the tools included with Blender2FSX/P3D.&lt;br /&gt;
&lt;br /&gt;
Note: It is recommended that you &#039;&#039;&#039;read the FSX SDK documentation&#039;&#039;&#039;, section &amp;quot;&#039;&#039;&#039;Modeling SDK&#039;&#039;&#039;&amp;quot;, as Blender2FSX/P3D closely emulates the functionality of the ACES Toolsets for gmax/3DSMax provided with and described in the SDK. There is a lot to be found there that is beyond the scope of this Wiki page.&lt;br /&gt;
&lt;br /&gt;
== Getting started: FSX File Properties ==&lt;br /&gt;
[[Image:Blender2FSX_manual_02.jpg|thumb|File Properties Tool]]&lt;br /&gt;
&#039;&#039;&#039;FSX File Properties&#039;&#039;&#039; is a tool located in Blender&#039;s Toolshelf in the 3DView, which can be accessed by pressing &#039;&#039;&#039;T&#039;&#039;&#039; on the keyboard. You might want to scroll down a bit to see it. It serves two purposes:&lt;br /&gt;
&lt;br /&gt;
* First thing to do &#039;&#039;&#039;when starting a new Blender session&#039;&#039;&#039; is to &#039;&#039;&#039;click the &amp;quot;Initialize Toolset&amp;quot;&#039;&#039;&#039; Button. This tells Blender where the FSX SDK is installed and populates the other tools with fresh data from the modeldef.xml file. Whenever changing an entry in the modeldef.xml, make sure to reinitialize the toolset to reflect the changes in Blender.&lt;br /&gt;
* Each model for FSX needs a GUID (Globally Unique IDentifier) and a friendly name. So, before exporting your model, you should give it a &amp;quot;friendly name&amp;quot; which should only contain ASCII characters. This name is entered in the field &amp;quot;Friendly Name&amp;quot;. You should also assign a GUID either by entering it directly in the GUID field (i.e. if generated externally) or by clicking &#039;&#039;&#039;Generate GUID&#039;&#039;&#039;. Saving your file once done will write the GUID and friendly to the .blend file.&lt;br /&gt;
&lt;br /&gt;
You can now start building your model.&lt;br /&gt;
&lt;br /&gt;
== General guidelines ==&lt;br /&gt;
Blender2FSX is not foolproof, so here are some general guidelines of what to do and what to avoid in order to yield the expected results with this tool set. However, when you know what each of these guidelines mean, transgressing some of them gives you more creative freedom.&lt;br /&gt;
* &#039;&#039;&#039;Always have a scale of (1,1,1)&#039;&#039;&#039;. Any object that doesn&#039;t have a scale of (1,1,1) may show unwanted behavior in the sim, especially when animated. To reset the scale of an object, hit Ctrl+A &amp;gt; Scale.&lt;br /&gt;
* &#039;&#039;&#039;Always apply a material to your objects.&#039;&#039;&#039; An object with no material is invisible in the sim and in combination with attachpoints may produce failure of the compiler (XToMdl.exe).&lt;br /&gt;
* &#039;&#039;&#039;Always have a generic object&#039;&#039;&#039; (non animated and with no attachpoints) in each LOD. Some functions require this object to be there in order to process other objects.&lt;br /&gt;
* &#039;&#039;&#039;Avoid non-ASCII characters wherever possible&#039;&#039;&#039; in all your names (objects, materials, attachpoints, etc.). While there is some &amp;quot;safename&amp;quot; functionality for most of the export process, errors might occur if naming a material &amp;quot;Matérial&amp;quot; or an effect &amp;quot;mañana&amp;quot;... The same applies to file and folder names in your project path. Using special characters in folder names may result in XToMdl not functioning properly, i.e. a corrupt .MDL file on export.&lt;br /&gt;
&lt;br /&gt;
== LODs ==&lt;br /&gt;
Organizing your model/scene becomes necessary as it grows larger and includes different LODs (levels of detail). I will suggest one way of doing it. First:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;How to export an LOD?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
To export an LOD (let&#039;s take LOD_400 as an example), create/add an Empty at the origin (0,0,0) of your scene, rename that empty &amp;quot;&#039;&#039;friendly_name&#039;&#039;_LOD_400&amp;quot;, replacing &#039;&#039;friendly_name&#039;&#039; with your model&#039;s friendly name, and make it a parent to all root level objects that should go into LOD_400. Repeat for LOD_100, LOD_50 etc.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Using layers&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
To keep your scene tidy, you can make use of Blender&#039;s layers to isolate LODs from each other. You could for example create all objects of LOD_400 in layer 1, LOD_100 in layer 2 etc. All you have to do is add an empty at (0,0,0) in each layer, and in the end add an Empty named &#039;&#039;friendly_name&#039;&#039;, make that a parent to all LOD_XXX empties, to obtain a hierarchy with Empty &#039;&#039;friendly_name&#039;&#039; as the root of your scene. You can use the outliner to get a good overview of your scene hierarchy and edit it from there.&lt;br /&gt;
&lt;br /&gt;
== FSX Animation Tool ==&lt;br /&gt;
[[Image:Blender2FSX_manual_03.jpg|thumb|left|Animation Tool]]&lt;br /&gt;
&#039;&#039;&#039;FSX Animation Tool&#039;&#039;&#039; is also located in Blender&#039;s Toolshelf. Similarly to ACES&#039; animation manager in gmax/3DSMax, it is used to &amp;quot;tag&amp;quot; animated objects in the scene, so that the animation can then be processed by the XToMdl tool. Open the tool by clicking on the black triangle/arrow to the left. If the toolset was previously initialized (see &amp;quot;Getting started&amp;quot; above), the list window should be populated with animation entries (i.e Ambient, Ambient2, etc.). To tag an object, do the following:&lt;br /&gt;
* Keyframe-animate your object. For &amp;quot;Ambient&amp;quot; type animations, the range is defined by you; for aircraft parts, the range is defined in the SDK (example: the rudder would have a range of 0-100 frames, with keyframes at least at 0, 50 and 100).&lt;br /&gt;
* In the list window, scroll down to the animation entry corresponding to the animated part, select it (marked blue) and,&lt;br /&gt;
* With your object selected, click &#039;&#039;&#039;Assign&#039;&#039;&#039;. The object is now tagged with the animation entry. An object can only be tagged with one animation entry!&lt;br /&gt;
[[Image:Blender2FSX_manual_04.jpg|thumb|right|FSX Properties]]&lt;br /&gt;
You can check which tag has been assigned to the object by going to the &amp;quot;Properties&amp;quot; Panel, object context, FSX Properties rollout: it shows an &amp;quot;Animation Tag&amp;quot; field, a &amp;quot;Length&amp;quot; field which displays the animation range as defined in the modeldef.xml (or 0 in case of &amp;quot;Ambient&amp;quot; type animations; use this to cross-check with your object&#039;s animation range) and a &#039;&#039;&#039;Clear&#039;&#039;&#039; button used to untag the object&#039;s animation. You can untag all objects in the scene at once by clicking the &#039;&#039;&#039;Clear All&#039;&#039;&#039; button in the FSX Animation Tool. &#039;&#039;Be careful, this can not be undone!&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Hint: Instead of scrolling down the list to find an animation entry, you can use the &amp;quot;search&amp;quot; feature of the list window. Acces it by clicking the small &amp;quot;+&amp;quot; at the bottom left of the list window. Enter a search string/phrase in the search box and hit &amp;quot;Enter&amp;quot;.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Skinned meshes ===&lt;br /&gt;
&lt;br /&gt;
For skinned animations to work, use an armature modifier with &#039;&#039;&#039;Vertex groups&#039;&#039;&#039;, envelopes won&#039;t work. You can use weight painting to define the influence of bones on the vertices.&lt;br /&gt;
&lt;br /&gt;
To assign a tag to a bone/armature:&lt;br /&gt;
* Go into Pose mode&lt;br /&gt;
* Select the bone you want to tag&lt;br /&gt;
* In the FSX Animation Tool, select the animation entry you want to use&lt;br /&gt;
* Click &#039;&#039;&#039;Assign&#039;&#039;&#039; &lt;br /&gt;
For bones, the FSX Properties are located in the &#039;&#039;&#039;bone&#039;&#039;&#039; tab of the Properties panel, where you can check which animation tag has been assigned to the bone.&lt;br /&gt;
&lt;br /&gt;
It is important to note that &#039;&#039;&#039;every&#039;&#039;&#039; vertex needs to be assigned to a vertex group/bone. You will need a static bone for the non-deforming part of your mesh.&lt;br /&gt;
&lt;br /&gt;
Constraints can be used on bones just as on regular objects.&lt;br /&gt;
&lt;br /&gt;
== FSX Attachpoint Tool ==&lt;br /&gt;
&#039;&#039;&#039;FSX Attachpoint Tool&#039;&#039;&#039; is also located in Blender&#039;s Toolshelf. It works analogously to ACES&#039; Attachpoint Tool, with the difference that it doesn&#039;t support Library objects and Empties. An attachpoint is a piece of geometry (i.e. an object) to which an effect, a visibility condition, a mouse rectangle (or clickspot), a &amp;quot;platform&amp;quot; property or a &amp;quot;nocrash&amp;quot; property can be &amp;quot;attached&amp;quot;. Combinations thereof can be applied to a single object. Refer to the SDK&#039;s document &amp;quot;Using modeling Tools: The Attach Tool&amp;quot; of the Modeling SDK for an in-depth description of the functionality of the different options.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Effects&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
To attach an effect to an object:&lt;br /&gt;
* Select the object&lt;br /&gt;
* Tick the &amp;quot;Effect&amp;quot; checkbox in the Attachpoint Tool. Options for &amp;quot;Effect&amp;quot; should automatically rollout at the bottom of the tool.&lt;br /&gt;
* In the &amp;quot;Name&amp;quot; field, enter a name for your attachpoint. Care must be taken, as &#039;&#039;&#039;attachpoint names must be unique&#039;&#039;&#039; throughout the model/scene!&lt;br /&gt;
* In the &amp;quot;Effect&amp;quot; field, enter the filename (&#039;&#039;without extension .fx&#039;&#039;) of the effect you want to attach. The available effects can be found in the main FSX folder, subfolder &amp;quot;Effects&amp;quot;.&lt;br /&gt;
* In the &amp;quot;Param&amp;quot; field, a list of parameters for the effect can be set, as described in the SDK (i.e. DAY=1;DAWN=0 etc.).&lt;br /&gt;
* When all is set, click the &#039;&#039;&#039;Attach&#039;&#039;&#039; button.&lt;br /&gt;
&#039;&#039;Note: the object needs to have a material or else effects won&#039;t work.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[Image:Blender2FSX_manual_05.jpg|frame|Attachpoint Tool]]&lt;br /&gt;
&#039;&#039;&#039;Visibility&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
To set a visibility condition on an object:&lt;br /&gt;
* Select the object&lt;br /&gt;
* Tick the &amp;quot;Visibility&amp;quot; checkbox&lt;br /&gt;
* Choose a Visibility tag from the dropdown&lt;br /&gt;
* When all is set, click &#039;&#039;&#039;Attach&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mouse Rectangle&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
To make an object clickable in the sim:&lt;br /&gt;
* Select the object&lt;br /&gt;
* Tick the &amp;quot;MouseRect&amp;quot; checkbox&lt;br /&gt;
* Select a MouseRect/Clickspot definition from the list window&lt;br /&gt;
* When all is set, click &#039;&#039;&#039;Attach&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Platform&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
To define a platform:&lt;br /&gt;
* Select the platform object&lt;br /&gt;
* Tick the &amp;quot;Platform&amp;quot; checkbox&lt;br /&gt;
* In the &amp;quot;Name&amp;quot; field, enter a &#039;&#039;&#039;unique(!)&#039;&#039;&#039; name for the attachpoint (i.e. a name that has not been used before).&lt;br /&gt;
* Choose a platform type from the dropdown&lt;br /&gt;
* When all is set, click &#039;&#039;&#039;Attach&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;Note: For some reason, you have to export at least two objects in a model containing a platform, in order for it to compile successfully.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;No Crash&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
To exclude an object from crash detection:&lt;br /&gt;
* Select the object&lt;br /&gt;
* Tick the &amp;quot;No Crash&amp;quot; checkbox&lt;br /&gt;
* When all is set, click &amp;quot;Attach&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Clear Attachpoint&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
To clear an object from its attachpoint, click the &#039;&#039;&#039;Clear&#039;&#039;&#039; button with the object selected.&lt;br /&gt;
&lt;br /&gt;
=== Example: Landing light ===&lt;br /&gt;
[[Image:Blender2FSX_manual_06.jpg|thumb|Attachpoint Tool: Adding a landing light effect]]&lt;br /&gt;
There is a minor difference when adding a landing light compared to ACES tools in gmax/3DSMax. After creating your geometry (a simple triangle/polygon object), set the transform orientation to &amp;quot;Local&amp;quot; and rotate the object so that its positive &#039;&#039;&#039;Z-axis&#039;&#039;&#039; points in the desired direction of the light beam. Now setup the attachpoint tool:&lt;br /&gt;
* Check &amp;quot;Effect&amp;quot; and &amp;quot;Visibility&amp;quot;, uncheck everything else.&lt;br /&gt;
* Enter a name for the attachpoint (&#039;&#039;&#039;attachpt_landing_4&#039;&#039;&#039; in the example in the picture)&lt;br /&gt;
* Enter the effect&#039;s filename without the .fx extension, i.e. &#039;&#039;&#039;fx_landing&#039;&#039;&#039;&lt;br /&gt;
* Under Visibility, choose &amp;quot;&#039;&#039;&#039;general_light&#039;&#039;&#039;&amp;quot;.&lt;br /&gt;
* Click &#039;&#039;&#039;Attach&#039;&#039;&#039;&lt;br /&gt;
That&#039;s it! You&#039;ve just added a landing light to your model.&lt;br /&gt;
&lt;br /&gt;
= FSX Materials =&lt;br /&gt;
[[Image:Blender2FSX_manual_07.jpg|frame|FSX Material: Texture slots]]&lt;br /&gt;
This section describes how FSX Materials are integrated into Blender. For a description of the parameters and their functionalities, refer to SDK document &amp;quot;FSX Material&amp;quot; of the Modeling SDK. All the parameters are simply replicated in the &#039;&#039;&#039;FSX Material Params&#039;&#039;&#039; rollout in the Properties panel in Blender. However, to enable the &#039;&#039;FSX Material Params&#039;&#039;, tick the checkbox at the top of the rollout. Currently unsupported features are &#039;&#039;detail texture&#039;&#039; and &#039;&#039;fresnel ramp&#039;&#039;. These will be added in a future release. It is also worth mentioning that you have to use &amp;quot;normal&amp;quot; materials, as Blender2FSX doesn&#039;t support node materials.&lt;br /&gt;
&lt;br /&gt;
== Texture maps ==&lt;br /&gt;
The main difference from Blender to gmax/Max with regard to FSX materials is the way texture maps are handled. To create a texture in Blender, select the Material under the &#039;&#039;&#039;material&#039;&#039;&#039; context of the Properties panel, then go to the &#039;&#039;&#039;texture&#039;&#039;&#039; context of the Properties panel.&lt;br /&gt;
* Select a free slot in the list at the top of the panel&lt;br /&gt;
* Click &amp;quot;New&amp;quot;. The panel will populate with options.&lt;br /&gt;
* Choose type &amp;quot;Image or Movie&amp;quot;&lt;br /&gt;
* Choose the image source file for your texture&lt;br /&gt;
* Under Mapping:Coordinates, choose &amp;quot;UV&amp;quot; (you can specify the UV layer as an option)&lt;br /&gt;
* Now in the &amp;quot;Influence&amp;quot; rollout, for a&lt;br /&gt;
** &#039;&#039;&#039;diffuse&#039;&#039;&#039; map: tick the Diffuse:Color checkbox, untick everything else. (visible texture)&lt;br /&gt;
** &#039;&#039;&#039;specular&#039;&#039;&#039; map: tick Specular:Intensity, untick everything else. (influences the reflections of the diffuse texture)&lt;br /&gt;
** &#039;&#039;&#039;emissive&#039;&#039;&#039; map: tick Shading:Emit, untick everything else. (night texture, formerly known as _LM texture)&lt;br /&gt;
** &#039;&#039;&#039;bump&#039;&#039;&#039; map: tick Geometry:Normal, untick everything else. (adds some kind of surface roughness)&lt;br /&gt;
By &amp;quot;untick everything else&amp;quot;, I mean that in order to have the correct diffuse map for example, no other texture in the same material should have Diffuse:color ticked in the Influence rollout. You are free to play with the different options, as long as you make sure that only one texture has the crucial option ticked. An exception to this rule are virtual cockpit textures (see below).&lt;br /&gt;
&lt;br /&gt;
Hint: Don´t forget to check the &amp;quot;FSX Material Params&amp;quot; in the Material, otherwise none of the above options will work. You will then only see the diffuse texture.&lt;br /&gt;
&lt;br /&gt;
[[Image:Envmap_blender.jpg|thumb|left|Environment map for Blender]]&lt;br /&gt;
&#039;&#039;&#039;Environment maps&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
For EnvMaps, the texture type is &amp;quot;Environment Map&amp;quot; instead of &amp;quot;Image or Movie&amp;quot;. Blender2FSX automatically recognises EnvMaps as long as the type is set correctly and Diffuse:Color is checked under the &amp;quot;Influence&amp;quot; rollout. The setups of EnvMaps differ from Blender to FSX. In order to see the same reflection in Blender renders as in the sim, you will have to reorganize the EnvMap (a.k.a Cube map) as shown in the picture to the left.&lt;br /&gt;
&lt;br /&gt;
== Virtual cockpit textures ==&lt;br /&gt;
&lt;br /&gt;
Virtual cockpit textures are created in the panel.cfg file. Their size is determined by the size_mm and pixel_size entries of the corresponding [VCockpitXX] section, where the arrangement of the gauges on the VC texture is also defined.&lt;br /&gt;
&lt;br /&gt;
In your virtual cockpit, you need to map polygons that will display gauges to the virtual cockpit texture. For this purpose, you need to create a &#039;&#039;&#039;dummy&#039;&#039;&#039; texture that reflects the arrangement of the gauges on the VC texture. The following is taken from the panel.cfg of the default C172 (©Microsoft):&lt;br /&gt;
&amp;lt;pre&amp;gt;[VCockpit02]&lt;br /&gt;
size_mm=512,512&lt;br /&gt;
pixel_size=512,512&lt;br /&gt;
texture=$C172s_2&lt;br /&gt;
background_color=0,0,0&lt;br /&gt;
&lt;br /&gt;
gauge00=Cessna!Heading_Indicator,                 0,  0,163,162&amp;lt;/pre&amp;gt;&lt;br /&gt;
To make a dummy texture from this VCockpit texture, we would create a &#039;&#039;&#039;512x512&#039;&#039;&#039; (see size_mm=) texture sheet and name it &#039;&#039;&#039;$C172s_2&#039;&#039;&#039; (see texture=) and save it with our favourite paint program. The $-sign at the beginning of the name is important: it tells FSX and Blender2FSX that this is a virtual cockpit texture. We would now proceed to place copies of the gauge artwork on the sheet at the positions defined in the panel.cfg. In this example, we could place the background bitmap of the Heading_Indicator gauge at the top-left corner (0,0) and make sure it&#039;s 163 by 162 pixels wide. We would then save the texture (as .png or something else) and head back to Blender.&lt;br /&gt;
&lt;br /&gt;
Back in Blender:&lt;br /&gt;
* Create a material for the gauge polygon and name it something sensible like &amp;quot;material_VC_1&amp;quot;.&lt;br /&gt;
* Under the FSX Material Params rollout, tick the &amp;quot;Is Virtual cockpit texture&amp;quot; checkbox (scroll all the way to the bottom)&lt;br /&gt;
* Add a texture for material_VC_1, type= &amp;quot;Image or Movie&amp;quot;&lt;br /&gt;
* Point the file source to the newly created $C172s_2.png dummy texture&lt;br /&gt;
* Mapping:Coordinates, choose &amp;quot;UV&amp;quot;&lt;br /&gt;
* Influence: tick Diffuse:Color &#039;&#039;&#039;and&#039;&#039;&#039; (if you don&#039;t use a separate emissive texture for night lighting) Shading:Emit&lt;br /&gt;
* Go to the UV/Image Editor and unwrap your polygon&lt;br /&gt;
* Map it to the dummy texture&lt;br /&gt;
Your gauge polygon is now ready for export.&lt;br /&gt;
&lt;br /&gt;
= Exporting to FSX =&lt;br /&gt;
&lt;br /&gt;
Calling the exporter module of Blender2FSX: Go to &#039;&#039;File&amp;gt;Export&amp;gt;DirectX for FSX(.x)&#039;&#039;. The main window will change to a file selection dialog, with a box to enter the filename at the top and export options displayed at the bottom left of the window.&lt;br /&gt;
&lt;br /&gt;
== Export options ==&lt;br /&gt;
The export options are pretty much self-explanatory. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Export selection&#039;&#039;&#039;&lt;br /&gt;
Use this option if you want to export only a part of your scene.&lt;br /&gt;
&lt;br /&gt;
In my case, I generally keep layers with the finished work separated from layers with garbage (from boolean operations and such) and helper objects. I also use a lot of Empties (to correct my animations in Blender) that I don&#039;t need and want to export. So at export time, I set my &amp;quot;finished&amp;quot; layers to be visible and then &#039;&#039;Select&amp;gt;Select All By Type&amp;gt;Mesh&#039;&#039; and choose &#039;&#039;&#039;Export selection&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Apply modifiers&#039;&#039;&#039;&lt;br /&gt;
This tells Blender2FSX to apply all modifiers (except armature modifiers) on exporting.&lt;br /&gt;
&lt;br /&gt;
This is internal to the export process, so your scene objects will retain their modifiers. Leaving this unchecked will result in having the meshes show up as if there were no modifiers on the stack.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Export animations&#039;&#039;&#039; will generate the creation of a .xanim file along with the .x file. It contains all the animations information of the scene.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skinned mesh&#039;&#039;&#039; enables the export of animated armatures.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Export MDL&#039;&#039;&#039; creates a &#039;&#039;filename.MDL&#039;&#039; file in the folder where your &#039;&#039;filename.x&#039;&#039; file is created. This .MDL file can be directly copied to an aircraft&#039;s model folder.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Log Verbose&#039;&#039;&#039; causes the exporter to run in Debug mode. Debug messages are output to the Blender system console which can be accessed via &#039;&#039;Window&amp;gt;Toggle system console&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
== Exporter errors ==&lt;br /&gt;
&lt;br /&gt;
On occasions, the exporter might quit with an error. For example when:&lt;br /&gt;
* There is no friendly name or GUID set. Obviously, you have to set a friendly name and GUID first.&lt;br /&gt;
* The exporter can&#039;t find the modeldef.xml or the XToMdl.exe. These have to be in the &#039;&#039;Modeling SDK\bin&#039;&#039; folder and &#039;&#039;Modeling SDK\3DSM7\plugins&#039;&#039; folder respectively. Don&#039;t move them away from there. It can also occur that your registry entry &amp;quot;SdkRootDir&amp;quot; points to an obsolete file (maybe after a failed/corrupted installation attempt of the SDK); in that case, clean your registry.&lt;br /&gt;
&lt;br /&gt;
In case the exporter throws an error that you can&#039;t figure out, feel free to report it in the support thread.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
FSDeveloper is a great place with lots of knowledgeable people who help each other whenever they can. I have learned so much on these forums, thank you all for that. I also want to thank the gurus over at [http://blenderartists.org/forum/forum.php blenderartists.org] who got me started on python scripting by patiently answering my noobish questions. And Chris Foster who wrote the official DirectX exporter for Blender. I want to thank the community for keeping me motivated in the accomplishment of this Toolset. May it grow and become better over time. Thank you for reading... [[User:Captx-6562|Captx-6562]]&lt;/div&gt;</summary>
		<author><name>Pyscen</name></author>
	</entry>
	<entry>
		<id>http://www.fsdeveloper.com/wiki/index.php?title=Blender2FSX_Toolset_manual&amp;diff=11367</id>
		<title>Blender2FSX Toolset manual</title>
		<link rel="alternate" type="text/html" href="http://www.fsdeveloper.com/wiki/index.php?title=Blender2FSX_Toolset_manual&amp;diff=11367"/>
		<updated>2022-12-03T20:24:07Z</updated>

		<summary type="html">&lt;p&gt;Pyscen: /* Using the installer */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Tools]]&lt;br /&gt;
[[Category:Blender]]&lt;br /&gt;
[[category:Modeling]]&lt;br /&gt;
[[Category:Aircraft Design]]&lt;br /&gt;
[[category:Scenery Design]]&lt;br /&gt;
[[Category:Terrain Design]]&lt;br /&gt;
[[category:Texturing]]&lt;br /&gt;
[[category:SDK]]&lt;br /&gt;
[[category:Manuals]]&lt;br /&gt;
{{Infobox-Applicable-FSVersion&lt;br /&gt;
| MSFS = false&lt;br /&gt;
| FSXI = false&lt;br /&gt;
| P3D5 = true&lt;br /&gt;
| P3D4 = true&lt;br /&gt;
| P3D3 = true&lt;br /&gt;
| P3D2 = true&lt;br /&gt;
| P3D = true&lt;br /&gt;
| FSW = unknown&lt;br /&gt;
| FSXSE = true&lt;br /&gt;
| FSXA = true&lt;br /&gt;
| FSX = true&lt;br /&gt;
| FS2004 = true&lt;br /&gt;
| FS2002 = false&lt;br /&gt;
| XP11 = unknown&lt;br /&gt;
| XP10 = unknown&lt;br /&gt;
| XP9 = unknown&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;&#039;Blender2FSX/P3D Toolset&#039;&#039;&#039; is an addon for the 3D-modelling application [http://www.blender.org/download/ Blender]. This Wiki page is intended to introduce the reader to the use of Blender2FSX/P3D to export models created in Blender for use in Microsoft Flight Simulator X (FSX &amp;amp; FSX: SE) and Lockheed Martin Prepar3D (P3D) and shows some things to consider when modeling for FSX/P3D in Blender. It is NOT a generic tutorial on how to build models in Blender.   &lt;br /&gt;
&lt;br /&gt;
== Requirements ==&lt;br /&gt;
&lt;br /&gt;
* Windows 10 &amp;amp; 11 &lt;br /&gt;
&lt;br /&gt;
* Microsoft Flight Simulator X SDK &#039;&#039;&#039;&#039;&#039;including updates&#039;&#039;&#039; to SP2 or Acceleration&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Lockheed Martin Prepar3D SDK v1.x, v2.x, v3.x, v4.x &amp;amp; v5.x (FSX Steam Edition should use the Prepar3D SDK v1.x) &lt;br /&gt;
&lt;br /&gt;
* [http://www.blender.org/download/ Blender]&lt;br /&gt;
&lt;br /&gt;
== Installing Blender2FSX/P3D Toolset ==&lt;br /&gt;
&lt;br /&gt;
===Installing===&lt;br /&gt;
&lt;br /&gt;
* Download the latest Blender2FSX/P3D Toolset that is in the [https://www.fsdeveloper.com/forum/resources/blender2p3dfsx-for-blender-3-x.283/ &#039;&#039;Resource Section&#039;&#039;].&lt;br /&gt;
* Start Blender&lt;br /&gt;
* Go to &amp;quot;&#039;&#039;&#039;Preferences&#039;&#039;&#039;&amp;quot; (Edit-&amp;gt;Preferences). Click on the &amp;quot;&#039;&#039;&#039;Add-ons&#039;&#039;&#039;&amp;quot; tab and then click on &amp;quot;&#039;&#039;&#039;Install...&#039;&#039;&#039;&amp;quot;.  &lt;br /&gt;
* In the file manager, navigate to where you have downloaded the Toolset file, select it and click on &amp;quot;&#039;&#039;&#039;Install Add-on&#039;&#039;&#039;&amp;quot;. This will extract the content of the zip file to your Blender script folder (by default under %APPDATA%\Blender Foundation\Blender\&amp;lt;version number&amp;gt;\scripts\addons)&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Activate the Toolset&#039;&#039;&#039;===&lt;br /&gt;
&lt;br /&gt;
To activate the Toolset in Blender,&lt;br /&gt;
* To activate the addon: clicking on the &#039;&#039;check-mark&#039;&#039; next to &amp;quot;&#039;&#039;&#039;3DView: P3D/FSX Toolset&#039;&#039;&#039;&amp;quot;. That should enable the addon and the various panels and properties. Close the Preferences window.&lt;br /&gt;
&lt;br /&gt;
To ensure that the addon was correctly installed, press &amp;quot;N&amp;quot; on your keyboard while the mouse pointer is in one of the main viewport. This should open the main panels of the addon under the tab named &amp;quot;P3D/FSX&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
* FSX/P3D Animation Tool&lt;br /&gt;
* FSX/P3D Attachpoint Tool&lt;br /&gt;
* FSX/P3D File Properties&lt;br /&gt;
* FSX Verify Tool&lt;br /&gt;
&lt;br /&gt;
You can deactivate Blender2FSX/P3D at any time by unticking the checkbox within the &#039;&#039;&#039;Preferences&#039;&#039;&#039; window.&lt;br /&gt;
&lt;br /&gt;
= The Tools =&lt;br /&gt;
This section describes the functionality of the tools included with Blender2FSX/P3D.&lt;br /&gt;
&lt;br /&gt;
Note: It is recommended that you &#039;&#039;&#039;read the FSX SDK documentation&#039;&#039;&#039;, section &amp;quot;&#039;&#039;&#039;Modeling SDK&#039;&#039;&#039;&amp;quot;, as Blender2FSX/P3D closely emulates the functionality of the ACES Toolsets for gmax/3DSMax provided with and described in the SDK. There is a lot to be found there that is beyond the scope of this Wiki page.&lt;br /&gt;
&lt;br /&gt;
== Getting started: FSX File Properties ==&lt;br /&gt;
[[Image:Blender2FSX_manual_02.jpg|thumb|File Properties Tool]]&lt;br /&gt;
&#039;&#039;&#039;FSX File Properties&#039;&#039;&#039; is a tool located in Blender&#039;s Toolshelf in the 3DView, which can be accessed by pressing &#039;&#039;&#039;T&#039;&#039;&#039; on the keyboard. You might want to scroll down a bit to see it. It serves two purposes:&lt;br /&gt;
&lt;br /&gt;
* First thing to do &#039;&#039;&#039;when starting a new Blender session&#039;&#039;&#039; is to &#039;&#039;&#039;click the &amp;quot;Initialize Toolset&amp;quot;&#039;&#039;&#039; Button. This tells Blender where the FSX SDK is installed and populates the other tools with fresh data from the modeldef.xml file. Whenever changing an entry in the modeldef.xml, make sure to reinitialize the toolset to reflect the changes in Blender.&lt;br /&gt;
* Each model for FSX needs a GUID (Globally Unique IDentifier) and a friendly name. So, before exporting your model, you should give it a &amp;quot;friendly name&amp;quot; which should only contain ASCII characters. This name is entered in the field &amp;quot;Friendly Name&amp;quot;. You should also assign a GUID either by entering it directly in the GUID field (i.e. if generated externally) or by clicking &#039;&#039;&#039;Generate GUID&#039;&#039;&#039;. Saving your file once done will write the GUID and friendly to the .blend file.&lt;br /&gt;
&lt;br /&gt;
You can now start building your model.&lt;br /&gt;
&lt;br /&gt;
== General guidelines ==&lt;br /&gt;
Blender2FSX is not foolproof, so here are some general guidelines of what to do and what to avoid in order to yield the expected results with this tool set. However, when you know what each of these guidelines mean, transgressing some of them gives you more creative freedom.&lt;br /&gt;
* &#039;&#039;&#039;Always have a scale of (1,1,1)&#039;&#039;&#039;. Any object that doesn&#039;t have a scale of (1,1,1) may show unwanted behavior in the sim, especially when animated. To reset the scale of an object, hit Ctrl+A &amp;gt; Scale.&lt;br /&gt;
* &#039;&#039;&#039;Always apply a material to your objects.&#039;&#039;&#039; An object with no material is invisible in the sim and in combination with attachpoints may produce failure of the compiler (XToMdl.exe).&lt;br /&gt;
* &#039;&#039;&#039;Always have a generic object&#039;&#039;&#039; (non animated and with no attachpoints) in each LOD. Some functions require this object to be there in order to process other objects.&lt;br /&gt;
* &#039;&#039;&#039;Avoid non-ASCII characters wherever possible&#039;&#039;&#039; in all your names (objects, materials, attachpoints, etc.). While there is some &amp;quot;safename&amp;quot; functionality for most of the export process, errors might occur if naming a material &amp;quot;Matérial&amp;quot; or an effect &amp;quot;mañana&amp;quot;... The same applies to file and folder names in your project path. Using special characters in folder names may result in XToMdl not functioning properly, i.e. a corrupt .MDL file on export.&lt;br /&gt;
&lt;br /&gt;
== LODs ==&lt;br /&gt;
Organizing your model/scene becomes necessary as it grows larger and includes different LODs (levels of detail). I will suggest one way of doing it. First:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;How to export an LOD?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
To export an LOD (let&#039;s take LOD_400 as an example), create/add an Empty at the origin (0,0,0) of your scene, rename that empty &amp;quot;&#039;&#039;friendly_name&#039;&#039;_LOD_400&amp;quot;, replacing &#039;&#039;friendly_name&#039;&#039; with your model&#039;s friendly name, and make it a parent to all root level objects that should go into LOD_400. Repeat for LOD_100, LOD_50 etc.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Using layers&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
To keep your scene tidy, you can make use of Blender&#039;s layers to isolate LODs from each other. You could for example create all objects of LOD_400 in layer 1, LOD_100 in layer 2 etc. All you have to do is add an empty at (0,0,0) in each layer, and in the end add an Empty named &#039;&#039;friendly_name&#039;&#039;, make that a parent to all LOD_XXX empties, to obtain a hierarchy with Empty &#039;&#039;friendly_name&#039;&#039; as the root of your scene. You can use the outliner to get a good overview of your scene hierarchy and edit it from there.&lt;br /&gt;
&lt;br /&gt;
== FSX Animation Tool ==&lt;br /&gt;
[[Image:Blender2FSX_manual_03.jpg|thumb|left|Animation Tool]]&lt;br /&gt;
&#039;&#039;&#039;FSX Animation Tool&#039;&#039;&#039; is also located in Blender&#039;s Toolshelf. Similarly to ACES&#039; animation manager in gmax/3DSMax, it is used to &amp;quot;tag&amp;quot; animated objects in the scene, so that the animation can then be processed by the XToMdl tool. Open the tool by clicking on the black triangle/arrow to the left. If the toolset was previously initialized (see &amp;quot;Getting started&amp;quot; above), the list window should be populated with animation entries (i.e Ambient, Ambient2, etc.). To tag an object, do the following:&lt;br /&gt;
* Keyframe-animate your object. For &amp;quot;Ambient&amp;quot; type animations, the range is defined by you; for aircraft parts, the range is defined in the SDK (example: the rudder would have a range of 0-100 frames, with keyframes at least at 0, 50 and 100).&lt;br /&gt;
* In the list window, scroll down to the animation entry corresponding to the animated part, select it (marked blue) and,&lt;br /&gt;
* With your object selected, click &#039;&#039;&#039;Assign&#039;&#039;&#039;. The object is now tagged with the animation entry. An object can only be tagged with one animation entry!&lt;br /&gt;
[[Image:Blender2FSX_manual_04.jpg|thumb|right|FSX Properties]]&lt;br /&gt;
You can check which tag has been assigned to the object by going to the &amp;quot;Properties&amp;quot; Panel, object context, FSX Properties rollout: it shows an &amp;quot;Animation Tag&amp;quot; field, a &amp;quot;Length&amp;quot; field which displays the animation range as defined in the modeldef.xml (or 0 in case of &amp;quot;Ambient&amp;quot; type animations; use this to cross-check with your object&#039;s animation range) and a &#039;&#039;&#039;Clear&#039;&#039;&#039; button used to untag the object&#039;s animation. You can untag all objects in the scene at once by clicking the &#039;&#039;&#039;Clear All&#039;&#039;&#039; button in the FSX Animation Tool. &#039;&#039;Be careful, this can not be undone!&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Hint: Instead of scrolling down the list to find an animation entry, you can use the &amp;quot;search&amp;quot; feature of the list window. Acces it by clicking the small &amp;quot;+&amp;quot; at the bottom left of the list window. Enter a search string/phrase in the search box and hit &amp;quot;Enter&amp;quot;.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Skinned meshes ===&lt;br /&gt;
&lt;br /&gt;
For skinned animations to work, use an armature modifier with &#039;&#039;&#039;Vertex groups&#039;&#039;&#039;, envelopes won&#039;t work. You can use weight painting to define the influence of bones on the vertices.&lt;br /&gt;
&lt;br /&gt;
To assign a tag to a bone/armature:&lt;br /&gt;
* Go into Pose mode&lt;br /&gt;
* Select the bone you want to tag&lt;br /&gt;
* In the FSX Animation Tool, select the animation entry you want to use&lt;br /&gt;
* Click &#039;&#039;&#039;Assign&#039;&#039;&#039; &lt;br /&gt;
For bones, the FSX Properties are located in the &#039;&#039;&#039;bone&#039;&#039;&#039; tab of the Properties panel, where you can check which animation tag has been assigned to the bone.&lt;br /&gt;
&lt;br /&gt;
It is important to note that &#039;&#039;&#039;every&#039;&#039;&#039; vertex needs to be assigned to a vertex group/bone. You will need a static bone for the non-deforming part of your mesh.&lt;br /&gt;
&lt;br /&gt;
Constraints can be used on bones just as on regular objects.&lt;br /&gt;
&lt;br /&gt;
== FSX Attachpoint Tool ==&lt;br /&gt;
&#039;&#039;&#039;FSX Attachpoint Tool&#039;&#039;&#039; is also located in Blender&#039;s Toolshelf. It works analogously to ACES&#039; Attachpoint Tool, with the difference that it doesn&#039;t support Library objects and Empties. An attachpoint is a piece of geometry (i.e. an object) to which an effect, a visibility condition, a mouse rectangle (or clickspot), a &amp;quot;platform&amp;quot; property or a &amp;quot;nocrash&amp;quot; property can be &amp;quot;attached&amp;quot;. Combinations thereof can be applied to a single object. Refer to the SDK&#039;s document &amp;quot;Using modeling Tools: The Attach Tool&amp;quot; of the Modeling SDK for an in-depth description of the functionality of the different options.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Effects&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
To attach an effect to an object:&lt;br /&gt;
* Select the object&lt;br /&gt;
* Tick the &amp;quot;Effect&amp;quot; checkbox in the Attachpoint Tool. Options for &amp;quot;Effect&amp;quot; should automatically rollout at the bottom of the tool.&lt;br /&gt;
* In the &amp;quot;Name&amp;quot; field, enter a name for your attachpoint. Care must be taken, as &#039;&#039;&#039;attachpoint names must be unique&#039;&#039;&#039; throughout the model/scene!&lt;br /&gt;
* In the &amp;quot;Effect&amp;quot; field, enter the filename (&#039;&#039;without extension .fx&#039;&#039;) of the effect you want to attach. The available effects can be found in the main FSX folder, subfolder &amp;quot;Effects&amp;quot;.&lt;br /&gt;
* In the &amp;quot;Param&amp;quot; field, a list of parameters for the effect can be set, as described in the SDK (i.e. DAY=1;DAWN=0 etc.).&lt;br /&gt;
* When all is set, click the &#039;&#039;&#039;Attach&#039;&#039;&#039; button.&lt;br /&gt;
&#039;&#039;Note: the object needs to have a material or else effects won&#039;t work.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[Image:Blender2FSX_manual_05.jpg|frame|Attachpoint Tool]]&lt;br /&gt;
&#039;&#039;&#039;Visibility&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
To set a visibility condition on an object:&lt;br /&gt;
* Select the object&lt;br /&gt;
* Tick the &amp;quot;Visibility&amp;quot; checkbox&lt;br /&gt;
* Choose a Visibility tag from the dropdown&lt;br /&gt;
* When all is set, click &#039;&#039;&#039;Attach&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mouse Rectangle&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
To make an object clickable in the sim:&lt;br /&gt;
* Select the object&lt;br /&gt;
* Tick the &amp;quot;MouseRect&amp;quot; checkbox&lt;br /&gt;
* Select a MouseRect/Clickspot definition from the list window&lt;br /&gt;
* When all is set, click &#039;&#039;&#039;Attach&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Platform&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
To define a platform:&lt;br /&gt;
* Select the platform object&lt;br /&gt;
* Tick the &amp;quot;Platform&amp;quot; checkbox&lt;br /&gt;
* In the &amp;quot;Name&amp;quot; field, enter a &#039;&#039;&#039;unique(!)&#039;&#039;&#039; name for the attachpoint (i.e. a name that has not been used before).&lt;br /&gt;
* Choose a platform type from the dropdown&lt;br /&gt;
* When all is set, click &#039;&#039;&#039;Attach&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;Note: For some reason, you have to export at least two objects in a model containing a platform, in order for it to compile successfully.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;No Crash&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
To exclude an object from crash detection:&lt;br /&gt;
* Select the object&lt;br /&gt;
* Tick the &amp;quot;No Crash&amp;quot; checkbox&lt;br /&gt;
* When all is set, click &amp;quot;Attach&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Clear Attachpoint&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
To clear an object from its attachpoint, click the &#039;&#039;&#039;Clear&#039;&#039;&#039; button with the object selected.&lt;br /&gt;
&lt;br /&gt;
=== Example: Landing light ===&lt;br /&gt;
[[Image:Blender2FSX_manual_06.jpg|thumb|Attachpoint Tool: Adding a landing light effect]]&lt;br /&gt;
There is a minor difference when adding a landing light compared to ACES tools in gmax/3DSMax. After creating your geometry (a simple triangle/polygon object), set the transform orientation to &amp;quot;Local&amp;quot; and rotate the object so that its positive &#039;&#039;&#039;Z-axis&#039;&#039;&#039; points in the desired direction of the light beam. Now setup the attachpoint tool:&lt;br /&gt;
* Check &amp;quot;Effect&amp;quot; and &amp;quot;Visibility&amp;quot;, uncheck everything else.&lt;br /&gt;
* Enter a name for the attachpoint (&#039;&#039;&#039;attachpt_landing_4&#039;&#039;&#039; in the example in the picture)&lt;br /&gt;
* Enter the effect&#039;s filename without the .fx extension, i.e. &#039;&#039;&#039;fx_landing&#039;&#039;&#039;&lt;br /&gt;
* Under Visibility, choose &amp;quot;&#039;&#039;&#039;general_light&#039;&#039;&#039;&amp;quot;.&lt;br /&gt;
* Click &#039;&#039;&#039;Attach&#039;&#039;&#039;&lt;br /&gt;
That&#039;s it! You&#039;ve just added a landing light to your model.&lt;br /&gt;
&lt;br /&gt;
= FSX Materials =&lt;br /&gt;
[[Image:Blender2FSX_manual_07.jpg|frame|FSX Material: Texture slots]]&lt;br /&gt;
This section describes how FSX Materials are integrated into Blender. For a description of the parameters and their functionalities, refer to SDK document &amp;quot;FSX Material&amp;quot; of the Modeling SDK. All the parameters are simply replicated in the &#039;&#039;&#039;FSX Material Params&#039;&#039;&#039; rollout in the Properties panel in Blender. However, to enable the &#039;&#039;FSX Material Params&#039;&#039;, tick the checkbox at the top of the rollout. Currently unsupported features are &#039;&#039;detail texture&#039;&#039; and &#039;&#039;fresnel ramp&#039;&#039;. These will be added in a future release. It is also worth mentioning that you have to use &amp;quot;normal&amp;quot; materials, as Blender2FSX doesn&#039;t support node materials.&lt;br /&gt;
&lt;br /&gt;
== Texture maps ==&lt;br /&gt;
The main difference from Blender to gmax/Max with regard to FSX materials is the way texture maps are handled. To create a texture in Blender, select the Material under the &#039;&#039;&#039;material&#039;&#039;&#039; context of the Properties panel, then go to the &#039;&#039;&#039;texture&#039;&#039;&#039; context of the Properties panel.&lt;br /&gt;
* Select a free slot in the list at the top of the panel&lt;br /&gt;
* Click &amp;quot;New&amp;quot;. The panel will populate with options.&lt;br /&gt;
* Choose type &amp;quot;Image or Movie&amp;quot;&lt;br /&gt;
* Choose the image source file for your texture&lt;br /&gt;
* Under Mapping:Coordinates, choose &amp;quot;UV&amp;quot; (you can specify the UV layer as an option)&lt;br /&gt;
* Now in the &amp;quot;Influence&amp;quot; rollout, for a&lt;br /&gt;
** &#039;&#039;&#039;diffuse&#039;&#039;&#039; map: tick the Diffuse:Color checkbox, untick everything else. (visible texture)&lt;br /&gt;
** &#039;&#039;&#039;specular&#039;&#039;&#039; map: tick Specular:Intensity, untick everything else. (influences the reflections of the diffuse texture)&lt;br /&gt;
** &#039;&#039;&#039;emissive&#039;&#039;&#039; map: tick Shading:Emit, untick everything else. (night texture, formerly known as _LM texture)&lt;br /&gt;
** &#039;&#039;&#039;bump&#039;&#039;&#039; map: tick Geometry:Normal, untick everything else. (adds some kind of surface roughness)&lt;br /&gt;
By &amp;quot;untick everything else&amp;quot;, I mean that in order to have the correct diffuse map for example, no other texture in the same material should have Diffuse:color ticked in the Influence rollout. You are free to play with the different options, as long as you make sure that only one texture has the crucial option ticked. An exception to this rule are virtual cockpit textures (see below).&lt;br /&gt;
&lt;br /&gt;
Hint: Don´t forget to check the &amp;quot;FSX Material Params&amp;quot; in the Material, otherwise none of the above options will work. You will then only see the diffuse texture.&lt;br /&gt;
&lt;br /&gt;
[[Image:Envmap_blender.jpg|thumb|left|Environment map for Blender]]&lt;br /&gt;
&#039;&#039;&#039;Environment maps&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
For EnvMaps, the texture type is &amp;quot;Environment Map&amp;quot; instead of &amp;quot;Image or Movie&amp;quot;. Blender2FSX automatically recognises EnvMaps as long as the type is set correctly and Diffuse:Color is checked under the &amp;quot;Influence&amp;quot; rollout. The setups of EnvMaps differ from Blender to FSX. In order to see the same reflection in Blender renders as in the sim, you will have to reorganize the EnvMap (a.k.a Cube map) as shown in the picture to the left.&lt;br /&gt;
&lt;br /&gt;
== Virtual cockpit textures ==&lt;br /&gt;
&lt;br /&gt;
Virtual cockpit textures are created in the panel.cfg file. Their size is determined by the size_mm and pixel_size entries of the corresponding [VCockpitXX] section, where the arrangement of the gauges on the VC texture is also defined.&lt;br /&gt;
&lt;br /&gt;
In your virtual cockpit, you need to map polygons that will display gauges to the virtual cockpit texture. For this purpose, you need to create a &#039;&#039;&#039;dummy&#039;&#039;&#039; texture that reflects the arrangement of the gauges on the VC texture. The following is taken from the panel.cfg of the default C172 (©Microsoft):&lt;br /&gt;
&amp;lt;pre&amp;gt;[VCockpit02]&lt;br /&gt;
size_mm=512,512&lt;br /&gt;
pixel_size=512,512&lt;br /&gt;
texture=$C172s_2&lt;br /&gt;
background_color=0,0,0&lt;br /&gt;
&lt;br /&gt;
gauge00=Cessna!Heading_Indicator,                 0,  0,163,162&amp;lt;/pre&amp;gt;&lt;br /&gt;
To make a dummy texture from this VCockpit texture, we would create a &#039;&#039;&#039;512x512&#039;&#039;&#039; (see size_mm=) texture sheet and name it &#039;&#039;&#039;$C172s_2&#039;&#039;&#039; (see texture=) and save it with our favourite paint program. The $-sign at the beginning of the name is important: it tells FSX and Blender2FSX that this is a virtual cockpit texture. We would now proceed to place copies of the gauge artwork on the sheet at the positions defined in the panel.cfg. In this example, we could place the background bitmap of the Heading_Indicator gauge at the top-left corner (0,0) and make sure it&#039;s 163 by 162 pixels wide. We would then save the texture (as .png or something else) and head back to Blender.&lt;br /&gt;
&lt;br /&gt;
Back in Blender:&lt;br /&gt;
* Create a material for the gauge polygon and name it something sensible like &amp;quot;material_VC_1&amp;quot;.&lt;br /&gt;
* Under the FSX Material Params rollout, tick the &amp;quot;Is Virtual cockpit texture&amp;quot; checkbox (scroll all the way to the bottom)&lt;br /&gt;
* Add a texture for material_VC_1, type= &amp;quot;Image or Movie&amp;quot;&lt;br /&gt;
* Point the file source to the newly created $C172s_2.png dummy texture&lt;br /&gt;
* Mapping:Coordinates, choose &amp;quot;UV&amp;quot;&lt;br /&gt;
* Influence: tick Diffuse:Color &#039;&#039;&#039;and&#039;&#039;&#039; (if you don&#039;t use a separate emissive texture for night lighting) Shading:Emit&lt;br /&gt;
* Go to the UV/Image Editor and unwrap your polygon&lt;br /&gt;
* Map it to the dummy texture&lt;br /&gt;
Your gauge polygon is now ready for export.&lt;br /&gt;
&lt;br /&gt;
= Exporting to FSX =&lt;br /&gt;
&lt;br /&gt;
Calling the exporter module of Blender2FSX: Go to &#039;&#039;File&amp;gt;Export&amp;gt;DirectX for FSX(.x)&#039;&#039;. The main window will change to a file selection dialog, with a box to enter the filename at the top and export options displayed at the bottom left of the window.&lt;br /&gt;
&lt;br /&gt;
== Export options ==&lt;br /&gt;
The export options are pretty much self-explanatory. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Export selection&#039;&#039;&#039;&lt;br /&gt;
Use this option if you want to export only a part of your scene.&lt;br /&gt;
&lt;br /&gt;
In my case, I generally keep layers with the finished work separated from layers with garbage (from boolean operations and such) and helper objects. I also use a lot of Empties (to correct my animations in Blender) that I don&#039;t need and want to export. So at export time, I set my &amp;quot;finished&amp;quot; layers to be visible and then &#039;&#039;Select&amp;gt;Select All By Type&amp;gt;Mesh&#039;&#039; and choose &#039;&#039;&#039;Export selection&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Apply modifiers&#039;&#039;&#039;&lt;br /&gt;
This tells Blender2FSX to apply all modifiers (except armature modifiers) on exporting.&lt;br /&gt;
&lt;br /&gt;
This is internal to the export process, so your scene objects will retain their modifiers. Leaving this unchecked will result in having the meshes show up as if there were no modifiers on the stack.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Export animations&#039;&#039;&#039; will generate the creation of a .xanim file along with the .x file. It contains all the animations information of the scene.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skinned mesh&#039;&#039;&#039; enables the export of animated armatures.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Export MDL&#039;&#039;&#039; creates a &#039;&#039;filename.MDL&#039;&#039; file in the folder where your &#039;&#039;filename.x&#039;&#039; file is created. This .MDL file can be directly copied to an aircraft&#039;s model folder.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Log Verbose&#039;&#039;&#039; causes the exporter to run in Debug mode. Debug messages are output to the Blender system console which can be accessed via &#039;&#039;Window&amp;gt;Toggle system console&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
== Exporter errors ==&lt;br /&gt;
&lt;br /&gt;
On occasions, the exporter might quit with an error. For example when:&lt;br /&gt;
* There is no friendly name or GUID set. Obviously, you have to set a friendly name and GUID first.&lt;br /&gt;
* The exporter can&#039;t find the modeldef.xml or the XToMdl.exe. These have to be in the &#039;&#039;Modeling SDK\bin&#039;&#039; folder and &#039;&#039;Modeling SDK\3DSM7\plugins&#039;&#039; folder respectively. Don&#039;t move them away from there. It can also occur that your registry entry &amp;quot;SdkRootDir&amp;quot; points to an obsolete file (maybe after a failed/corrupted installation attempt of the SDK); in that case, clean your registry.&lt;br /&gt;
&lt;br /&gt;
In case the exporter throws an error that you can&#039;t figure out, feel free to report it in the support thread.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
FSDeveloper is a great place with lots of knowledgeable people who help each other whenever they can. I have learned so much on these forums, thank you all for that. I also want to thank the gurus over at [http://blenderartists.org/forum/forum.php blenderartists.org] who got me started on python scripting by patiently answering my noobish questions. And Chris Foster who wrote the official DirectX exporter for Blender. I want to thank the community for keeping me motivated in the accomplishment of this Toolset. May it grow and become better over time. Thank you for reading... [[User:Captx-6562|Captx-6562]]&lt;/div&gt;</summary>
		<author><name>Pyscen</name></author>
	</entry>
	<entry>
		<id>http://www.fsdeveloper.com/wiki/index.php?title=Blender2FSX_Toolset_manual&amp;diff=11366</id>
		<title>Blender2FSX Toolset manual</title>
		<link rel="alternate" type="text/html" href="http://www.fsdeveloper.com/wiki/index.php?title=Blender2FSX_Toolset_manual&amp;diff=11366"/>
		<updated>2022-12-03T20:23:15Z</updated>

		<summary type="html">&lt;p&gt;Pyscen: /* Activate the Toolset */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Tools]]&lt;br /&gt;
[[Category:Blender]]&lt;br /&gt;
[[category:Modeling]]&lt;br /&gt;
[[Category:Aircraft Design]]&lt;br /&gt;
[[category:Scenery Design]]&lt;br /&gt;
[[Category:Terrain Design]]&lt;br /&gt;
[[category:Texturing]]&lt;br /&gt;
[[category:SDK]]&lt;br /&gt;
[[category:Manuals]]&lt;br /&gt;
{{Infobox-Applicable-FSVersion&lt;br /&gt;
| MSFS = false&lt;br /&gt;
| FSXI = false&lt;br /&gt;
| P3D5 = true&lt;br /&gt;
| P3D4 = true&lt;br /&gt;
| P3D3 = true&lt;br /&gt;
| P3D2 = true&lt;br /&gt;
| P3D = true&lt;br /&gt;
| FSW = unknown&lt;br /&gt;
| FSXSE = true&lt;br /&gt;
| FSXA = true&lt;br /&gt;
| FSX = true&lt;br /&gt;
| FS2004 = true&lt;br /&gt;
| FS2002 = false&lt;br /&gt;
| XP11 = unknown&lt;br /&gt;
| XP10 = unknown&lt;br /&gt;
| XP9 = unknown&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;&#039;Blender2FSX/P3D Toolset&#039;&#039;&#039; is an addon for the 3D-modelling application [http://www.blender.org/download/ Blender]. This Wiki page is intended to introduce the reader to the use of Blender2FSX/P3D to export models created in Blender for use in Microsoft Flight Simulator X (FSX &amp;amp; FSX: SE) and Lockheed Martin Prepar3D (P3D) and shows some things to consider when modeling for FSX/P3D in Blender. It is NOT a generic tutorial on how to build models in Blender.   &lt;br /&gt;
&lt;br /&gt;
== Requirements ==&lt;br /&gt;
&lt;br /&gt;
* Windows 10 &amp;amp; 11 &lt;br /&gt;
&lt;br /&gt;
* Microsoft Flight Simulator X SDK &#039;&#039;&#039;&#039;&#039;including updates&#039;&#039;&#039; to SP2 or Acceleration&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Lockheed Martin Prepar3D SDK v1.x, v2.x, v3.x, v4.x &amp;amp; v5.x (FSX Steam Edition should use the Prepar3D SDK v1.x) &lt;br /&gt;
&lt;br /&gt;
* [http://www.blender.org/download/ Blender]&lt;br /&gt;
&lt;br /&gt;
== Installing Blender2FSX/P3D Toolset ==&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Using the installer&#039;&#039;&#039;===&lt;br /&gt;
&lt;br /&gt;
* Download the latest Blender2FSX/P3D Toolset that is in the [https://www.fsdeveloper.com/forum/resources/blender2p3dfsx-for-blender-3-x.283/ &#039;&#039;Resource Section&#039;&#039;].&lt;br /&gt;
* Start Blender&lt;br /&gt;
* Go to &amp;quot;&#039;&#039;&#039;Preferences&#039;&#039;&#039;&amp;quot; (Edit-&amp;gt;Preferences). Click on the &amp;quot;&#039;&#039;&#039;Add-ons&#039;&#039;&#039;&amp;quot; tab and then click on &amp;quot;&#039;&#039;&#039;Install...&#039;&#039;&#039;&amp;quot;.  &lt;br /&gt;
* In the file manager, navigate to where you have downloaded the Toolset file, select it and click on &amp;quot;&#039;&#039;&#039;Install Add-on&#039;&#039;&#039;&amp;quot;. This will extract the content of the zip file to your Blender script folder (by default under %APPDATA%\Blender Foundation\Blender\&amp;lt;version number&amp;gt;\scripts\addons)&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Activate the Toolset&#039;&#039;&#039;===&lt;br /&gt;
&lt;br /&gt;
To activate the Toolset in Blender,&lt;br /&gt;
* To activate the addon: clicking on the &#039;&#039;check-mark&#039;&#039; next to &amp;quot;&#039;&#039;&#039;3DView: P3D/FSX Toolset&#039;&#039;&#039;&amp;quot;. That should enable the addon and the various panels and properties. Close the Preferences window.&lt;br /&gt;
&lt;br /&gt;
To ensure that the addon was correctly installed, press &amp;quot;N&amp;quot; on your keyboard while the mouse pointer is in one of the main viewport. This should open the main panels of the addon under the tab named &amp;quot;P3D/FSX&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
* FSX/P3D Animation Tool&lt;br /&gt;
* FSX/P3D Attachpoint Tool&lt;br /&gt;
* FSX/P3D File Properties&lt;br /&gt;
* FSX Verify Tool&lt;br /&gt;
&lt;br /&gt;
You can deactivate Blender2FSX/P3D at any time by unticking the checkbox within the &#039;&#039;&#039;Preferences&#039;&#039;&#039; window.&lt;br /&gt;
&lt;br /&gt;
= The Tools =&lt;br /&gt;
This section describes the functionality of the tools included with Blender2FSX/P3D.&lt;br /&gt;
&lt;br /&gt;
Note: It is recommended that you &#039;&#039;&#039;read the FSX SDK documentation&#039;&#039;&#039;, section &amp;quot;&#039;&#039;&#039;Modeling SDK&#039;&#039;&#039;&amp;quot;, as Blender2FSX/P3D closely emulates the functionality of the ACES Toolsets for gmax/3DSMax provided with and described in the SDK. There is a lot to be found there that is beyond the scope of this Wiki page.&lt;br /&gt;
&lt;br /&gt;
== Getting started: FSX File Properties ==&lt;br /&gt;
[[Image:Blender2FSX_manual_02.jpg|thumb|File Properties Tool]]&lt;br /&gt;
&#039;&#039;&#039;FSX File Properties&#039;&#039;&#039; is a tool located in Blender&#039;s Toolshelf in the 3DView, which can be accessed by pressing &#039;&#039;&#039;T&#039;&#039;&#039; on the keyboard. You might want to scroll down a bit to see it. It serves two purposes:&lt;br /&gt;
&lt;br /&gt;
* First thing to do &#039;&#039;&#039;when starting a new Blender session&#039;&#039;&#039; is to &#039;&#039;&#039;click the &amp;quot;Initialize Toolset&amp;quot;&#039;&#039;&#039; Button. This tells Blender where the FSX SDK is installed and populates the other tools with fresh data from the modeldef.xml file. Whenever changing an entry in the modeldef.xml, make sure to reinitialize the toolset to reflect the changes in Blender.&lt;br /&gt;
* Each model for FSX needs a GUID (Globally Unique IDentifier) and a friendly name. So, before exporting your model, you should give it a &amp;quot;friendly name&amp;quot; which should only contain ASCII characters. This name is entered in the field &amp;quot;Friendly Name&amp;quot;. You should also assign a GUID either by entering it directly in the GUID field (i.e. if generated externally) or by clicking &#039;&#039;&#039;Generate GUID&#039;&#039;&#039;. Saving your file once done will write the GUID and friendly to the .blend file.&lt;br /&gt;
&lt;br /&gt;
You can now start building your model.&lt;br /&gt;
&lt;br /&gt;
== General guidelines ==&lt;br /&gt;
Blender2FSX is not foolproof, so here are some general guidelines of what to do and what to avoid in order to yield the expected results with this tool set. However, when you know what each of these guidelines mean, transgressing some of them gives you more creative freedom.&lt;br /&gt;
* &#039;&#039;&#039;Always have a scale of (1,1,1)&#039;&#039;&#039;. Any object that doesn&#039;t have a scale of (1,1,1) may show unwanted behavior in the sim, especially when animated. To reset the scale of an object, hit Ctrl+A &amp;gt; Scale.&lt;br /&gt;
* &#039;&#039;&#039;Always apply a material to your objects.&#039;&#039;&#039; An object with no material is invisible in the sim and in combination with attachpoints may produce failure of the compiler (XToMdl.exe).&lt;br /&gt;
* &#039;&#039;&#039;Always have a generic object&#039;&#039;&#039; (non animated and with no attachpoints) in each LOD. Some functions require this object to be there in order to process other objects.&lt;br /&gt;
* &#039;&#039;&#039;Avoid non-ASCII characters wherever possible&#039;&#039;&#039; in all your names (objects, materials, attachpoints, etc.). While there is some &amp;quot;safename&amp;quot; functionality for most of the export process, errors might occur if naming a material &amp;quot;Matérial&amp;quot; or an effect &amp;quot;mañana&amp;quot;... The same applies to file and folder names in your project path. Using special characters in folder names may result in XToMdl not functioning properly, i.e. a corrupt .MDL file on export.&lt;br /&gt;
&lt;br /&gt;
== LODs ==&lt;br /&gt;
Organizing your model/scene becomes necessary as it grows larger and includes different LODs (levels of detail). I will suggest one way of doing it. First:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;How to export an LOD?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
To export an LOD (let&#039;s take LOD_400 as an example), create/add an Empty at the origin (0,0,0) of your scene, rename that empty &amp;quot;&#039;&#039;friendly_name&#039;&#039;_LOD_400&amp;quot;, replacing &#039;&#039;friendly_name&#039;&#039; with your model&#039;s friendly name, and make it a parent to all root level objects that should go into LOD_400. Repeat for LOD_100, LOD_50 etc.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Using layers&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
To keep your scene tidy, you can make use of Blender&#039;s layers to isolate LODs from each other. You could for example create all objects of LOD_400 in layer 1, LOD_100 in layer 2 etc. All you have to do is add an empty at (0,0,0) in each layer, and in the end add an Empty named &#039;&#039;friendly_name&#039;&#039;, make that a parent to all LOD_XXX empties, to obtain a hierarchy with Empty &#039;&#039;friendly_name&#039;&#039; as the root of your scene. You can use the outliner to get a good overview of your scene hierarchy and edit it from there.&lt;br /&gt;
&lt;br /&gt;
== FSX Animation Tool ==&lt;br /&gt;
[[Image:Blender2FSX_manual_03.jpg|thumb|left|Animation Tool]]&lt;br /&gt;
&#039;&#039;&#039;FSX Animation Tool&#039;&#039;&#039; is also located in Blender&#039;s Toolshelf. Similarly to ACES&#039; animation manager in gmax/3DSMax, it is used to &amp;quot;tag&amp;quot; animated objects in the scene, so that the animation can then be processed by the XToMdl tool. Open the tool by clicking on the black triangle/arrow to the left. If the toolset was previously initialized (see &amp;quot;Getting started&amp;quot; above), the list window should be populated with animation entries (i.e Ambient, Ambient2, etc.). To tag an object, do the following:&lt;br /&gt;
* Keyframe-animate your object. For &amp;quot;Ambient&amp;quot; type animations, the range is defined by you; for aircraft parts, the range is defined in the SDK (example: the rudder would have a range of 0-100 frames, with keyframes at least at 0, 50 and 100).&lt;br /&gt;
* In the list window, scroll down to the animation entry corresponding to the animated part, select it (marked blue) and,&lt;br /&gt;
* With your object selected, click &#039;&#039;&#039;Assign&#039;&#039;&#039;. The object is now tagged with the animation entry. An object can only be tagged with one animation entry!&lt;br /&gt;
[[Image:Blender2FSX_manual_04.jpg|thumb|right|FSX Properties]]&lt;br /&gt;
You can check which tag has been assigned to the object by going to the &amp;quot;Properties&amp;quot; Panel, object context, FSX Properties rollout: it shows an &amp;quot;Animation Tag&amp;quot; field, a &amp;quot;Length&amp;quot; field which displays the animation range as defined in the modeldef.xml (or 0 in case of &amp;quot;Ambient&amp;quot; type animations; use this to cross-check with your object&#039;s animation range) and a &#039;&#039;&#039;Clear&#039;&#039;&#039; button used to untag the object&#039;s animation. You can untag all objects in the scene at once by clicking the &#039;&#039;&#039;Clear All&#039;&#039;&#039; button in the FSX Animation Tool. &#039;&#039;Be careful, this can not be undone!&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Hint: Instead of scrolling down the list to find an animation entry, you can use the &amp;quot;search&amp;quot; feature of the list window. Acces it by clicking the small &amp;quot;+&amp;quot; at the bottom left of the list window. Enter a search string/phrase in the search box and hit &amp;quot;Enter&amp;quot;.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Skinned meshes ===&lt;br /&gt;
&lt;br /&gt;
For skinned animations to work, use an armature modifier with &#039;&#039;&#039;Vertex groups&#039;&#039;&#039;, envelopes won&#039;t work. You can use weight painting to define the influence of bones on the vertices.&lt;br /&gt;
&lt;br /&gt;
To assign a tag to a bone/armature:&lt;br /&gt;
* Go into Pose mode&lt;br /&gt;
* Select the bone you want to tag&lt;br /&gt;
* In the FSX Animation Tool, select the animation entry you want to use&lt;br /&gt;
* Click &#039;&#039;&#039;Assign&#039;&#039;&#039; &lt;br /&gt;
For bones, the FSX Properties are located in the &#039;&#039;&#039;bone&#039;&#039;&#039; tab of the Properties panel, where you can check which animation tag has been assigned to the bone.&lt;br /&gt;
&lt;br /&gt;
It is important to note that &#039;&#039;&#039;every&#039;&#039;&#039; vertex needs to be assigned to a vertex group/bone. You will need a static bone for the non-deforming part of your mesh.&lt;br /&gt;
&lt;br /&gt;
Constraints can be used on bones just as on regular objects.&lt;br /&gt;
&lt;br /&gt;
== FSX Attachpoint Tool ==&lt;br /&gt;
&#039;&#039;&#039;FSX Attachpoint Tool&#039;&#039;&#039; is also located in Blender&#039;s Toolshelf. It works analogously to ACES&#039; Attachpoint Tool, with the difference that it doesn&#039;t support Library objects and Empties. An attachpoint is a piece of geometry (i.e. an object) to which an effect, a visibility condition, a mouse rectangle (or clickspot), a &amp;quot;platform&amp;quot; property or a &amp;quot;nocrash&amp;quot; property can be &amp;quot;attached&amp;quot;. Combinations thereof can be applied to a single object. Refer to the SDK&#039;s document &amp;quot;Using modeling Tools: The Attach Tool&amp;quot; of the Modeling SDK for an in-depth description of the functionality of the different options.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Effects&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
To attach an effect to an object:&lt;br /&gt;
* Select the object&lt;br /&gt;
* Tick the &amp;quot;Effect&amp;quot; checkbox in the Attachpoint Tool. Options for &amp;quot;Effect&amp;quot; should automatically rollout at the bottom of the tool.&lt;br /&gt;
* In the &amp;quot;Name&amp;quot; field, enter a name for your attachpoint. Care must be taken, as &#039;&#039;&#039;attachpoint names must be unique&#039;&#039;&#039; throughout the model/scene!&lt;br /&gt;
* In the &amp;quot;Effect&amp;quot; field, enter the filename (&#039;&#039;without extension .fx&#039;&#039;) of the effect you want to attach. The available effects can be found in the main FSX folder, subfolder &amp;quot;Effects&amp;quot;.&lt;br /&gt;
* In the &amp;quot;Param&amp;quot; field, a list of parameters for the effect can be set, as described in the SDK (i.e. DAY=1;DAWN=0 etc.).&lt;br /&gt;
* When all is set, click the &#039;&#039;&#039;Attach&#039;&#039;&#039; button.&lt;br /&gt;
&#039;&#039;Note: the object needs to have a material or else effects won&#039;t work.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[Image:Blender2FSX_manual_05.jpg|frame|Attachpoint Tool]]&lt;br /&gt;
&#039;&#039;&#039;Visibility&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
To set a visibility condition on an object:&lt;br /&gt;
* Select the object&lt;br /&gt;
* Tick the &amp;quot;Visibility&amp;quot; checkbox&lt;br /&gt;
* Choose a Visibility tag from the dropdown&lt;br /&gt;
* When all is set, click &#039;&#039;&#039;Attach&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mouse Rectangle&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
To make an object clickable in the sim:&lt;br /&gt;
* Select the object&lt;br /&gt;
* Tick the &amp;quot;MouseRect&amp;quot; checkbox&lt;br /&gt;
* Select a MouseRect/Clickspot definition from the list window&lt;br /&gt;
* When all is set, click &#039;&#039;&#039;Attach&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Platform&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
To define a platform:&lt;br /&gt;
* Select the platform object&lt;br /&gt;
* Tick the &amp;quot;Platform&amp;quot; checkbox&lt;br /&gt;
* In the &amp;quot;Name&amp;quot; field, enter a &#039;&#039;&#039;unique(!)&#039;&#039;&#039; name for the attachpoint (i.e. a name that has not been used before).&lt;br /&gt;
* Choose a platform type from the dropdown&lt;br /&gt;
* When all is set, click &#039;&#039;&#039;Attach&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;Note: For some reason, you have to export at least two objects in a model containing a platform, in order for it to compile successfully.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;No Crash&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
To exclude an object from crash detection:&lt;br /&gt;
* Select the object&lt;br /&gt;
* Tick the &amp;quot;No Crash&amp;quot; checkbox&lt;br /&gt;
* When all is set, click &amp;quot;Attach&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Clear Attachpoint&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
To clear an object from its attachpoint, click the &#039;&#039;&#039;Clear&#039;&#039;&#039; button with the object selected.&lt;br /&gt;
&lt;br /&gt;
=== Example: Landing light ===&lt;br /&gt;
[[Image:Blender2FSX_manual_06.jpg|thumb|Attachpoint Tool: Adding a landing light effect]]&lt;br /&gt;
There is a minor difference when adding a landing light compared to ACES tools in gmax/3DSMax. After creating your geometry (a simple triangle/polygon object), set the transform orientation to &amp;quot;Local&amp;quot; and rotate the object so that its positive &#039;&#039;&#039;Z-axis&#039;&#039;&#039; points in the desired direction of the light beam. Now setup the attachpoint tool:&lt;br /&gt;
* Check &amp;quot;Effect&amp;quot; and &amp;quot;Visibility&amp;quot;, uncheck everything else.&lt;br /&gt;
* Enter a name for the attachpoint (&#039;&#039;&#039;attachpt_landing_4&#039;&#039;&#039; in the example in the picture)&lt;br /&gt;
* Enter the effect&#039;s filename without the .fx extension, i.e. &#039;&#039;&#039;fx_landing&#039;&#039;&#039;&lt;br /&gt;
* Under Visibility, choose &amp;quot;&#039;&#039;&#039;general_light&#039;&#039;&#039;&amp;quot;.&lt;br /&gt;
* Click &#039;&#039;&#039;Attach&#039;&#039;&#039;&lt;br /&gt;
That&#039;s it! You&#039;ve just added a landing light to your model.&lt;br /&gt;
&lt;br /&gt;
= FSX Materials =&lt;br /&gt;
[[Image:Blender2FSX_manual_07.jpg|frame|FSX Material: Texture slots]]&lt;br /&gt;
This section describes how FSX Materials are integrated into Blender. For a description of the parameters and their functionalities, refer to SDK document &amp;quot;FSX Material&amp;quot; of the Modeling SDK. All the parameters are simply replicated in the &#039;&#039;&#039;FSX Material Params&#039;&#039;&#039; rollout in the Properties panel in Blender. However, to enable the &#039;&#039;FSX Material Params&#039;&#039;, tick the checkbox at the top of the rollout. Currently unsupported features are &#039;&#039;detail texture&#039;&#039; and &#039;&#039;fresnel ramp&#039;&#039;. These will be added in a future release. It is also worth mentioning that you have to use &amp;quot;normal&amp;quot; materials, as Blender2FSX doesn&#039;t support node materials.&lt;br /&gt;
&lt;br /&gt;
== Texture maps ==&lt;br /&gt;
The main difference from Blender to gmax/Max with regard to FSX materials is the way texture maps are handled. To create a texture in Blender, select the Material under the &#039;&#039;&#039;material&#039;&#039;&#039; context of the Properties panel, then go to the &#039;&#039;&#039;texture&#039;&#039;&#039; context of the Properties panel.&lt;br /&gt;
* Select a free slot in the list at the top of the panel&lt;br /&gt;
* Click &amp;quot;New&amp;quot;. The panel will populate with options.&lt;br /&gt;
* Choose type &amp;quot;Image or Movie&amp;quot;&lt;br /&gt;
* Choose the image source file for your texture&lt;br /&gt;
* Under Mapping:Coordinates, choose &amp;quot;UV&amp;quot; (you can specify the UV layer as an option)&lt;br /&gt;
* Now in the &amp;quot;Influence&amp;quot; rollout, for a&lt;br /&gt;
** &#039;&#039;&#039;diffuse&#039;&#039;&#039; map: tick the Diffuse:Color checkbox, untick everything else. (visible texture)&lt;br /&gt;
** &#039;&#039;&#039;specular&#039;&#039;&#039; map: tick Specular:Intensity, untick everything else. (influences the reflections of the diffuse texture)&lt;br /&gt;
** &#039;&#039;&#039;emissive&#039;&#039;&#039; map: tick Shading:Emit, untick everything else. (night texture, formerly known as _LM texture)&lt;br /&gt;
** &#039;&#039;&#039;bump&#039;&#039;&#039; map: tick Geometry:Normal, untick everything else. (adds some kind of surface roughness)&lt;br /&gt;
By &amp;quot;untick everything else&amp;quot;, I mean that in order to have the correct diffuse map for example, no other texture in the same material should have Diffuse:color ticked in the Influence rollout. You are free to play with the different options, as long as you make sure that only one texture has the crucial option ticked. An exception to this rule are virtual cockpit textures (see below).&lt;br /&gt;
&lt;br /&gt;
Hint: Don´t forget to check the &amp;quot;FSX Material Params&amp;quot; in the Material, otherwise none of the above options will work. You will then only see the diffuse texture.&lt;br /&gt;
&lt;br /&gt;
[[Image:Envmap_blender.jpg|thumb|left|Environment map for Blender]]&lt;br /&gt;
&#039;&#039;&#039;Environment maps&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
For EnvMaps, the texture type is &amp;quot;Environment Map&amp;quot; instead of &amp;quot;Image or Movie&amp;quot;. Blender2FSX automatically recognises EnvMaps as long as the type is set correctly and Diffuse:Color is checked under the &amp;quot;Influence&amp;quot; rollout. The setups of EnvMaps differ from Blender to FSX. In order to see the same reflection in Blender renders as in the sim, you will have to reorganize the EnvMap (a.k.a Cube map) as shown in the picture to the left.&lt;br /&gt;
&lt;br /&gt;
== Virtual cockpit textures ==&lt;br /&gt;
&lt;br /&gt;
Virtual cockpit textures are created in the panel.cfg file. Their size is determined by the size_mm and pixel_size entries of the corresponding [VCockpitXX] section, where the arrangement of the gauges on the VC texture is also defined.&lt;br /&gt;
&lt;br /&gt;
In your virtual cockpit, you need to map polygons that will display gauges to the virtual cockpit texture. For this purpose, you need to create a &#039;&#039;&#039;dummy&#039;&#039;&#039; texture that reflects the arrangement of the gauges on the VC texture. The following is taken from the panel.cfg of the default C172 (©Microsoft):&lt;br /&gt;
&amp;lt;pre&amp;gt;[VCockpit02]&lt;br /&gt;
size_mm=512,512&lt;br /&gt;
pixel_size=512,512&lt;br /&gt;
texture=$C172s_2&lt;br /&gt;
background_color=0,0,0&lt;br /&gt;
&lt;br /&gt;
gauge00=Cessna!Heading_Indicator,                 0,  0,163,162&amp;lt;/pre&amp;gt;&lt;br /&gt;
To make a dummy texture from this VCockpit texture, we would create a &#039;&#039;&#039;512x512&#039;&#039;&#039; (see size_mm=) texture sheet and name it &#039;&#039;&#039;$C172s_2&#039;&#039;&#039; (see texture=) and save it with our favourite paint program. The $-sign at the beginning of the name is important: it tells FSX and Blender2FSX that this is a virtual cockpit texture. We would now proceed to place copies of the gauge artwork on the sheet at the positions defined in the panel.cfg. In this example, we could place the background bitmap of the Heading_Indicator gauge at the top-left corner (0,0) and make sure it&#039;s 163 by 162 pixels wide. We would then save the texture (as .png or something else) and head back to Blender.&lt;br /&gt;
&lt;br /&gt;
Back in Blender:&lt;br /&gt;
* Create a material for the gauge polygon and name it something sensible like &amp;quot;material_VC_1&amp;quot;.&lt;br /&gt;
* Under the FSX Material Params rollout, tick the &amp;quot;Is Virtual cockpit texture&amp;quot; checkbox (scroll all the way to the bottom)&lt;br /&gt;
* Add a texture for material_VC_1, type= &amp;quot;Image or Movie&amp;quot;&lt;br /&gt;
* Point the file source to the newly created $C172s_2.png dummy texture&lt;br /&gt;
* Mapping:Coordinates, choose &amp;quot;UV&amp;quot;&lt;br /&gt;
* Influence: tick Diffuse:Color &#039;&#039;&#039;and&#039;&#039;&#039; (if you don&#039;t use a separate emissive texture for night lighting) Shading:Emit&lt;br /&gt;
* Go to the UV/Image Editor and unwrap your polygon&lt;br /&gt;
* Map it to the dummy texture&lt;br /&gt;
Your gauge polygon is now ready for export.&lt;br /&gt;
&lt;br /&gt;
= Exporting to FSX =&lt;br /&gt;
&lt;br /&gt;
Calling the exporter module of Blender2FSX: Go to &#039;&#039;File&amp;gt;Export&amp;gt;DirectX for FSX(.x)&#039;&#039;. The main window will change to a file selection dialog, with a box to enter the filename at the top and export options displayed at the bottom left of the window.&lt;br /&gt;
&lt;br /&gt;
== Export options ==&lt;br /&gt;
The export options are pretty much self-explanatory. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Export selection&#039;&#039;&#039;&lt;br /&gt;
Use this option if you want to export only a part of your scene.&lt;br /&gt;
&lt;br /&gt;
In my case, I generally keep layers with the finished work separated from layers with garbage (from boolean operations and such) and helper objects. I also use a lot of Empties (to correct my animations in Blender) that I don&#039;t need and want to export. So at export time, I set my &amp;quot;finished&amp;quot; layers to be visible and then &#039;&#039;Select&amp;gt;Select All By Type&amp;gt;Mesh&#039;&#039; and choose &#039;&#039;&#039;Export selection&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Apply modifiers&#039;&#039;&#039;&lt;br /&gt;
This tells Blender2FSX to apply all modifiers (except armature modifiers) on exporting.&lt;br /&gt;
&lt;br /&gt;
This is internal to the export process, so your scene objects will retain their modifiers. Leaving this unchecked will result in having the meshes show up as if there were no modifiers on the stack.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Export animations&#039;&#039;&#039; will generate the creation of a .xanim file along with the .x file. It contains all the animations information of the scene.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skinned mesh&#039;&#039;&#039; enables the export of animated armatures.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Export MDL&#039;&#039;&#039; creates a &#039;&#039;filename.MDL&#039;&#039; file in the folder where your &#039;&#039;filename.x&#039;&#039; file is created. This .MDL file can be directly copied to an aircraft&#039;s model folder.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Log Verbose&#039;&#039;&#039; causes the exporter to run in Debug mode. Debug messages are output to the Blender system console which can be accessed via &#039;&#039;Window&amp;gt;Toggle system console&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
== Exporter errors ==&lt;br /&gt;
&lt;br /&gt;
On occasions, the exporter might quit with an error. For example when:&lt;br /&gt;
* There is no friendly name or GUID set. Obviously, you have to set a friendly name and GUID first.&lt;br /&gt;
* The exporter can&#039;t find the modeldef.xml or the XToMdl.exe. These have to be in the &#039;&#039;Modeling SDK\bin&#039;&#039; folder and &#039;&#039;Modeling SDK\3DSM7\plugins&#039;&#039; folder respectively. Don&#039;t move them away from there. It can also occur that your registry entry &amp;quot;SdkRootDir&amp;quot; points to an obsolete file (maybe after a failed/corrupted installation attempt of the SDK); in that case, clean your registry.&lt;br /&gt;
&lt;br /&gt;
In case the exporter throws an error that you can&#039;t figure out, feel free to report it in the support thread.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
FSDeveloper is a great place with lots of knowledgeable people who help each other whenever they can. I have learned so much on these forums, thank you all for that. I also want to thank the gurus over at [http://blenderartists.org/forum/forum.php blenderartists.org] who got me started on python scripting by patiently answering my noobish questions. And Chris Foster who wrote the official DirectX exporter for Blender. I want to thank the community for keeping me motivated in the accomplishment of this Toolset. May it grow and become better over time. Thank you for reading... [[User:Captx-6562|Captx-6562]]&lt;/div&gt;</summary>
		<author><name>Pyscen</name></author>
	</entry>
	<entry>
		<id>http://www.fsdeveloper.com/wiki/index.php?title=Blender2FSX_Toolset_manual&amp;diff=11365</id>
		<title>Blender2FSX Toolset manual</title>
		<link rel="alternate" type="text/html" href="http://www.fsdeveloper.com/wiki/index.php?title=Blender2FSX_Toolset_manual&amp;diff=11365"/>
		<updated>2022-12-03T20:22:07Z</updated>

		<summary type="html">&lt;p&gt;Pyscen: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Tools]]&lt;br /&gt;
[[Category:Blender]]&lt;br /&gt;
[[category:Modeling]]&lt;br /&gt;
[[Category:Aircraft Design]]&lt;br /&gt;
[[category:Scenery Design]]&lt;br /&gt;
[[Category:Terrain Design]]&lt;br /&gt;
[[category:Texturing]]&lt;br /&gt;
[[category:SDK]]&lt;br /&gt;
[[category:Manuals]]&lt;br /&gt;
{{Infobox-Applicable-FSVersion&lt;br /&gt;
| MSFS = false&lt;br /&gt;
| FSXI = false&lt;br /&gt;
| P3D5 = true&lt;br /&gt;
| P3D4 = true&lt;br /&gt;
| P3D3 = true&lt;br /&gt;
| P3D2 = true&lt;br /&gt;
| P3D = true&lt;br /&gt;
| FSW = unknown&lt;br /&gt;
| FSXSE = true&lt;br /&gt;
| FSXA = true&lt;br /&gt;
| FSX = true&lt;br /&gt;
| FS2004 = true&lt;br /&gt;
| FS2002 = false&lt;br /&gt;
| XP11 = unknown&lt;br /&gt;
| XP10 = unknown&lt;br /&gt;
| XP9 = unknown&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;&#039;Blender2FSX/P3D Toolset&#039;&#039;&#039; is an addon for the 3D-modelling application [http://www.blender.org/download/ Blender]. This Wiki page is intended to introduce the reader to the use of Blender2FSX/P3D to export models created in Blender for use in Microsoft Flight Simulator X (FSX &amp;amp; FSX: SE) and Lockheed Martin Prepar3D (P3D) and shows some things to consider when modeling for FSX/P3D in Blender. It is NOT a generic tutorial on how to build models in Blender.   &lt;br /&gt;
&lt;br /&gt;
== Requirements ==&lt;br /&gt;
&lt;br /&gt;
* Windows 10 &amp;amp; 11 &lt;br /&gt;
&lt;br /&gt;
* Microsoft Flight Simulator X SDK &#039;&#039;&#039;&#039;&#039;including updates&#039;&#039;&#039; to SP2 or Acceleration&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Lockheed Martin Prepar3D SDK v1.x, v2.x, v3.x, v4.x &amp;amp; v5.x (FSX Steam Edition should use the Prepar3D SDK v1.x) &lt;br /&gt;
&lt;br /&gt;
* [http://www.blender.org/download/ Blender]&lt;br /&gt;
&lt;br /&gt;
== Installing Blender2FSX/P3D Toolset ==&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Using the installer&#039;&#039;&#039;===&lt;br /&gt;
&lt;br /&gt;
* Download the latest Blender2FSX/P3D Toolset that is in the [https://www.fsdeveloper.com/forum/resources/blender2p3dfsx-for-blender-3-x.283/ &#039;&#039;Resource Section&#039;&#039;].&lt;br /&gt;
* Start Blender&lt;br /&gt;
* Go to &amp;quot;&#039;&#039;&#039;Preferences&#039;&#039;&#039;&amp;quot; (Edit-&amp;gt;Preferences). Click on the &amp;quot;&#039;&#039;&#039;Add-ons&#039;&#039;&#039;&amp;quot; tab and then click on &amp;quot;&#039;&#039;&#039;Install...&#039;&#039;&#039;&amp;quot;.  &lt;br /&gt;
* In the file manager, navigate to where you have downloaded the Toolset file, select it and click on &amp;quot;&#039;&#039;&#039;Install Add-on&#039;&#039;&#039;&amp;quot;. This will extract the content of the zip file to your Blender script folder (by default under %APPDATA%\Blender Foundation\Blender\&amp;lt;version number&amp;gt;\scripts\addons)&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Activate the Toolset&#039;&#039;&#039;===&lt;br /&gt;
&lt;br /&gt;
To activate the Toolset in Blender,&lt;br /&gt;
* To activate the addon: clicking on the &#039;&#039;check-mark&#039;&#039; next to &amp;quot;&#039;&#039;&#039;3DView: P3D/FSX Toolset&#039;&#039;&#039;&amp;quot;. That should enable the addon and the various panels and properties. Close the Preferences window.&lt;br /&gt;
&lt;br /&gt;
To ensure that the addon was correctly installed, press &amp;quot;N&amp;quot; on your keyboard while the mouse pointer is in one of the main viewports. This should open the main panels of the addon under the tab named &amp;quot;P3D/FSX&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
* FSX/P3D Animation Tool&lt;br /&gt;
* FSX/P3D Attachpoint Tool&lt;br /&gt;
* FSX/P3D File Properties&lt;br /&gt;
* FSX Verify Tool&lt;br /&gt;
&lt;br /&gt;
You can deactivate Blender2FSX/P3D at any time by unticking the checkbox within the &#039;&#039;&#039;Preferences&#039;&#039;&#039; window.&lt;br /&gt;
&lt;br /&gt;
= The Tools =&lt;br /&gt;
This section describes the functionality of the tools included with Blender2FSX/P3D.&lt;br /&gt;
&lt;br /&gt;
Note: It is recommended that you &#039;&#039;&#039;read the FSX SDK documentation&#039;&#039;&#039;, section &amp;quot;&#039;&#039;&#039;Modeling SDK&#039;&#039;&#039;&amp;quot;, as Blender2FSX/P3D closely emulates the functionality of the ACES Toolsets for gmax/3DSMax provided with and described in the SDK. There is a lot to be found there that is beyond the scope of this Wiki page.&lt;br /&gt;
&lt;br /&gt;
== Getting started: FSX File Properties ==&lt;br /&gt;
[[Image:Blender2FSX_manual_02.jpg|thumb|File Properties Tool]]&lt;br /&gt;
&#039;&#039;&#039;FSX File Properties&#039;&#039;&#039; is a tool located in Blender&#039;s Toolshelf in the 3DView, which can be accessed by pressing &#039;&#039;&#039;T&#039;&#039;&#039; on the keyboard. You might want to scroll down a bit to see it. It serves two purposes:&lt;br /&gt;
&lt;br /&gt;
* First thing to do &#039;&#039;&#039;when starting a new Blender session&#039;&#039;&#039; is to &#039;&#039;&#039;click the &amp;quot;Initialize Toolset&amp;quot;&#039;&#039;&#039; Button. This tells Blender where the FSX SDK is installed and populates the other tools with fresh data from the modeldef.xml file. Whenever changing an entry in the modeldef.xml, make sure to reinitialize the toolset to reflect the changes in Blender.&lt;br /&gt;
* Each model for FSX needs a GUID (Globally Unique IDentifier) and a friendly name. So, before exporting your model, you should give it a &amp;quot;friendly name&amp;quot; which should only contain ASCII characters. This name is entered in the field &amp;quot;Friendly Name&amp;quot;. You should also assign a GUID either by entering it directly in the GUID field (i.e. if generated externally) or by clicking &#039;&#039;&#039;Generate GUID&#039;&#039;&#039;. Saving your file once done will write the GUID and friendly to the .blend file.&lt;br /&gt;
&lt;br /&gt;
You can now start building your model.&lt;br /&gt;
&lt;br /&gt;
== General guidelines ==&lt;br /&gt;
Blender2FSX is not foolproof, so here are some general guidelines of what to do and what to avoid in order to yield the expected results with this tool set. However, when you know what each of these guidelines mean, transgressing some of them gives you more creative freedom.&lt;br /&gt;
* &#039;&#039;&#039;Always have a scale of (1,1,1)&#039;&#039;&#039;. Any object that doesn&#039;t have a scale of (1,1,1) may show unwanted behavior in the sim, especially when animated. To reset the scale of an object, hit Ctrl+A &amp;gt; Scale.&lt;br /&gt;
* &#039;&#039;&#039;Always apply a material to your objects.&#039;&#039;&#039; An object with no material is invisible in the sim and in combination with attachpoints may produce failure of the compiler (XToMdl.exe).&lt;br /&gt;
* &#039;&#039;&#039;Always have a generic object&#039;&#039;&#039; (non animated and with no attachpoints) in each LOD. Some functions require this object to be there in order to process other objects.&lt;br /&gt;
* &#039;&#039;&#039;Avoid non-ASCII characters wherever possible&#039;&#039;&#039; in all your names (objects, materials, attachpoints, etc.). While there is some &amp;quot;safename&amp;quot; functionality for most of the export process, errors might occur if naming a material &amp;quot;Matérial&amp;quot; or an effect &amp;quot;mañana&amp;quot;... The same applies to file and folder names in your project path. Using special characters in folder names may result in XToMdl not functioning properly, i.e. a corrupt .MDL file on export.&lt;br /&gt;
&lt;br /&gt;
== LODs ==&lt;br /&gt;
Organizing your model/scene becomes necessary as it grows larger and includes different LODs (levels of detail). I will suggest one way of doing it. First:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;How to export an LOD?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
To export an LOD (let&#039;s take LOD_400 as an example), create/add an Empty at the origin (0,0,0) of your scene, rename that empty &amp;quot;&#039;&#039;friendly_name&#039;&#039;_LOD_400&amp;quot;, replacing &#039;&#039;friendly_name&#039;&#039; with your model&#039;s friendly name, and make it a parent to all root level objects that should go into LOD_400. Repeat for LOD_100, LOD_50 etc.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Using layers&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
To keep your scene tidy, you can make use of Blender&#039;s layers to isolate LODs from each other. You could for example create all objects of LOD_400 in layer 1, LOD_100 in layer 2 etc. All you have to do is add an empty at (0,0,0) in each layer, and in the end add an Empty named &#039;&#039;friendly_name&#039;&#039;, make that a parent to all LOD_XXX empties, to obtain a hierarchy with Empty &#039;&#039;friendly_name&#039;&#039; as the root of your scene. You can use the outliner to get a good overview of your scene hierarchy and edit it from there.&lt;br /&gt;
&lt;br /&gt;
== FSX Animation Tool ==&lt;br /&gt;
[[Image:Blender2FSX_manual_03.jpg|thumb|left|Animation Tool]]&lt;br /&gt;
&#039;&#039;&#039;FSX Animation Tool&#039;&#039;&#039; is also located in Blender&#039;s Toolshelf. Similarly to ACES&#039; animation manager in gmax/3DSMax, it is used to &amp;quot;tag&amp;quot; animated objects in the scene, so that the animation can then be processed by the XToMdl tool. Open the tool by clicking on the black triangle/arrow to the left. If the toolset was previously initialized (see &amp;quot;Getting started&amp;quot; above), the list window should be populated with animation entries (i.e Ambient, Ambient2, etc.). To tag an object, do the following:&lt;br /&gt;
* Keyframe-animate your object. For &amp;quot;Ambient&amp;quot; type animations, the range is defined by you; for aircraft parts, the range is defined in the SDK (example: the rudder would have a range of 0-100 frames, with keyframes at least at 0, 50 and 100).&lt;br /&gt;
* In the list window, scroll down to the animation entry corresponding to the animated part, select it (marked blue) and,&lt;br /&gt;
* With your object selected, click &#039;&#039;&#039;Assign&#039;&#039;&#039;. The object is now tagged with the animation entry. An object can only be tagged with one animation entry!&lt;br /&gt;
[[Image:Blender2FSX_manual_04.jpg|thumb|right|FSX Properties]]&lt;br /&gt;
You can check which tag has been assigned to the object by going to the &amp;quot;Properties&amp;quot; Panel, object context, FSX Properties rollout: it shows an &amp;quot;Animation Tag&amp;quot; field, a &amp;quot;Length&amp;quot; field which displays the animation range as defined in the modeldef.xml (or 0 in case of &amp;quot;Ambient&amp;quot; type animations; use this to cross-check with your object&#039;s animation range) and a &#039;&#039;&#039;Clear&#039;&#039;&#039; button used to untag the object&#039;s animation. You can untag all objects in the scene at once by clicking the &#039;&#039;&#039;Clear All&#039;&#039;&#039; button in the FSX Animation Tool. &#039;&#039;Be careful, this can not be undone!&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Hint: Instead of scrolling down the list to find an animation entry, you can use the &amp;quot;search&amp;quot; feature of the list window. Acces it by clicking the small &amp;quot;+&amp;quot; at the bottom left of the list window. Enter a search string/phrase in the search box and hit &amp;quot;Enter&amp;quot;.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Skinned meshes ===&lt;br /&gt;
&lt;br /&gt;
For skinned animations to work, use an armature modifier with &#039;&#039;&#039;Vertex groups&#039;&#039;&#039;, envelopes won&#039;t work. You can use weight painting to define the influence of bones on the vertices.&lt;br /&gt;
&lt;br /&gt;
To assign a tag to a bone/armature:&lt;br /&gt;
* Go into Pose mode&lt;br /&gt;
* Select the bone you want to tag&lt;br /&gt;
* In the FSX Animation Tool, select the animation entry you want to use&lt;br /&gt;
* Click &#039;&#039;&#039;Assign&#039;&#039;&#039; &lt;br /&gt;
For bones, the FSX Properties are located in the &#039;&#039;&#039;bone&#039;&#039;&#039; tab of the Properties panel, where you can check which animation tag has been assigned to the bone.&lt;br /&gt;
&lt;br /&gt;
It is important to note that &#039;&#039;&#039;every&#039;&#039;&#039; vertex needs to be assigned to a vertex group/bone. You will need a static bone for the non-deforming part of your mesh.&lt;br /&gt;
&lt;br /&gt;
Constraints can be used on bones just as on regular objects.&lt;br /&gt;
&lt;br /&gt;
== FSX Attachpoint Tool ==&lt;br /&gt;
&#039;&#039;&#039;FSX Attachpoint Tool&#039;&#039;&#039; is also located in Blender&#039;s Toolshelf. It works analogously to ACES&#039; Attachpoint Tool, with the difference that it doesn&#039;t support Library objects and Empties. An attachpoint is a piece of geometry (i.e. an object) to which an effect, a visibility condition, a mouse rectangle (or clickspot), a &amp;quot;platform&amp;quot; property or a &amp;quot;nocrash&amp;quot; property can be &amp;quot;attached&amp;quot;. Combinations thereof can be applied to a single object. Refer to the SDK&#039;s document &amp;quot;Using modeling Tools: The Attach Tool&amp;quot; of the Modeling SDK for an in-depth description of the functionality of the different options.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Effects&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
To attach an effect to an object:&lt;br /&gt;
* Select the object&lt;br /&gt;
* Tick the &amp;quot;Effect&amp;quot; checkbox in the Attachpoint Tool. Options for &amp;quot;Effect&amp;quot; should automatically rollout at the bottom of the tool.&lt;br /&gt;
* In the &amp;quot;Name&amp;quot; field, enter a name for your attachpoint. Care must be taken, as &#039;&#039;&#039;attachpoint names must be unique&#039;&#039;&#039; throughout the model/scene!&lt;br /&gt;
* In the &amp;quot;Effect&amp;quot; field, enter the filename (&#039;&#039;without extension .fx&#039;&#039;) of the effect you want to attach. The available effects can be found in the main FSX folder, subfolder &amp;quot;Effects&amp;quot;.&lt;br /&gt;
* In the &amp;quot;Param&amp;quot; field, a list of parameters for the effect can be set, as described in the SDK (i.e. DAY=1;DAWN=0 etc.).&lt;br /&gt;
* When all is set, click the &#039;&#039;&#039;Attach&#039;&#039;&#039; button.&lt;br /&gt;
&#039;&#039;Note: the object needs to have a material or else effects won&#039;t work.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[Image:Blender2FSX_manual_05.jpg|frame|Attachpoint Tool]]&lt;br /&gt;
&#039;&#039;&#039;Visibility&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
To set a visibility condition on an object:&lt;br /&gt;
* Select the object&lt;br /&gt;
* Tick the &amp;quot;Visibility&amp;quot; checkbox&lt;br /&gt;
* Choose a Visibility tag from the dropdown&lt;br /&gt;
* When all is set, click &#039;&#039;&#039;Attach&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mouse Rectangle&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
To make an object clickable in the sim:&lt;br /&gt;
* Select the object&lt;br /&gt;
* Tick the &amp;quot;MouseRect&amp;quot; checkbox&lt;br /&gt;
* Select a MouseRect/Clickspot definition from the list window&lt;br /&gt;
* When all is set, click &#039;&#039;&#039;Attach&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Platform&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
To define a platform:&lt;br /&gt;
* Select the platform object&lt;br /&gt;
* Tick the &amp;quot;Platform&amp;quot; checkbox&lt;br /&gt;
* In the &amp;quot;Name&amp;quot; field, enter a &#039;&#039;&#039;unique(!)&#039;&#039;&#039; name for the attachpoint (i.e. a name that has not been used before).&lt;br /&gt;
* Choose a platform type from the dropdown&lt;br /&gt;
* When all is set, click &#039;&#039;&#039;Attach&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;Note: For some reason, you have to export at least two objects in a model containing a platform, in order for it to compile successfully.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;No Crash&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
To exclude an object from crash detection:&lt;br /&gt;
* Select the object&lt;br /&gt;
* Tick the &amp;quot;No Crash&amp;quot; checkbox&lt;br /&gt;
* When all is set, click &amp;quot;Attach&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Clear Attachpoint&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
To clear an object from its attachpoint, click the &#039;&#039;&#039;Clear&#039;&#039;&#039; button with the object selected.&lt;br /&gt;
&lt;br /&gt;
=== Example: Landing light ===&lt;br /&gt;
[[Image:Blender2FSX_manual_06.jpg|thumb|Attachpoint Tool: Adding a landing light effect]]&lt;br /&gt;
There is a minor difference when adding a landing light compared to ACES tools in gmax/3DSMax. After creating your geometry (a simple triangle/polygon object), set the transform orientation to &amp;quot;Local&amp;quot; and rotate the object so that its positive &#039;&#039;&#039;Z-axis&#039;&#039;&#039; points in the desired direction of the light beam. Now setup the attachpoint tool:&lt;br /&gt;
* Check &amp;quot;Effect&amp;quot; and &amp;quot;Visibility&amp;quot;, uncheck everything else.&lt;br /&gt;
* Enter a name for the attachpoint (&#039;&#039;&#039;attachpt_landing_4&#039;&#039;&#039; in the example in the picture)&lt;br /&gt;
* Enter the effect&#039;s filename without the .fx extension, i.e. &#039;&#039;&#039;fx_landing&#039;&#039;&#039;&lt;br /&gt;
* Under Visibility, choose &amp;quot;&#039;&#039;&#039;general_light&#039;&#039;&#039;&amp;quot;.&lt;br /&gt;
* Click &#039;&#039;&#039;Attach&#039;&#039;&#039;&lt;br /&gt;
That&#039;s it! You&#039;ve just added a landing light to your model.&lt;br /&gt;
&lt;br /&gt;
= FSX Materials =&lt;br /&gt;
[[Image:Blender2FSX_manual_07.jpg|frame|FSX Material: Texture slots]]&lt;br /&gt;
This section describes how FSX Materials are integrated into Blender. For a description of the parameters and their functionalities, refer to SDK document &amp;quot;FSX Material&amp;quot; of the Modeling SDK. All the parameters are simply replicated in the &#039;&#039;&#039;FSX Material Params&#039;&#039;&#039; rollout in the Properties panel in Blender. However, to enable the &#039;&#039;FSX Material Params&#039;&#039;, tick the checkbox at the top of the rollout. Currently unsupported features are &#039;&#039;detail texture&#039;&#039; and &#039;&#039;fresnel ramp&#039;&#039;. These will be added in a future release. It is also worth mentioning that you have to use &amp;quot;normal&amp;quot; materials, as Blender2FSX doesn&#039;t support node materials.&lt;br /&gt;
&lt;br /&gt;
== Texture maps ==&lt;br /&gt;
The main difference from Blender to gmax/Max with regard to FSX materials is the way texture maps are handled. To create a texture in Blender, select the Material under the &#039;&#039;&#039;material&#039;&#039;&#039; context of the Properties panel, then go to the &#039;&#039;&#039;texture&#039;&#039;&#039; context of the Properties panel.&lt;br /&gt;
* Select a free slot in the list at the top of the panel&lt;br /&gt;
* Click &amp;quot;New&amp;quot;. The panel will populate with options.&lt;br /&gt;
* Choose type &amp;quot;Image or Movie&amp;quot;&lt;br /&gt;
* Choose the image source file for your texture&lt;br /&gt;
* Under Mapping:Coordinates, choose &amp;quot;UV&amp;quot; (you can specify the UV layer as an option)&lt;br /&gt;
* Now in the &amp;quot;Influence&amp;quot; rollout, for a&lt;br /&gt;
** &#039;&#039;&#039;diffuse&#039;&#039;&#039; map: tick the Diffuse:Color checkbox, untick everything else. (visible texture)&lt;br /&gt;
** &#039;&#039;&#039;specular&#039;&#039;&#039; map: tick Specular:Intensity, untick everything else. (influences the reflections of the diffuse texture)&lt;br /&gt;
** &#039;&#039;&#039;emissive&#039;&#039;&#039; map: tick Shading:Emit, untick everything else. (night texture, formerly known as _LM texture)&lt;br /&gt;
** &#039;&#039;&#039;bump&#039;&#039;&#039; map: tick Geometry:Normal, untick everything else. (adds some kind of surface roughness)&lt;br /&gt;
By &amp;quot;untick everything else&amp;quot;, I mean that in order to have the correct diffuse map for example, no other texture in the same material should have Diffuse:color ticked in the Influence rollout. You are free to play with the different options, as long as you make sure that only one texture has the crucial option ticked. An exception to this rule are virtual cockpit textures (see below).&lt;br /&gt;
&lt;br /&gt;
Hint: Don´t forget to check the &amp;quot;FSX Material Params&amp;quot; in the Material, otherwise none of the above options will work. You will then only see the diffuse texture.&lt;br /&gt;
&lt;br /&gt;
[[Image:Envmap_blender.jpg|thumb|left|Environment map for Blender]]&lt;br /&gt;
&#039;&#039;&#039;Environment maps&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
For EnvMaps, the texture type is &amp;quot;Environment Map&amp;quot; instead of &amp;quot;Image or Movie&amp;quot;. Blender2FSX automatically recognises EnvMaps as long as the type is set correctly and Diffuse:Color is checked under the &amp;quot;Influence&amp;quot; rollout. The setups of EnvMaps differ from Blender to FSX. In order to see the same reflection in Blender renders as in the sim, you will have to reorganize the EnvMap (a.k.a Cube map) as shown in the picture to the left.&lt;br /&gt;
&lt;br /&gt;
== Virtual cockpit textures ==&lt;br /&gt;
&lt;br /&gt;
Virtual cockpit textures are created in the panel.cfg file. Their size is determined by the size_mm and pixel_size entries of the corresponding [VCockpitXX] section, where the arrangement of the gauges on the VC texture is also defined.&lt;br /&gt;
&lt;br /&gt;
In your virtual cockpit, you need to map polygons that will display gauges to the virtual cockpit texture. For this purpose, you need to create a &#039;&#039;&#039;dummy&#039;&#039;&#039; texture that reflects the arrangement of the gauges on the VC texture. The following is taken from the panel.cfg of the default C172 (©Microsoft):&lt;br /&gt;
&amp;lt;pre&amp;gt;[VCockpit02]&lt;br /&gt;
size_mm=512,512&lt;br /&gt;
pixel_size=512,512&lt;br /&gt;
texture=$C172s_2&lt;br /&gt;
background_color=0,0,0&lt;br /&gt;
&lt;br /&gt;
gauge00=Cessna!Heading_Indicator,                 0,  0,163,162&amp;lt;/pre&amp;gt;&lt;br /&gt;
To make a dummy texture from this VCockpit texture, we would create a &#039;&#039;&#039;512x512&#039;&#039;&#039; (see size_mm=) texture sheet and name it &#039;&#039;&#039;$C172s_2&#039;&#039;&#039; (see texture=) and save it with our favourite paint program. The $-sign at the beginning of the name is important: it tells FSX and Blender2FSX that this is a virtual cockpit texture. We would now proceed to place copies of the gauge artwork on the sheet at the positions defined in the panel.cfg. In this example, we could place the background bitmap of the Heading_Indicator gauge at the top-left corner (0,0) and make sure it&#039;s 163 by 162 pixels wide. We would then save the texture (as .png or something else) and head back to Blender.&lt;br /&gt;
&lt;br /&gt;
Back in Blender:&lt;br /&gt;
* Create a material for the gauge polygon and name it something sensible like &amp;quot;material_VC_1&amp;quot;.&lt;br /&gt;
* Under the FSX Material Params rollout, tick the &amp;quot;Is Virtual cockpit texture&amp;quot; checkbox (scroll all the way to the bottom)&lt;br /&gt;
* Add a texture for material_VC_1, type= &amp;quot;Image or Movie&amp;quot;&lt;br /&gt;
* Point the file source to the newly created $C172s_2.png dummy texture&lt;br /&gt;
* Mapping:Coordinates, choose &amp;quot;UV&amp;quot;&lt;br /&gt;
* Influence: tick Diffuse:Color &#039;&#039;&#039;and&#039;&#039;&#039; (if you don&#039;t use a separate emissive texture for night lighting) Shading:Emit&lt;br /&gt;
* Go to the UV/Image Editor and unwrap your polygon&lt;br /&gt;
* Map it to the dummy texture&lt;br /&gt;
Your gauge polygon is now ready for export.&lt;br /&gt;
&lt;br /&gt;
= Exporting to FSX =&lt;br /&gt;
&lt;br /&gt;
Calling the exporter module of Blender2FSX: Go to &#039;&#039;File&amp;gt;Export&amp;gt;DirectX for FSX(.x)&#039;&#039;. The main window will change to a file selection dialog, with a box to enter the filename at the top and export options displayed at the bottom left of the window.&lt;br /&gt;
&lt;br /&gt;
== Export options ==&lt;br /&gt;
The export options are pretty much self-explanatory. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Export selection&#039;&#039;&#039;&lt;br /&gt;
Use this option if you want to export only a part of your scene.&lt;br /&gt;
&lt;br /&gt;
In my case, I generally keep layers with the finished work separated from layers with garbage (from boolean operations and such) and helper objects. I also use a lot of Empties (to correct my animations in Blender) that I don&#039;t need and want to export. So at export time, I set my &amp;quot;finished&amp;quot; layers to be visible and then &#039;&#039;Select&amp;gt;Select All By Type&amp;gt;Mesh&#039;&#039; and choose &#039;&#039;&#039;Export selection&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Apply modifiers&#039;&#039;&#039;&lt;br /&gt;
This tells Blender2FSX to apply all modifiers (except armature modifiers) on exporting.&lt;br /&gt;
&lt;br /&gt;
This is internal to the export process, so your scene objects will retain their modifiers. Leaving this unchecked will result in having the meshes show up as if there were no modifiers on the stack.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Export animations&#039;&#039;&#039; will generate the creation of a .xanim file along with the .x file. It contains all the animations information of the scene.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skinned mesh&#039;&#039;&#039; enables the export of animated armatures.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Export MDL&#039;&#039;&#039; creates a &#039;&#039;filename.MDL&#039;&#039; file in the folder where your &#039;&#039;filename.x&#039;&#039; file is created. This .MDL file can be directly copied to an aircraft&#039;s model folder.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Log Verbose&#039;&#039;&#039; causes the exporter to run in Debug mode. Debug messages are output to the Blender system console which can be accessed via &#039;&#039;Window&amp;gt;Toggle system console&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
== Exporter errors ==&lt;br /&gt;
&lt;br /&gt;
On occasions, the exporter might quit with an error. For example when:&lt;br /&gt;
* There is no friendly name or GUID set. Obviously, you have to set a friendly name and GUID first.&lt;br /&gt;
* The exporter can&#039;t find the modeldef.xml or the XToMdl.exe. These have to be in the &#039;&#039;Modeling SDK\bin&#039;&#039; folder and &#039;&#039;Modeling SDK\3DSM7\plugins&#039;&#039; folder respectively. Don&#039;t move them away from there. It can also occur that your registry entry &amp;quot;SdkRootDir&amp;quot; points to an obsolete file (maybe after a failed/corrupted installation attempt of the SDK); in that case, clean your registry.&lt;br /&gt;
&lt;br /&gt;
In case the exporter throws an error that you can&#039;t figure out, feel free to report it in the support thread.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
FSDeveloper is a great place with lots of knowledgeable people who help each other whenever they can. I have learned so much on these forums, thank you all for that. I also want to thank the gurus over at [http://blenderartists.org/forum/forum.php blenderartists.org] who got me started on python scripting by patiently answering my noobish questions. And Chris Foster who wrote the official DirectX exporter for Blender. I want to thank the community for keeping me motivated in the accomplishment of this Toolset. May it grow and become better over time. Thank you for reading... [[User:Captx-6562|Captx-6562]]&lt;/div&gt;</summary>
		<author><name>Pyscen</name></author>
	</entry>
	<entry>
		<id>http://www.fsdeveloper.com/wiki/index.php?title=Blender2FSX_Toolset_manual&amp;diff=11364</id>
		<title>Blender2FSX Toolset manual</title>
		<link rel="alternate" type="text/html" href="http://www.fsdeveloper.com/wiki/index.php?title=Blender2FSX_Toolset_manual&amp;diff=11364"/>
		<updated>2022-12-03T20:20:03Z</updated>

		<summary type="html">&lt;p&gt;Pyscen: /* Installing Blender2FSX/P3D Toolset */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Tools]]&lt;br /&gt;
[[Category:Blender]]&lt;br /&gt;
[[category:Modeling]]&lt;br /&gt;
[[Category:Aircraft Design]]&lt;br /&gt;
[[category:Scenery Design]]&lt;br /&gt;
[[Category:Terrain Design]]&lt;br /&gt;
[[category:Texturing]]&lt;br /&gt;
[[category:SDK]]&lt;br /&gt;
[[category:Manuals]]&lt;br /&gt;
{{Infobox-Applicable-FSVersion&lt;br /&gt;
| MSFS = false&lt;br /&gt;
| FSXI = false&lt;br /&gt;
| P3D5 = true&lt;br /&gt;
| P3D4 = true&lt;br /&gt;
| P3D3 = true&lt;br /&gt;
| P3D2 = true&lt;br /&gt;
| P3D = true&lt;br /&gt;
| FSW = unknown&lt;br /&gt;
| FSXSE = true&lt;br /&gt;
| FSXA = true&lt;br /&gt;
| FSX = true&lt;br /&gt;
| FS2004 = true&lt;br /&gt;
| FS2002 = false&lt;br /&gt;
| XP11 = unknown&lt;br /&gt;
| XP10 = unknown&lt;br /&gt;
| XP9 = unknown&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;&#039;Blender2FSX/P3D Toolset&#039;&#039;&#039; is an addon for the 3D-modelling application [http://www.blender.org/download/ Blender]. This Wiki page is intended to introduce the reader to the use of Blender2FSX/P3D to export models created in Blender for use in Microsoft Flight Simulator X (FSX &amp;amp; FSX: SE) and Lockheed Martin Prepar3D (P3D) and shows some things to consider when modeling for FSX/P3D in Blender. It is NOT a generic tutorial on how to build models in Blender.   &lt;br /&gt;
&lt;br /&gt;
== Requirements ==&lt;br /&gt;
&lt;br /&gt;
* Windows 10 &amp;amp; 11 &lt;br /&gt;
&lt;br /&gt;
* Microsoft Flight Simulator X SDK &#039;&#039;&#039;&#039;&#039;including updates&#039;&#039;&#039; to SP2 or Acceleration&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Lockheed Martin Prepar3D SDK v1.x, v2.x, v3.x, v4.x &amp;amp; v5.x (FSX Steam Edition should use the Prepar3D SDK v1.x) &lt;br /&gt;
&lt;br /&gt;
* [http://www.blender.org/download/ Blender]&lt;br /&gt;
&lt;br /&gt;
== Installing Blender2FSX/P3D Toolset ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Using the installer&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Download the latest Blender2FSX/P3D Toolset that is in the [https://www.fsdeveloper.com/forum/resources/blender2p3dfsx-for-blender-3-x.283/ &#039;&#039;Resource Section&#039;&#039;].&lt;br /&gt;
* Start Blender&lt;br /&gt;
* Go to &amp;quot;&#039;&#039;&#039;Preferences&#039;&#039;&#039;&amp;quot; (Edit-&amp;gt;Preferences). Click on the &amp;quot;&#039;&#039;&#039;Add-ons&#039;&#039;&#039;&amp;quot; tab and then click on &amp;quot;&#039;&#039;&#039;Install...&#039;&#039;&#039;&amp;quot;.  &lt;br /&gt;
* In the file manager, navigate to where you have downloaded the Toolset file, select it and click on &amp;quot;&#039;&#039;&#039;Install Add-on&#039;&#039;&#039;&amp;quot;. This will extract the content of the zip file to your Blender script folder (by default under %APPDATA%\Blender Foundation\Blender\&amp;lt;version number&amp;gt;\scripts\addons)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activate the Toolset&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
To activate the Toolset in Blender,&lt;br /&gt;
* To activate the addon: clicking on the &#039;&#039;check-mark&#039;&#039; next to &amp;quot;&#039;&#039;&#039;3DView: P3D/FSX Toolset&#039;&#039;&#039;&amp;quot;. That should enable the addon and the various panels and properties. Close the Preferences window.&lt;br /&gt;
&lt;br /&gt;
To ensure that the addon was correctly installed, press &amp;quot;N&amp;quot; on your keyboard while the mouse pointer is in one of the main viewports. This should open the main panels of the addon under the tab named &amp;quot;P3D/FSX&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
* FSX/P3D Animation Tool&lt;br /&gt;
* FSX/P3D Attachpoint Tool&lt;br /&gt;
* FSX/P3D File Properties&lt;br /&gt;
* FSX Verify Tool&lt;br /&gt;
&lt;br /&gt;
You can deactivate Blender2FSX/P3D at any time by unticking the checkbox within the &#039;&#039;&#039;Preferences&#039;&#039;&#039; window.&lt;br /&gt;
&lt;br /&gt;
= The Tools =&lt;br /&gt;
This section describes the functionality of the tools included with Blender2FSX/P3D.&lt;br /&gt;
&lt;br /&gt;
Note: It is recommended that you &#039;&#039;&#039;read the FSX SDK documentation&#039;&#039;&#039;, section &amp;quot;&#039;&#039;&#039;Modeling SDK&#039;&#039;&#039;&amp;quot;, as Blender2FSX/P3D closely emulates the functionality of the ACES Toolsets for gmax/3DSMax provided with and described in the SDK. There is a lot to be found there that is beyond the scope of this Wiki page.&lt;br /&gt;
&lt;br /&gt;
== Getting started: FSX File Properties ==&lt;br /&gt;
[[Image:Blender2FSX_manual_02.jpg|thumb|File Properties Tool]]&lt;br /&gt;
&#039;&#039;&#039;FSX File Properties&#039;&#039;&#039; is a tool located in Blender&#039;s Toolshelf in the 3DView, which can be accessed by pressing &#039;&#039;&#039;T&#039;&#039;&#039; on the keyboard. You might want to scroll down a bit to see it. It serves two purposes:&lt;br /&gt;
&lt;br /&gt;
* First thing to do &#039;&#039;&#039;when starting a new Blender session&#039;&#039;&#039; is to &#039;&#039;&#039;click the &amp;quot;Initialize Toolset&amp;quot;&#039;&#039;&#039; Button. This tells Blender where the FSX SDK is installed and populates the other tools with fresh data from the modeldef.xml file. Whenever changing an entry in the modeldef.xml, make sure to reinitialize the toolset to reflect the changes in Blender.&lt;br /&gt;
* Each model for FSX needs a GUID (Globally Unique IDentifier) and a friendly name. So, before exporting your model, you should give it a &amp;quot;friendly name&amp;quot; which should only contain ASCII characters. This name is entered in the field &amp;quot;Friendly Name&amp;quot;. You should also assign a GUID either by entering it directly in the GUID field (i.e. if generated externally) or by clicking &#039;&#039;&#039;Generate GUID&#039;&#039;&#039;. Saving your file once done will write the GUID and friendly to the .blend file.&lt;br /&gt;
&lt;br /&gt;
You can now start building your model.&lt;br /&gt;
&lt;br /&gt;
== General guidelines ==&lt;br /&gt;
Blender2FSX is not foolproof, so here are some general guidelines of what to do and what to avoid in order to yield the expected results with this tool set. However, when you know what each of these guidelines mean, transgressing some of them gives you more creative freedom.&lt;br /&gt;
* &#039;&#039;&#039;Always have a scale of (1,1,1)&#039;&#039;&#039;. Any object that doesn&#039;t have a scale of (1,1,1) may show unwanted behavior in the sim, especially when animated. To reset the scale of an object, hit Ctrl+A &amp;gt; Scale.&lt;br /&gt;
* &#039;&#039;&#039;Always apply a material to your objects.&#039;&#039;&#039; An object with no material is invisible in the sim and in combination with attachpoints may produce failure of the compiler (XToMdl.exe).&lt;br /&gt;
* &#039;&#039;&#039;Always have a generic object&#039;&#039;&#039; (non animated and with no attachpoints) in each LOD. Some functions require this object to be there in order to process other objects.&lt;br /&gt;
* &#039;&#039;&#039;Avoid non-ASCII characters wherever possible&#039;&#039;&#039; in all your names (objects, materials, attachpoints, etc.). While there is some &amp;quot;safename&amp;quot; functionality for most of the export process, errors might occur if naming a material &amp;quot;Matérial&amp;quot; or an effect &amp;quot;mañana&amp;quot;... The same applies to file and folder names in your project path. Using special characters in folder names may result in XToMdl not functioning properly, i.e. a corrupt .MDL file on export.&lt;br /&gt;
&lt;br /&gt;
== LODs ==&lt;br /&gt;
Organizing your model/scene becomes necessary as it grows larger and includes different LODs (levels of detail). I will suggest one way of doing it. First:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;How to export an LOD?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
To export an LOD (let&#039;s take LOD_400 as an example), create/add an Empty at the origin (0,0,0) of your scene, rename that empty &amp;quot;&#039;&#039;friendly_name&#039;&#039;_LOD_400&amp;quot;, replacing &#039;&#039;friendly_name&#039;&#039; with your model&#039;s friendly name, and make it a parent to all root level objects that should go into LOD_400. Repeat for LOD_100, LOD_50 etc.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Using layers&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
To keep your scene tidy, you can make use of Blender&#039;s layers to isolate LODs from each other. You could for example create all objects of LOD_400 in layer 1, LOD_100 in layer 2 etc. All you have to do is add an empty at (0,0,0) in each layer, and in the end add an Empty named &#039;&#039;friendly_name&#039;&#039;, make that a parent to all LOD_XXX empties, to obtain a hierarchy with Empty &#039;&#039;friendly_name&#039;&#039; as the root of your scene. You can use the outliner to get a good overview of your scene hierarchy and edit it from there.&lt;br /&gt;
&lt;br /&gt;
== FSX Animation Tool ==&lt;br /&gt;
[[Image:Blender2FSX_manual_03.jpg|thumb|left|Animation Tool]]&lt;br /&gt;
&#039;&#039;&#039;FSX Animation Tool&#039;&#039;&#039; is also located in Blender&#039;s Toolshelf. Similarly to ACES&#039; animation manager in gmax/3DSMax, it is used to &amp;quot;tag&amp;quot; animated objects in the scene, so that the animation can then be processed by the XToMdl tool. Open the tool by clicking on the black triangle/arrow to the left. If the toolset was previously initialized (see &amp;quot;Getting started&amp;quot; above), the list window should be populated with animation entries (i.e Ambient, Ambient2, etc.). To tag an object, do the following:&lt;br /&gt;
* Keyframe-animate your object. For &amp;quot;Ambient&amp;quot; type animations, the range is defined by you; for aircraft parts, the range is defined in the SDK (example: the rudder would have a range of 0-100 frames, with keyframes at least at 0, 50 and 100).&lt;br /&gt;
* In the list window, scroll down to the animation entry corresponding to the animated part, select it (marked blue) and,&lt;br /&gt;
* With your object selected, click &#039;&#039;&#039;Assign&#039;&#039;&#039;. The object is now tagged with the animation entry. An object can only be tagged with one animation entry!&lt;br /&gt;
[[Image:Blender2FSX_manual_04.jpg|thumb|right|FSX Properties]]&lt;br /&gt;
You can check which tag has been assigned to the object by going to the &amp;quot;Properties&amp;quot; Panel, object context, FSX Properties rollout: it shows an &amp;quot;Animation Tag&amp;quot; field, a &amp;quot;Length&amp;quot; field which displays the animation range as defined in the modeldef.xml (or 0 in case of &amp;quot;Ambient&amp;quot; type animations; use this to cross-check with your object&#039;s animation range) and a &#039;&#039;&#039;Clear&#039;&#039;&#039; button used to untag the object&#039;s animation. You can untag all objects in the scene at once by clicking the &#039;&#039;&#039;Clear All&#039;&#039;&#039; button in the FSX Animation Tool. &#039;&#039;Be careful, this can not be undone!&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Hint: Instead of scrolling down the list to find an animation entry, you can use the &amp;quot;search&amp;quot; feature of the list window. Acces it by clicking the small &amp;quot;+&amp;quot; at the bottom left of the list window. Enter a search string/phrase in the search box and hit &amp;quot;Enter&amp;quot;.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Skinned meshes ===&lt;br /&gt;
&lt;br /&gt;
For skinned animations to work, use an armature modifier with &#039;&#039;&#039;Vertex groups&#039;&#039;&#039;, envelopes won&#039;t work. You can use weight painting to define the influence of bones on the vertices.&lt;br /&gt;
&lt;br /&gt;
To assign a tag to a bone/armature:&lt;br /&gt;
* Go into Pose mode&lt;br /&gt;
* Select the bone you want to tag&lt;br /&gt;
* In the FSX Animation Tool, select the animation entry you want to use&lt;br /&gt;
* Click &#039;&#039;&#039;Assign&#039;&#039;&#039; &lt;br /&gt;
For bones, the FSX Properties are located in the &#039;&#039;&#039;bone&#039;&#039;&#039; tab of the Properties panel, where you can check which animation tag has been assigned to the bone.&lt;br /&gt;
&lt;br /&gt;
It is important to note that &#039;&#039;&#039;every&#039;&#039;&#039; vertex needs to be assigned to a vertex group/bone. You will need a static bone for the non-deforming part of your mesh.&lt;br /&gt;
&lt;br /&gt;
Constraints can be used on bones just as on regular objects.&lt;br /&gt;
&lt;br /&gt;
== FSX Attachpoint Tool ==&lt;br /&gt;
&#039;&#039;&#039;FSX Attachpoint Tool&#039;&#039;&#039; is also located in Blender&#039;s Toolshelf. It works analogously to ACES&#039; Attachpoint Tool, with the difference that it doesn&#039;t support Library objects and Empties. An attachpoint is a piece of geometry (i.e. an object) to which an effect, a visibility condition, a mouse rectangle (or clickspot), a &amp;quot;platform&amp;quot; property or a &amp;quot;nocrash&amp;quot; property can be &amp;quot;attached&amp;quot;. Combinations thereof can be applied to a single object. Refer to the SDK&#039;s document &amp;quot;Using modeling Tools: The Attach Tool&amp;quot; of the Modeling SDK for an in-depth description of the functionality of the different options.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Effects&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
To attach an effect to an object:&lt;br /&gt;
* Select the object&lt;br /&gt;
* Tick the &amp;quot;Effect&amp;quot; checkbox in the Attachpoint Tool. Options for &amp;quot;Effect&amp;quot; should automatically rollout at the bottom of the tool.&lt;br /&gt;
* In the &amp;quot;Name&amp;quot; field, enter a name for your attachpoint. Care must be taken, as &#039;&#039;&#039;attachpoint names must be unique&#039;&#039;&#039; throughout the model/scene!&lt;br /&gt;
* In the &amp;quot;Effect&amp;quot; field, enter the filename (&#039;&#039;without extension .fx&#039;&#039;) of the effect you want to attach. The available effects can be found in the main FSX folder, subfolder &amp;quot;Effects&amp;quot;.&lt;br /&gt;
* In the &amp;quot;Param&amp;quot; field, a list of parameters for the effect can be set, as described in the SDK (i.e. DAY=1;DAWN=0 etc.).&lt;br /&gt;
* When all is set, click the &#039;&#039;&#039;Attach&#039;&#039;&#039; button.&lt;br /&gt;
&#039;&#039;Note: the object needs to have a material or else effects won&#039;t work.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[Image:Blender2FSX_manual_05.jpg|frame|Attachpoint Tool]]&lt;br /&gt;
&#039;&#039;&#039;Visibility&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
To set a visibility condition on an object:&lt;br /&gt;
* Select the object&lt;br /&gt;
* Tick the &amp;quot;Visibility&amp;quot; checkbox&lt;br /&gt;
* Choose a Visibility tag from the dropdown&lt;br /&gt;
* When all is set, click &#039;&#039;&#039;Attach&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mouse Rectangle&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
To make an object clickable in the sim:&lt;br /&gt;
* Select the object&lt;br /&gt;
* Tick the &amp;quot;MouseRect&amp;quot; checkbox&lt;br /&gt;
* Select a MouseRect/Clickspot definition from the list window&lt;br /&gt;
* When all is set, click &#039;&#039;&#039;Attach&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Platform&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
To define a platform:&lt;br /&gt;
* Select the platform object&lt;br /&gt;
* Tick the &amp;quot;Platform&amp;quot; checkbox&lt;br /&gt;
* In the &amp;quot;Name&amp;quot; field, enter a &#039;&#039;&#039;unique(!)&#039;&#039;&#039; name for the attachpoint (i.e. a name that has not been used before).&lt;br /&gt;
* Choose a platform type from the dropdown&lt;br /&gt;
* When all is set, click &#039;&#039;&#039;Attach&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;Note: For some reason, you have to export at least two objects in a model containing a platform, in order for it to compile successfully.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;No Crash&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
To exclude an object from crash detection:&lt;br /&gt;
* Select the object&lt;br /&gt;
* Tick the &amp;quot;No Crash&amp;quot; checkbox&lt;br /&gt;
* When all is set, click &amp;quot;Attach&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Clear Attachpoint&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
To clear an object from its attachpoint, click the &#039;&#039;&#039;Clear&#039;&#039;&#039; button with the object selected.&lt;br /&gt;
&lt;br /&gt;
=== Example: Landing light ===&lt;br /&gt;
[[Image:Blender2FSX_manual_06.jpg|thumb|Attachpoint Tool: Adding a landing light effect]]&lt;br /&gt;
There is a minor difference when adding a landing light compared to ACES tools in gmax/3DSMax. After creating your geometry (a simple triangle/polygon object), set the transform orientation to &amp;quot;Local&amp;quot; and rotate the object so that its positive &#039;&#039;&#039;Z-axis&#039;&#039;&#039; points in the desired direction of the light beam. Now setup the attachpoint tool:&lt;br /&gt;
* Check &amp;quot;Effect&amp;quot; and &amp;quot;Visibility&amp;quot;, uncheck everything else.&lt;br /&gt;
* Enter a name for the attachpoint (&#039;&#039;&#039;attachpt_landing_4&#039;&#039;&#039; in the example in the picture)&lt;br /&gt;
* Enter the effect&#039;s filename without the .fx extension, i.e. &#039;&#039;&#039;fx_landing&#039;&#039;&#039;&lt;br /&gt;
* Under Visibility, choose &amp;quot;&#039;&#039;&#039;general_light&#039;&#039;&#039;&amp;quot;.&lt;br /&gt;
* Click &#039;&#039;&#039;Attach&#039;&#039;&#039;&lt;br /&gt;
That&#039;s it! You&#039;ve just added a landing light to your model.&lt;br /&gt;
&lt;br /&gt;
= FSX Materials =&lt;br /&gt;
[[Image:Blender2FSX_manual_07.jpg|frame|FSX Material: Texture slots]]&lt;br /&gt;
This section describes how FSX Materials are integrated into Blender. For a description of the parameters and their functionalities, refer to SDK document &amp;quot;FSX Material&amp;quot; of the Modeling SDK. All the parameters are simply replicated in the &#039;&#039;&#039;FSX Material Params&#039;&#039;&#039; rollout in the Properties panel in Blender. However, to enable the &#039;&#039;FSX Material Params&#039;&#039;, tick the checkbox at the top of the rollout. Currently unsupported features are &#039;&#039;detail texture&#039;&#039; and &#039;&#039;fresnel ramp&#039;&#039;. These will be added in a future release. It is also worth mentioning that you have to use &amp;quot;normal&amp;quot; materials, as Blender2FSX doesn&#039;t support node materials.&lt;br /&gt;
&lt;br /&gt;
== Texture maps ==&lt;br /&gt;
The main difference from Blender to gmax/Max with regard to FSX materials is the way texture maps are handled. To create a texture in Blender, select the Material under the &#039;&#039;&#039;material&#039;&#039;&#039; context of the Properties panel, then go to the &#039;&#039;&#039;texture&#039;&#039;&#039; context of the Properties panel.&lt;br /&gt;
* Select a free slot in the list at the top of the panel&lt;br /&gt;
* Click &amp;quot;New&amp;quot;. The panel will populate with options.&lt;br /&gt;
* Choose type &amp;quot;Image or Movie&amp;quot;&lt;br /&gt;
* Choose the image source file for your texture&lt;br /&gt;
* Under Mapping:Coordinates, choose &amp;quot;UV&amp;quot; (you can specify the UV layer as an option)&lt;br /&gt;
* Now in the &amp;quot;Influence&amp;quot; rollout, for a&lt;br /&gt;
** &#039;&#039;&#039;diffuse&#039;&#039;&#039; map: tick the Diffuse:Color checkbox, untick everything else. (visible texture)&lt;br /&gt;
** &#039;&#039;&#039;specular&#039;&#039;&#039; map: tick Specular:Intensity, untick everything else. (influences the reflections of the diffuse texture)&lt;br /&gt;
** &#039;&#039;&#039;emissive&#039;&#039;&#039; map: tick Shading:Emit, untick everything else. (night texture, formerly known as _LM texture)&lt;br /&gt;
** &#039;&#039;&#039;bump&#039;&#039;&#039; map: tick Geometry:Normal, untick everything else. (adds some kind of surface roughness)&lt;br /&gt;
By &amp;quot;untick everything else&amp;quot;, I mean that in order to have the correct diffuse map for example, no other texture in the same material should have Diffuse:color ticked in the Influence rollout. You are free to play with the different options, as long as you make sure that only one texture has the crucial option ticked. An exception to this rule are virtual cockpit textures (see below).&lt;br /&gt;
&lt;br /&gt;
Hint: Don´t forget to check the &amp;quot;FSX Material Params&amp;quot; in the Material, otherwise none of the above options will work. You will then only see the diffuse texture.&lt;br /&gt;
&lt;br /&gt;
[[Image:Envmap_blender.jpg|thumb|left|Environment map for Blender]]&lt;br /&gt;
&#039;&#039;&#039;Environment maps&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
For EnvMaps, the texture type is &amp;quot;Environment Map&amp;quot; instead of &amp;quot;Image or Movie&amp;quot;. Blender2FSX automatically recognises EnvMaps as long as the type is set correctly and Diffuse:Color is checked under the &amp;quot;Influence&amp;quot; rollout. The setups of EnvMaps differ from Blender to FSX. In order to see the same reflection in Blender renders as in the sim, you will have to reorganize the EnvMap (a.k.a Cube map) as shown in the picture to the left.&lt;br /&gt;
&lt;br /&gt;
== Virtual cockpit textures ==&lt;br /&gt;
&lt;br /&gt;
Virtual cockpit textures are created in the panel.cfg file. Their size is determined by the size_mm and pixel_size entries of the corresponding [VCockpitXX] section, where the arrangement of the gauges on the VC texture is also defined.&lt;br /&gt;
&lt;br /&gt;
In your virtual cockpit, you need to map polygons that will display gauges to the virtual cockpit texture. For this purpose, you need to create a &#039;&#039;&#039;dummy&#039;&#039;&#039; texture that reflects the arrangement of the gauges on the VC texture. The following is taken from the panel.cfg of the default C172 (©Microsoft):&lt;br /&gt;
&amp;lt;pre&amp;gt;[VCockpit02]&lt;br /&gt;
size_mm=512,512&lt;br /&gt;
pixel_size=512,512&lt;br /&gt;
texture=$C172s_2&lt;br /&gt;
background_color=0,0,0&lt;br /&gt;
&lt;br /&gt;
gauge00=Cessna!Heading_Indicator,                 0,  0,163,162&amp;lt;/pre&amp;gt;&lt;br /&gt;
To make a dummy texture from this VCockpit texture, we would create a &#039;&#039;&#039;512x512&#039;&#039;&#039; (see size_mm=) texture sheet and name it &#039;&#039;&#039;$C172s_2&#039;&#039;&#039; (see texture=) and save it with our favourite paint program. The $-sign at the beginning of the name is important: it tells FSX and Blender2FSX that this is a virtual cockpit texture. We would now proceed to place copies of the gauge artwork on the sheet at the positions defined in the panel.cfg. In this example, we could place the background bitmap of the Heading_Indicator gauge at the top-left corner (0,0) and make sure it&#039;s 163 by 162 pixels wide. We would then save the texture (as .png or something else) and head back to Blender.&lt;br /&gt;
&lt;br /&gt;
Back in Blender:&lt;br /&gt;
* Create a material for the gauge polygon and name it something sensible like &amp;quot;material_VC_1&amp;quot;.&lt;br /&gt;
* Under the FSX Material Params rollout, tick the &amp;quot;Is Virtual cockpit texture&amp;quot; checkbox (scroll all the way to the bottom)&lt;br /&gt;
* Add a texture for material_VC_1, type= &amp;quot;Image or Movie&amp;quot;&lt;br /&gt;
* Point the file source to the newly created $C172s_2.png dummy texture&lt;br /&gt;
* Mapping:Coordinates, choose &amp;quot;UV&amp;quot;&lt;br /&gt;
* Influence: tick Diffuse:Color &#039;&#039;&#039;and&#039;&#039;&#039; (if you don&#039;t use a separate emissive texture for night lighting) Shading:Emit&lt;br /&gt;
* Go to the UV/Image Editor and unwrap your polygon&lt;br /&gt;
* Map it to the dummy texture&lt;br /&gt;
Your gauge polygon is now ready for export.&lt;br /&gt;
&lt;br /&gt;
= Exporting to FSX =&lt;br /&gt;
&lt;br /&gt;
Calling the exporter module of Blender2FSX: Go to &#039;&#039;File&amp;gt;Export&amp;gt;DirectX for FSX(.x)&#039;&#039;. The main window will change to a file selection dialog, with a box to enter the filename at the top and export options displayed at the bottom left of the window.&lt;br /&gt;
&lt;br /&gt;
== Export options ==&lt;br /&gt;
The export options are pretty much self-explanatory. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Export selection&#039;&#039;&#039;&lt;br /&gt;
Use this option if you want to export only a part of your scene.&lt;br /&gt;
&lt;br /&gt;
In my case, I generally keep layers with the finished work separated from layers with garbage (from boolean operations and such) and helper objects. I also use a lot of Empties (to correct my animations in Blender) that I don&#039;t need and want to export. So at export time, I set my &amp;quot;finished&amp;quot; layers to be visible and then &#039;&#039;Select&amp;gt;Select All By Type&amp;gt;Mesh&#039;&#039; and choose &#039;&#039;&#039;Export selection&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Apply modifiers&#039;&#039;&#039;&lt;br /&gt;
This tells Blender2FSX to apply all modifiers (except armature modifiers) on exporting.&lt;br /&gt;
&lt;br /&gt;
This is internal to the export process, so your scene objects will retain their modifiers. Leaving this unchecked will result in having the meshes show up as if there were no modifiers on the stack.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Export animations&#039;&#039;&#039; will generate the creation of a .xanim file along with the .x file. It contains all the animations information of the scene.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skinned mesh&#039;&#039;&#039; enables the export of animated armatures.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Export MDL&#039;&#039;&#039; creates a &#039;&#039;filename.MDL&#039;&#039; file in the folder where your &#039;&#039;filename.x&#039;&#039; file is created. This .MDL file can be directly copied to an aircraft&#039;s model folder.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Log Verbose&#039;&#039;&#039; causes the exporter to run in Debug mode. Debug messages are output to the Blender system console which can be accessed via &#039;&#039;Window&amp;gt;Toggle system console&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
== Exporter errors ==&lt;br /&gt;
&lt;br /&gt;
On occasions, the exporter might quit with an error. For example when:&lt;br /&gt;
* There is no friendly name or GUID set. Obviously, you have to set a friendly name and GUID first.&lt;br /&gt;
* The exporter can&#039;t find the modeldef.xml or the XToMdl.exe. These have to be in the &#039;&#039;Modeling SDK\bin&#039;&#039; folder and &#039;&#039;Modeling SDK\3DSM7\plugins&#039;&#039; folder respectively. Don&#039;t move them away from there. It can also occur that your registry entry &amp;quot;SdkRootDir&amp;quot; points to an obsolete file (maybe after a failed/corrupted installation attempt of the SDK); in that case, clean your registry.&lt;br /&gt;
&lt;br /&gt;
In case the exporter throws an error that you can&#039;t figure out, feel free to report it in the support thread.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
FSDeveloper is a great place with lots of knowledgeable people who help each other whenever they can. I have learned so much on these forums, thank you all for that. I also want to thank the gurus over at [http://blenderartists.org/forum/forum.php blenderartists.org] who got me started on python scripting by patiently answering my noobish questions. And Chris Foster who wrote the official DirectX exporter for Blender. I want to thank the community for keeping me motivated in the accomplishment of this Toolset. May it grow and become better over time. Thank you for reading... [[User:Captx-6562|Captx-6562]]&lt;/div&gt;</summary>
		<author><name>Pyscen</name></author>
	</entry>
	<entry>
		<id>http://www.fsdeveloper.com/wiki/index.php?title=Blender2FSX_Toolset_manual&amp;diff=11363</id>
		<title>Blender2FSX Toolset manual</title>
		<link rel="alternate" type="text/html" href="http://www.fsdeveloper.com/wiki/index.php?title=Blender2FSX_Toolset_manual&amp;diff=11363"/>
		<updated>2022-12-03T20:08:15Z</updated>

		<summary type="html">&lt;p&gt;Pyscen: /* Installing Blender2FSX/P3D Toolset */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Tools]]&lt;br /&gt;
[[Category:Blender]]&lt;br /&gt;
[[category:Modeling]]&lt;br /&gt;
[[Category:Aircraft Design]]&lt;br /&gt;
[[category:Scenery Design]]&lt;br /&gt;
[[Category:Terrain Design]]&lt;br /&gt;
[[category:Texturing]]&lt;br /&gt;
[[category:SDK]]&lt;br /&gt;
[[category:Manuals]]&lt;br /&gt;
{{Infobox-Applicable-FSVersion&lt;br /&gt;
| MSFS = false&lt;br /&gt;
| FSXI = false&lt;br /&gt;
| P3D5 = true&lt;br /&gt;
| P3D4 = true&lt;br /&gt;
| P3D3 = true&lt;br /&gt;
| P3D2 = true&lt;br /&gt;
| P3D = true&lt;br /&gt;
| FSW = unknown&lt;br /&gt;
| FSXSE = true&lt;br /&gt;
| FSXA = true&lt;br /&gt;
| FSX = true&lt;br /&gt;
| FS2004 = true&lt;br /&gt;
| FS2002 = false&lt;br /&gt;
| XP11 = unknown&lt;br /&gt;
| XP10 = unknown&lt;br /&gt;
| XP9 = unknown&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;&#039;Blender2FSX/P3D Toolset&#039;&#039;&#039; is an addon for the 3D-modelling application [http://www.blender.org/download/ Blender]. This Wiki page is intended to introduce the reader to the use of Blender2FSX/P3D to export models created in Blender for use in Microsoft Flight Simulator X (FSX &amp;amp; FSX: SE) and Lockheed Martin Prepar3D (P3D) and shows some things to consider when modeling for FSX/P3D in Blender. It is NOT a generic tutorial on how to build models in Blender.   &lt;br /&gt;
&lt;br /&gt;
== Requirements ==&lt;br /&gt;
&lt;br /&gt;
* Windows 10 &amp;amp; 11 &lt;br /&gt;
&lt;br /&gt;
* Microsoft Flight Simulator X SDK &#039;&#039;&#039;&#039;&#039;including updates&#039;&#039;&#039; to SP2 or Acceleration&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Lockheed Martin Prepar3D SDK v1.x, v2.x, v3.x, v4.x &amp;amp; v5.x (FSX Steam Edition should use the Prepar3D SDK v1.x) &lt;br /&gt;
&lt;br /&gt;
* [http://www.blender.org/download/ Blender]&lt;br /&gt;
&lt;br /&gt;
== Installing Blender2FSX/P3D Toolset ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Using the installer&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Download the latest Blender2FSX/P3D Toolset that is in the [https://www.fsdeveloper.com/forum/resources/blender2p3dfsx-for-blender-3-x.283/ &#039;&#039;Resource Section&#039;&#039;].&lt;br /&gt;
* Start Blender&lt;br /&gt;
* Go to &amp;quot;&#039;&#039;&#039;Preferences&#039;&#039;&#039;&amp;quot; (Edit-&amp;gt;Preferences). Click on the &amp;quot;Add-ons&amp;quot; tab and then click on &amp;quot;&#039;&#039;&#039;Install...&#039;&#039;&#039;&amp;quot;.  &lt;br /&gt;
* In the file manager, navigate to where you have downloaded the Toolset file, select it and click on &amp;quot;&#039;&#039;&#039;Install Add-on&#039;&#039;&#039;&amp;quot;. This will extract the content of the zip file to your Blender script folder (by default under %APPDATA%\Blender Foundation\Blender\&amp;lt;version number&amp;gt;\scripts\addons)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activate the Toolset&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
To activate the Toolset in Blender,&lt;br /&gt;
* Start Blender&lt;br /&gt;
* Go to &#039;&#039;File&amp;gt;User Preferences&#039;&#039;. Click the &amp;quot;Addons&amp;quot; button. Click the &amp;quot;Testing&amp;quot; button under &amp;quot;Supported level&amp;quot; on the left side of the window (Note: this will change once beta testing is finished).&lt;br /&gt;
* If Blender2FSX/P3D Toolset was correctly installed as described above, you should now see the three addons &lt;br /&gt;
**&#039;&#039;&#039;3DView: FSX/P3D Materials&#039;&#039;&#039;, &lt;br /&gt;
**&#039;&#039;&#039;3DView: FSX/P3D Toolset&#039;&#039;&#039; and &lt;br /&gt;
**&#039;&#039;&#039;Import-Export: WIP - DirectX X format for FSX/P3D&#039;&#039;&#039;.&lt;br /&gt;
* Tick the checkboxes to the right of all three of them.&lt;br /&gt;
* Click &amp;quot;Save User Settings&amp;quot; at the bottom left of the window.&lt;br /&gt;
&lt;br /&gt;
Blender2FSX/P3D Toolset is now activated. You can deactivate Blender2FSX/P3D at any time by unticking the checkboxes to the right side of the addons or by deleting the files from Blender&#039;s addon folder. You can also refer to the Blender Wiki about [http://wiki.blender.org/index.php/Doc:2.6/Manual/Extensions/Python/Add-Ons addons].&lt;br /&gt;
&lt;br /&gt;
You can now check that Blender2FSX/P3D was correctly activated. In Blender&#039;s &amp;quot;Default&amp;quot; workspace, in the 3DView, in the Toolshelf on the left side of the viewport (press T), you should see three additional Tools right below Rigid Body Tools (assuming default install of Blender):&lt;br /&gt;
&lt;br /&gt;
* Simulators SDK Path&lt;br /&gt;
* FSX/P3D Animation Tool&lt;br /&gt;
* FSX/P3D Attachpoint Tool&lt;br /&gt;
* FSX/P3D File Properties&lt;br /&gt;
* FSX Verify Tool&lt;br /&gt;
&lt;br /&gt;
Likewise, under &amp;quot;Properties&amp;quot; (right hand side of the default workspace), &#039;&#039;&#039;Object&#039;&#039;&#039; context, should appear a rollout &amp;quot;FSX Properties&amp;quot; underneath &amp;quot;Custom Properties&amp;quot; and in the &#039;&#039;&#039;Material&#039;&#039;&#039; context, a &amp;quot;FSX Material Params&amp;quot; rollout should be shown (scroll down). Under &#039;&#039;File&amp;gt;Export&#039;&#039;, there should now be an option &amp;quot;DirectX for FSX(.x)&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
= The Tools =&lt;br /&gt;
This section describes the functionality of the tools included with Blender2FSX/P3D.&lt;br /&gt;
&lt;br /&gt;
Note: It is recommended that you &#039;&#039;&#039;read the FSX SDK documentation&#039;&#039;&#039;, section &amp;quot;&#039;&#039;&#039;Modeling SDK&#039;&#039;&#039;&amp;quot;, as Blender2FSX/P3D closely emulates the functionality of the ACES Toolsets for gmax/3DSMax provided with and described in the SDK. There is a lot to be found there that is beyond the scope of this Wiki page.&lt;br /&gt;
&lt;br /&gt;
== Getting started: FSX File Properties ==&lt;br /&gt;
[[Image:Blender2FSX_manual_02.jpg|thumb|File Properties Tool]]&lt;br /&gt;
&#039;&#039;&#039;FSX File Properties&#039;&#039;&#039; is a tool located in Blender&#039;s Toolshelf in the 3DView, which can be accessed by pressing &#039;&#039;&#039;T&#039;&#039;&#039; on the keyboard. You might want to scroll down a bit to see it. It serves two purposes:&lt;br /&gt;
&lt;br /&gt;
* First thing to do &#039;&#039;&#039;when starting a new Blender session&#039;&#039;&#039; is to &#039;&#039;&#039;click the &amp;quot;Initialize Toolset&amp;quot;&#039;&#039;&#039; Button. This tells Blender where the FSX SDK is installed and populates the other tools with fresh data from the modeldef.xml file. Whenever changing an entry in the modeldef.xml, make sure to reinitialize the toolset to reflect the changes in Blender.&lt;br /&gt;
* Each model for FSX needs a GUID (Globally Unique IDentifier) and a friendly name. So, before exporting your model, you should give it a &amp;quot;friendly name&amp;quot; which should only contain ASCII characters. This name is entered in the field &amp;quot;Friendly Name&amp;quot;. You should also assign a GUID either by entering it directly in the GUID field (i.e. if generated externally) or by clicking &#039;&#039;&#039;Generate GUID&#039;&#039;&#039;. Saving your file once done will write the GUID and friendly to the .blend file.&lt;br /&gt;
&lt;br /&gt;
You can now start building your model.&lt;br /&gt;
&lt;br /&gt;
== General guidelines ==&lt;br /&gt;
Blender2FSX is not foolproof, so here are some general guidelines of what to do and what to avoid in order to yield the expected results with this tool set. However, when you know what each of these guidelines mean, transgressing some of them gives you more creative freedom.&lt;br /&gt;
* &#039;&#039;&#039;Always have a scale of (1,1,1)&#039;&#039;&#039;. Any object that doesn&#039;t have a scale of (1,1,1) may show unwanted behavior in the sim, especially when animated. To reset the scale of an object, hit Ctrl+A &amp;gt; Scale.&lt;br /&gt;
* &#039;&#039;&#039;Always apply a material to your objects.&#039;&#039;&#039; An object with no material is invisible in the sim and in combination with attachpoints may produce failure of the compiler (XToMdl.exe).&lt;br /&gt;
* &#039;&#039;&#039;Always have a generic object&#039;&#039;&#039; (non animated and with no attachpoints) in each LOD. Some functions require this object to be there in order to process other objects.&lt;br /&gt;
* &#039;&#039;&#039;Avoid non-ASCII characters wherever possible&#039;&#039;&#039; in all your names (objects, materials, attachpoints, etc.). While there is some &amp;quot;safename&amp;quot; functionality for most of the export process, errors might occur if naming a material &amp;quot;Matérial&amp;quot; or an effect &amp;quot;mañana&amp;quot;... The same applies to file and folder names in your project path. Using special characters in folder names may result in XToMdl not functioning properly, i.e. a corrupt .MDL file on export.&lt;br /&gt;
&lt;br /&gt;
== LODs ==&lt;br /&gt;
Organizing your model/scene becomes necessary as it grows larger and includes different LODs (levels of detail). I will suggest one way of doing it. First:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;How to export an LOD?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
To export an LOD (let&#039;s take LOD_400 as an example), create/add an Empty at the origin (0,0,0) of your scene, rename that empty &amp;quot;&#039;&#039;friendly_name&#039;&#039;_LOD_400&amp;quot;, replacing &#039;&#039;friendly_name&#039;&#039; with your model&#039;s friendly name, and make it a parent to all root level objects that should go into LOD_400. Repeat for LOD_100, LOD_50 etc.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Using layers&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
To keep your scene tidy, you can make use of Blender&#039;s layers to isolate LODs from each other. You could for example create all objects of LOD_400 in layer 1, LOD_100 in layer 2 etc. All you have to do is add an empty at (0,0,0) in each layer, and in the end add an Empty named &#039;&#039;friendly_name&#039;&#039;, make that a parent to all LOD_XXX empties, to obtain a hierarchy with Empty &#039;&#039;friendly_name&#039;&#039; as the root of your scene. You can use the outliner to get a good overview of your scene hierarchy and edit it from there.&lt;br /&gt;
&lt;br /&gt;
== FSX Animation Tool ==&lt;br /&gt;
[[Image:Blender2FSX_manual_03.jpg|thumb|left|Animation Tool]]&lt;br /&gt;
&#039;&#039;&#039;FSX Animation Tool&#039;&#039;&#039; is also located in Blender&#039;s Toolshelf. Similarly to ACES&#039; animation manager in gmax/3DSMax, it is used to &amp;quot;tag&amp;quot; animated objects in the scene, so that the animation can then be processed by the XToMdl tool. Open the tool by clicking on the black triangle/arrow to the left. If the toolset was previously initialized (see &amp;quot;Getting started&amp;quot; above), the list window should be populated with animation entries (i.e Ambient, Ambient2, etc.). To tag an object, do the following:&lt;br /&gt;
* Keyframe-animate your object. For &amp;quot;Ambient&amp;quot; type animations, the range is defined by you; for aircraft parts, the range is defined in the SDK (example: the rudder would have a range of 0-100 frames, with keyframes at least at 0, 50 and 100).&lt;br /&gt;
* In the list window, scroll down to the animation entry corresponding to the animated part, select it (marked blue) and,&lt;br /&gt;
* With your object selected, click &#039;&#039;&#039;Assign&#039;&#039;&#039;. The object is now tagged with the animation entry. An object can only be tagged with one animation entry!&lt;br /&gt;
[[Image:Blender2FSX_manual_04.jpg|thumb|right|FSX Properties]]&lt;br /&gt;
You can check which tag has been assigned to the object by going to the &amp;quot;Properties&amp;quot; Panel, object context, FSX Properties rollout: it shows an &amp;quot;Animation Tag&amp;quot; field, a &amp;quot;Length&amp;quot; field which displays the animation range as defined in the modeldef.xml (or 0 in case of &amp;quot;Ambient&amp;quot; type animations; use this to cross-check with your object&#039;s animation range) and a &#039;&#039;&#039;Clear&#039;&#039;&#039; button used to untag the object&#039;s animation. You can untag all objects in the scene at once by clicking the &#039;&#039;&#039;Clear All&#039;&#039;&#039; button in the FSX Animation Tool. &#039;&#039;Be careful, this can not be undone!&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Hint: Instead of scrolling down the list to find an animation entry, you can use the &amp;quot;search&amp;quot; feature of the list window. Acces it by clicking the small &amp;quot;+&amp;quot; at the bottom left of the list window. Enter a search string/phrase in the search box and hit &amp;quot;Enter&amp;quot;.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Skinned meshes ===&lt;br /&gt;
&lt;br /&gt;
For skinned animations to work, use an armature modifier with &#039;&#039;&#039;Vertex groups&#039;&#039;&#039;, envelopes won&#039;t work. You can use weight painting to define the influence of bones on the vertices.&lt;br /&gt;
&lt;br /&gt;
To assign a tag to a bone/armature:&lt;br /&gt;
* Go into Pose mode&lt;br /&gt;
* Select the bone you want to tag&lt;br /&gt;
* In the FSX Animation Tool, select the animation entry you want to use&lt;br /&gt;
* Click &#039;&#039;&#039;Assign&#039;&#039;&#039; &lt;br /&gt;
For bones, the FSX Properties are located in the &#039;&#039;&#039;bone&#039;&#039;&#039; tab of the Properties panel, where you can check which animation tag has been assigned to the bone.&lt;br /&gt;
&lt;br /&gt;
It is important to note that &#039;&#039;&#039;every&#039;&#039;&#039; vertex needs to be assigned to a vertex group/bone. You will need a static bone for the non-deforming part of your mesh.&lt;br /&gt;
&lt;br /&gt;
Constraints can be used on bones just as on regular objects.&lt;br /&gt;
&lt;br /&gt;
== FSX Attachpoint Tool ==&lt;br /&gt;
&#039;&#039;&#039;FSX Attachpoint Tool&#039;&#039;&#039; is also located in Blender&#039;s Toolshelf. It works analogously to ACES&#039; Attachpoint Tool, with the difference that it doesn&#039;t support Library objects and Empties. An attachpoint is a piece of geometry (i.e. an object) to which an effect, a visibility condition, a mouse rectangle (or clickspot), a &amp;quot;platform&amp;quot; property or a &amp;quot;nocrash&amp;quot; property can be &amp;quot;attached&amp;quot;. Combinations thereof can be applied to a single object. Refer to the SDK&#039;s document &amp;quot;Using modeling Tools: The Attach Tool&amp;quot; of the Modeling SDK for an in-depth description of the functionality of the different options.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Effects&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
To attach an effect to an object:&lt;br /&gt;
* Select the object&lt;br /&gt;
* Tick the &amp;quot;Effect&amp;quot; checkbox in the Attachpoint Tool. Options for &amp;quot;Effect&amp;quot; should automatically rollout at the bottom of the tool.&lt;br /&gt;
* In the &amp;quot;Name&amp;quot; field, enter a name for your attachpoint. Care must be taken, as &#039;&#039;&#039;attachpoint names must be unique&#039;&#039;&#039; throughout the model/scene!&lt;br /&gt;
* In the &amp;quot;Effect&amp;quot; field, enter the filename (&#039;&#039;without extension .fx&#039;&#039;) of the effect you want to attach. The available effects can be found in the main FSX folder, subfolder &amp;quot;Effects&amp;quot;.&lt;br /&gt;
* In the &amp;quot;Param&amp;quot; field, a list of parameters for the effect can be set, as described in the SDK (i.e. DAY=1;DAWN=0 etc.).&lt;br /&gt;
* When all is set, click the &#039;&#039;&#039;Attach&#039;&#039;&#039; button.&lt;br /&gt;
&#039;&#039;Note: the object needs to have a material or else effects won&#039;t work.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[Image:Blender2FSX_manual_05.jpg|frame|Attachpoint Tool]]&lt;br /&gt;
&#039;&#039;&#039;Visibility&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
To set a visibility condition on an object:&lt;br /&gt;
* Select the object&lt;br /&gt;
* Tick the &amp;quot;Visibility&amp;quot; checkbox&lt;br /&gt;
* Choose a Visibility tag from the dropdown&lt;br /&gt;
* When all is set, click &#039;&#039;&#039;Attach&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mouse Rectangle&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
To make an object clickable in the sim:&lt;br /&gt;
* Select the object&lt;br /&gt;
* Tick the &amp;quot;MouseRect&amp;quot; checkbox&lt;br /&gt;
* Select a MouseRect/Clickspot definition from the list window&lt;br /&gt;
* When all is set, click &#039;&#039;&#039;Attach&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Platform&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
To define a platform:&lt;br /&gt;
* Select the platform object&lt;br /&gt;
* Tick the &amp;quot;Platform&amp;quot; checkbox&lt;br /&gt;
* In the &amp;quot;Name&amp;quot; field, enter a &#039;&#039;&#039;unique(!)&#039;&#039;&#039; name for the attachpoint (i.e. a name that has not been used before).&lt;br /&gt;
* Choose a platform type from the dropdown&lt;br /&gt;
* When all is set, click &#039;&#039;&#039;Attach&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;Note: For some reason, you have to export at least two objects in a model containing a platform, in order for it to compile successfully.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;No Crash&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
To exclude an object from crash detection:&lt;br /&gt;
* Select the object&lt;br /&gt;
* Tick the &amp;quot;No Crash&amp;quot; checkbox&lt;br /&gt;
* When all is set, click &amp;quot;Attach&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Clear Attachpoint&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
To clear an object from its attachpoint, click the &#039;&#039;&#039;Clear&#039;&#039;&#039; button with the object selected.&lt;br /&gt;
&lt;br /&gt;
=== Example: Landing light ===&lt;br /&gt;
[[Image:Blender2FSX_manual_06.jpg|thumb|Attachpoint Tool: Adding a landing light effect]]&lt;br /&gt;
There is a minor difference when adding a landing light compared to ACES tools in gmax/3DSMax. After creating your geometry (a simple triangle/polygon object), set the transform orientation to &amp;quot;Local&amp;quot; and rotate the object so that its positive &#039;&#039;&#039;Z-axis&#039;&#039;&#039; points in the desired direction of the light beam. Now setup the attachpoint tool:&lt;br /&gt;
* Check &amp;quot;Effect&amp;quot; and &amp;quot;Visibility&amp;quot;, uncheck everything else.&lt;br /&gt;
* Enter a name for the attachpoint (&#039;&#039;&#039;attachpt_landing_4&#039;&#039;&#039; in the example in the picture)&lt;br /&gt;
* Enter the effect&#039;s filename without the .fx extension, i.e. &#039;&#039;&#039;fx_landing&#039;&#039;&#039;&lt;br /&gt;
* Under Visibility, choose &amp;quot;&#039;&#039;&#039;general_light&#039;&#039;&#039;&amp;quot;.&lt;br /&gt;
* Click &#039;&#039;&#039;Attach&#039;&#039;&#039;&lt;br /&gt;
That&#039;s it! You&#039;ve just added a landing light to your model.&lt;br /&gt;
&lt;br /&gt;
= FSX Materials =&lt;br /&gt;
[[Image:Blender2FSX_manual_07.jpg|frame|FSX Material: Texture slots]]&lt;br /&gt;
This section describes how FSX Materials are integrated into Blender. For a description of the parameters and their functionalities, refer to SDK document &amp;quot;FSX Material&amp;quot; of the Modeling SDK. All the parameters are simply replicated in the &#039;&#039;&#039;FSX Material Params&#039;&#039;&#039; rollout in the Properties panel in Blender. However, to enable the &#039;&#039;FSX Material Params&#039;&#039;, tick the checkbox at the top of the rollout. Currently unsupported features are &#039;&#039;detail texture&#039;&#039; and &#039;&#039;fresnel ramp&#039;&#039;. These will be added in a future release. It is also worth mentioning that you have to use &amp;quot;normal&amp;quot; materials, as Blender2FSX doesn&#039;t support node materials.&lt;br /&gt;
&lt;br /&gt;
== Texture maps ==&lt;br /&gt;
The main difference from Blender to gmax/Max with regard to FSX materials is the way texture maps are handled. To create a texture in Blender, select the Material under the &#039;&#039;&#039;material&#039;&#039;&#039; context of the Properties panel, then go to the &#039;&#039;&#039;texture&#039;&#039;&#039; context of the Properties panel.&lt;br /&gt;
* Select a free slot in the list at the top of the panel&lt;br /&gt;
* Click &amp;quot;New&amp;quot;. The panel will populate with options.&lt;br /&gt;
* Choose type &amp;quot;Image or Movie&amp;quot;&lt;br /&gt;
* Choose the image source file for your texture&lt;br /&gt;
* Under Mapping:Coordinates, choose &amp;quot;UV&amp;quot; (you can specify the UV layer as an option)&lt;br /&gt;
* Now in the &amp;quot;Influence&amp;quot; rollout, for a&lt;br /&gt;
** &#039;&#039;&#039;diffuse&#039;&#039;&#039; map: tick the Diffuse:Color checkbox, untick everything else. (visible texture)&lt;br /&gt;
** &#039;&#039;&#039;specular&#039;&#039;&#039; map: tick Specular:Intensity, untick everything else. (influences the reflections of the diffuse texture)&lt;br /&gt;
** &#039;&#039;&#039;emissive&#039;&#039;&#039; map: tick Shading:Emit, untick everything else. (night texture, formerly known as _LM texture)&lt;br /&gt;
** &#039;&#039;&#039;bump&#039;&#039;&#039; map: tick Geometry:Normal, untick everything else. (adds some kind of surface roughness)&lt;br /&gt;
By &amp;quot;untick everything else&amp;quot;, I mean that in order to have the correct diffuse map for example, no other texture in the same material should have Diffuse:color ticked in the Influence rollout. You are free to play with the different options, as long as you make sure that only one texture has the crucial option ticked. An exception to this rule are virtual cockpit textures (see below).&lt;br /&gt;
&lt;br /&gt;
Hint: Don´t forget to check the &amp;quot;FSX Material Params&amp;quot; in the Material, otherwise none of the above options will work. You will then only see the diffuse texture.&lt;br /&gt;
&lt;br /&gt;
[[Image:Envmap_blender.jpg|thumb|left|Environment map for Blender]]&lt;br /&gt;
&#039;&#039;&#039;Environment maps&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
For EnvMaps, the texture type is &amp;quot;Environment Map&amp;quot; instead of &amp;quot;Image or Movie&amp;quot;. Blender2FSX automatically recognises EnvMaps as long as the type is set correctly and Diffuse:Color is checked under the &amp;quot;Influence&amp;quot; rollout. The setups of EnvMaps differ from Blender to FSX. In order to see the same reflection in Blender renders as in the sim, you will have to reorganize the EnvMap (a.k.a Cube map) as shown in the picture to the left.&lt;br /&gt;
&lt;br /&gt;
== Virtual cockpit textures ==&lt;br /&gt;
&lt;br /&gt;
Virtual cockpit textures are created in the panel.cfg file. Their size is determined by the size_mm and pixel_size entries of the corresponding [VCockpitXX] section, where the arrangement of the gauges on the VC texture is also defined.&lt;br /&gt;
&lt;br /&gt;
In your virtual cockpit, you need to map polygons that will display gauges to the virtual cockpit texture. For this purpose, you need to create a &#039;&#039;&#039;dummy&#039;&#039;&#039; texture that reflects the arrangement of the gauges on the VC texture. The following is taken from the panel.cfg of the default C172 (©Microsoft):&lt;br /&gt;
&amp;lt;pre&amp;gt;[VCockpit02]&lt;br /&gt;
size_mm=512,512&lt;br /&gt;
pixel_size=512,512&lt;br /&gt;
texture=$C172s_2&lt;br /&gt;
background_color=0,0,0&lt;br /&gt;
&lt;br /&gt;
gauge00=Cessna!Heading_Indicator,                 0,  0,163,162&amp;lt;/pre&amp;gt;&lt;br /&gt;
To make a dummy texture from this VCockpit texture, we would create a &#039;&#039;&#039;512x512&#039;&#039;&#039; (see size_mm=) texture sheet and name it &#039;&#039;&#039;$C172s_2&#039;&#039;&#039; (see texture=) and save it with our favourite paint program. The $-sign at the beginning of the name is important: it tells FSX and Blender2FSX that this is a virtual cockpit texture. We would now proceed to place copies of the gauge artwork on the sheet at the positions defined in the panel.cfg. In this example, we could place the background bitmap of the Heading_Indicator gauge at the top-left corner (0,0) and make sure it&#039;s 163 by 162 pixels wide. We would then save the texture (as .png or something else) and head back to Blender.&lt;br /&gt;
&lt;br /&gt;
Back in Blender:&lt;br /&gt;
* Create a material for the gauge polygon and name it something sensible like &amp;quot;material_VC_1&amp;quot;.&lt;br /&gt;
* Under the FSX Material Params rollout, tick the &amp;quot;Is Virtual cockpit texture&amp;quot; checkbox (scroll all the way to the bottom)&lt;br /&gt;
* Add a texture for material_VC_1, type= &amp;quot;Image or Movie&amp;quot;&lt;br /&gt;
* Point the file source to the newly created $C172s_2.png dummy texture&lt;br /&gt;
* Mapping:Coordinates, choose &amp;quot;UV&amp;quot;&lt;br /&gt;
* Influence: tick Diffuse:Color &#039;&#039;&#039;and&#039;&#039;&#039; (if you don&#039;t use a separate emissive texture for night lighting) Shading:Emit&lt;br /&gt;
* Go to the UV/Image Editor and unwrap your polygon&lt;br /&gt;
* Map it to the dummy texture&lt;br /&gt;
Your gauge polygon is now ready for export.&lt;br /&gt;
&lt;br /&gt;
= Exporting to FSX =&lt;br /&gt;
&lt;br /&gt;
Calling the exporter module of Blender2FSX: Go to &#039;&#039;File&amp;gt;Export&amp;gt;DirectX for FSX(.x)&#039;&#039;. The main window will change to a file selection dialog, with a box to enter the filename at the top and export options displayed at the bottom left of the window.&lt;br /&gt;
&lt;br /&gt;
== Export options ==&lt;br /&gt;
The export options are pretty much self-explanatory. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Export selection&#039;&#039;&#039;&lt;br /&gt;
Use this option if you want to export only a part of your scene.&lt;br /&gt;
&lt;br /&gt;
In my case, I generally keep layers with the finished work separated from layers with garbage (from boolean operations and such) and helper objects. I also use a lot of Empties (to correct my animations in Blender) that I don&#039;t need and want to export. So at export time, I set my &amp;quot;finished&amp;quot; layers to be visible and then &#039;&#039;Select&amp;gt;Select All By Type&amp;gt;Mesh&#039;&#039; and choose &#039;&#039;&#039;Export selection&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Apply modifiers&#039;&#039;&#039;&lt;br /&gt;
This tells Blender2FSX to apply all modifiers (except armature modifiers) on exporting.&lt;br /&gt;
&lt;br /&gt;
This is internal to the export process, so your scene objects will retain their modifiers. Leaving this unchecked will result in having the meshes show up as if there were no modifiers on the stack.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Export animations&#039;&#039;&#039; will generate the creation of a .xanim file along with the .x file. It contains all the animations information of the scene.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skinned mesh&#039;&#039;&#039; enables the export of animated armatures.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Export MDL&#039;&#039;&#039; creates a &#039;&#039;filename.MDL&#039;&#039; file in the folder where your &#039;&#039;filename.x&#039;&#039; file is created. This .MDL file can be directly copied to an aircraft&#039;s model folder.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Log Verbose&#039;&#039;&#039; causes the exporter to run in Debug mode. Debug messages are output to the Blender system console which can be accessed via &#039;&#039;Window&amp;gt;Toggle system console&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
== Exporter errors ==&lt;br /&gt;
&lt;br /&gt;
On occasions, the exporter might quit with an error. For example when:&lt;br /&gt;
* There is no friendly name or GUID set. Obviously, you have to set a friendly name and GUID first.&lt;br /&gt;
* The exporter can&#039;t find the modeldef.xml or the XToMdl.exe. These have to be in the &#039;&#039;Modeling SDK\bin&#039;&#039; folder and &#039;&#039;Modeling SDK\3DSM7\plugins&#039;&#039; folder respectively. Don&#039;t move them away from there. It can also occur that your registry entry &amp;quot;SdkRootDir&amp;quot; points to an obsolete file (maybe after a failed/corrupted installation attempt of the SDK); in that case, clean your registry.&lt;br /&gt;
&lt;br /&gt;
In case the exporter throws an error that you can&#039;t figure out, feel free to report it in the support thread.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
FSDeveloper is a great place with lots of knowledgeable people who help each other whenever they can. I have learned so much on these forums, thank you all for that. I also want to thank the gurus over at [http://blenderartists.org/forum/forum.php blenderartists.org] who got me started on python scripting by patiently answering my noobish questions. And Chris Foster who wrote the official DirectX exporter for Blender. I want to thank the community for keeping me motivated in the accomplishment of this Toolset. May it grow and become better over time. Thank you for reading... [[User:Captx-6562|Captx-6562]]&lt;/div&gt;</summary>
		<author><name>Pyscen</name></author>
	</entry>
	<entry>
		<id>http://www.fsdeveloper.com/wiki/index.php?title=Blender2FSX_Toolset_manual&amp;diff=11362</id>
		<title>Blender2FSX Toolset manual</title>
		<link rel="alternate" type="text/html" href="http://www.fsdeveloper.com/wiki/index.php?title=Blender2FSX_Toolset_manual&amp;diff=11362"/>
		<updated>2022-12-03T19:57:02Z</updated>

		<summary type="html">&lt;p&gt;Pyscen: /* Installing Blender2FSX/P3D Toolset */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Tools]]&lt;br /&gt;
[[Category:Blender]]&lt;br /&gt;
[[category:Modeling]]&lt;br /&gt;
[[Category:Aircraft Design]]&lt;br /&gt;
[[category:Scenery Design]]&lt;br /&gt;
[[Category:Terrain Design]]&lt;br /&gt;
[[category:Texturing]]&lt;br /&gt;
[[category:SDK]]&lt;br /&gt;
[[category:Manuals]]&lt;br /&gt;
{{Infobox-Applicable-FSVersion&lt;br /&gt;
| MSFS = false&lt;br /&gt;
| FSXI = false&lt;br /&gt;
| P3D5 = true&lt;br /&gt;
| P3D4 = true&lt;br /&gt;
| P3D3 = true&lt;br /&gt;
| P3D2 = true&lt;br /&gt;
| P3D = true&lt;br /&gt;
| FSW = unknown&lt;br /&gt;
| FSXSE = true&lt;br /&gt;
| FSXA = true&lt;br /&gt;
| FSX = true&lt;br /&gt;
| FS2004 = true&lt;br /&gt;
| FS2002 = false&lt;br /&gt;
| XP11 = unknown&lt;br /&gt;
| XP10 = unknown&lt;br /&gt;
| XP9 = unknown&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;&#039;Blender2FSX/P3D Toolset&#039;&#039;&#039; is an addon for the 3D-modelling application [http://www.blender.org/download/ Blender]. This Wiki page is intended to introduce the reader to the use of Blender2FSX/P3D to export models created in Blender for use in Microsoft Flight Simulator X (FSX &amp;amp; FSX: SE) and Lockheed Martin Prepar3D (P3D) and shows some things to consider when modeling for FSX/P3D in Blender. It is NOT a generic tutorial on how to build models in Blender.   &lt;br /&gt;
&lt;br /&gt;
== Requirements ==&lt;br /&gt;
&lt;br /&gt;
* Windows 10 &amp;amp; 11 &lt;br /&gt;
&lt;br /&gt;
* Microsoft Flight Simulator X SDK &#039;&#039;&#039;&#039;&#039;including updates&#039;&#039;&#039; to SP2 or Acceleration&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Lockheed Martin Prepar3D SDK v1.x, v2.x, v3.x, v4.x &amp;amp; v5.x (FSX Steam Edition should use the Prepar3D SDK v1.x) &lt;br /&gt;
&lt;br /&gt;
* [http://www.blender.org/download/ Blender]&lt;br /&gt;
&lt;br /&gt;
== Installing Blender2FSX/P3D Toolset ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Using the installer&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Download the latest Blender2FSX/P3D Toolset that is in the [https://www.fsdeveloper.com/forum/resources/blender2p3dfsx-for-blender-3-x.283/ &#039;&#039;Resource Section&#039;&#039;].&lt;br /&gt;
* Start Blender&lt;br /&gt;
* Go to &amp;quot;&#039;&#039;&#039;User Preferences&#039;&#039;&#039;&amp;quot; and Click on &amp;quot;&#039;&#039;&#039;Install from File&#039;&#039;&#039;&amp;quot; &lt;br /&gt;
* Choose the Downloaded ZIP-File and Click &amp;quot;&#039;&#039;&#039;Install from File&#039;&#039;&#039;&amp;quot; again&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activate the Toolset&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
To activate the Toolset in Blender,&lt;br /&gt;
* Start Blender&lt;br /&gt;
* Go to &#039;&#039;File&amp;gt;User Preferences&#039;&#039;. Click the &amp;quot;Addons&amp;quot; button. Click the &amp;quot;Testing&amp;quot; button under &amp;quot;Supported level&amp;quot; on the left side of the window (Note: this will change once beta testing is finished).&lt;br /&gt;
* If Blender2FSX/P3D Toolset was correctly installed as described above, you should now see the three addons &lt;br /&gt;
**&#039;&#039;&#039;3DView: FSX/P3D Materials&#039;&#039;&#039;, &lt;br /&gt;
**&#039;&#039;&#039;3DView: FSX/P3D Toolset&#039;&#039;&#039; and &lt;br /&gt;
**&#039;&#039;&#039;Import-Export: WIP - DirectX X format for FSX/P3D&#039;&#039;&#039;.&lt;br /&gt;
* Tick the checkboxes to the right of all three of them.&lt;br /&gt;
* Click &amp;quot;Save User Settings&amp;quot; at the bottom left of the window.&lt;br /&gt;
&lt;br /&gt;
Blender2FSX/P3D Toolset is now activated. You can deactivate Blender2FSX/P3D at any time by unticking the checkboxes to the right side of the addons or by deleting the files from Blender&#039;s addon folder. You can also refer to the Blender Wiki about [http://wiki.blender.org/index.php/Doc:2.6/Manual/Extensions/Python/Add-Ons addons].&lt;br /&gt;
&lt;br /&gt;
You can now check that Blender2FSX/P3D was correctly activated. In Blender&#039;s &amp;quot;Default&amp;quot; workspace, in the 3DView, in the Toolshelf on the left side of the viewport (press T), you should see three additional Tools right below Rigid Body Tools (assuming default install of Blender):&lt;br /&gt;
&lt;br /&gt;
* Simulators SDK Path&lt;br /&gt;
* FSX/P3D Animation Tool&lt;br /&gt;
* FSX/P3D Attachpoint Tool&lt;br /&gt;
* FSX/P3D File Properties&lt;br /&gt;
* FSX Verify Tool&lt;br /&gt;
&lt;br /&gt;
Likewise, under &amp;quot;Properties&amp;quot; (right hand side of the default workspace), &#039;&#039;&#039;Object&#039;&#039;&#039; context, should appear a rollout &amp;quot;FSX Properties&amp;quot; underneath &amp;quot;Custom Properties&amp;quot; and in the &#039;&#039;&#039;Material&#039;&#039;&#039; context, a &amp;quot;FSX Material Params&amp;quot; rollout should be shown (scroll down). Under &#039;&#039;File&amp;gt;Export&#039;&#039;, there should now be an option &amp;quot;DirectX for FSX(.x)&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
= The Tools =&lt;br /&gt;
This section describes the functionality of the tools included with Blender2FSX/P3D.&lt;br /&gt;
&lt;br /&gt;
Note: It is recommended that you &#039;&#039;&#039;read the FSX SDK documentation&#039;&#039;&#039;, section &amp;quot;&#039;&#039;&#039;Modeling SDK&#039;&#039;&#039;&amp;quot;, as Blender2FSX/P3D closely emulates the functionality of the ACES Toolsets for gmax/3DSMax provided with and described in the SDK. There is a lot to be found there that is beyond the scope of this Wiki page.&lt;br /&gt;
&lt;br /&gt;
== Getting started: FSX File Properties ==&lt;br /&gt;
[[Image:Blender2FSX_manual_02.jpg|thumb|File Properties Tool]]&lt;br /&gt;
&#039;&#039;&#039;FSX File Properties&#039;&#039;&#039; is a tool located in Blender&#039;s Toolshelf in the 3DView, which can be accessed by pressing &#039;&#039;&#039;T&#039;&#039;&#039; on the keyboard. You might want to scroll down a bit to see it. It serves two purposes:&lt;br /&gt;
&lt;br /&gt;
* First thing to do &#039;&#039;&#039;when starting a new Blender session&#039;&#039;&#039; is to &#039;&#039;&#039;click the &amp;quot;Initialize Toolset&amp;quot;&#039;&#039;&#039; Button. This tells Blender where the FSX SDK is installed and populates the other tools with fresh data from the modeldef.xml file. Whenever changing an entry in the modeldef.xml, make sure to reinitialize the toolset to reflect the changes in Blender.&lt;br /&gt;
* Each model for FSX needs a GUID (Globally Unique IDentifier) and a friendly name. So, before exporting your model, you should give it a &amp;quot;friendly name&amp;quot; which should only contain ASCII characters. This name is entered in the field &amp;quot;Friendly Name&amp;quot;. You should also assign a GUID either by entering it directly in the GUID field (i.e. if generated externally) or by clicking &#039;&#039;&#039;Generate GUID&#039;&#039;&#039;. Saving your file once done will write the GUID and friendly to the .blend file.&lt;br /&gt;
&lt;br /&gt;
You can now start building your model.&lt;br /&gt;
&lt;br /&gt;
== General guidelines ==&lt;br /&gt;
Blender2FSX is not foolproof, so here are some general guidelines of what to do and what to avoid in order to yield the expected results with this tool set. However, when you know what each of these guidelines mean, transgressing some of them gives you more creative freedom.&lt;br /&gt;
* &#039;&#039;&#039;Always have a scale of (1,1,1)&#039;&#039;&#039;. Any object that doesn&#039;t have a scale of (1,1,1) may show unwanted behavior in the sim, especially when animated. To reset the scale of an object, hit Ctrl+A &amp;gt; Scale.&lt;br /&gt;
* &#039;&#039;&#039;Always apply a material to your objects.&#039;&#039;&#039; An object with no material is invisible in the sim and in combination with attachpoints may produce failure of the compiler (XToMdl.exe).&lt;br /&gt;
* &#039;&#039;&#039;Always have a generic object&#039;&#039;&#039; (non animated and with no attachpoints) in each LOD. Some functions require this object to be there in order to process other objects.&lt;br /&gt;
* &#039;&#039;&#039;Avoid non-ASCII characters wherever possible&#039;&#039;&#039; in all your names (objects, materials, attachpoints, etc.). While there is some &amp;quot;safename&amp;quot; functionality for most of the export process, errors might occur if naming a material &amp;quot;Matérial&amp;quot; or an effect &amp;quot;mañana&amp;quot;... The same applies to file and folder names in your project path. Using special characters in folder names may result in XToMdl not functioning properly, i.e. a corrupt .MDL file on export.&lt;br /&gt;
&lt;br /&gt;
== LODs ==&lt;br /&gt;
Organizing your model/scene becomes necessary as it grows larger and includes different LODs (levels of detail). I will suggest one way of doing it. First:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;How to export an LOD?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
To export an LOD (let&#039;s take LOD_400 as an example), create/add an Empty at the origin (0,0,0) of your scene, rename that empty &amp;quot;&#039;&#039;friendly_name&#039;&#039;_LOD_400&amp;quot;, replacing &#039;&#039;friendly_name&#039;&#039; with your model&#039;s friendly name, and make it a parent to all root level objects that should go into LOD_400. Repeat for LOD_100, LOD_50 etc.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Using layers&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
To keep your scene tidy, you can make use of Blender&#039;s layers to isolate LODs from each other. You could for example create all objects of LOD_400 in layer 1, LOD_100 in layer 2 etc. All you have to do is add an empty at (0,0,0) in each layer, and in the end add an Empty named &#039;&#039;friendly_name&#039;&#039;, make that a parent to all LOD_XXX empties, to obtain a hierarchy with Empty &#039;&#039;friendly_name&#039;&#039; as the root of your scene. You can use the outliner to get a good overview of your scene hierarchy and edit it from there.&lt;br /&gt;
&lt;br /&gt;
== FSX Animation Tool ==&lt;br /&gt;
[[Image:Blender2FSX_manual_03.jpg|thumb|left|Animation Tool]]&lt;br /&gt;
&#039;&#039;&#039;FSX Animation Tool&#039;&#039;&#039; is also located in Blender&#039;s Toolshelf. Similarly to ACES&#039; animation manager in gmax/3DSMax, it is used to &amp;quot;tag&amp;quot; animated objects in the scene, so that the animation can then be processed by the XToMdl tool. Open the tool by clicking on the black triangle/arrow to the left. If the toolset was previously initialized (see &amp;quot;Getting started&amp;quot; above), the list window should be populated with animation entries (i.e Ambient, Ambient2, etc.). To tag an object, do the following:&lt;br /&gt;
* Keyframe-animate your object. For &amp;quot;Ambient&amp;quot; type animations, the range is defined by you; for aircraft parts, the range is defined in the SDK (example: the rudder would have a range of 0-100 frames, with keyframes at least at 0, 50 and 100).&lt;br /&gt;
* In the list window, scroll down to the animation entry corresponding to the animated part, select it (marked blue) and,&lt;br /&gt;
* With your object selected, click &#039;&#039;&#039;Assign&#039;&#039;&#039;. The object is now tagged with the animation entry. An object can only be tagged with one animation entry!&lt;br /&gt;
[[Image:Blender2FSX_manual_04.jpg|thumb|right|FSX Properties]]&lt;br /&gt;
You can check which tag has been assigned to the object by going to the &amp;quot;Properties&amp;quot; Panel, object context, FSX Properties rollout: it shows an &amp;quot;Animation Tag&amp;quot; field, a &amp;quot;Length&amp;quot; field which displays the animation range as defined in the modeldef.xml (or 0 in case of &amp;quot;Ambient&amp;quot; type animations; use this to cross-check with your object&#039;s animation range) and a &#039;&#039;&#039;Clear&#039;&#039;&#039; button used to untag the object&#039;s animation. You can untag all objects in the scene at once by clicking the &#039;&#039;&#039;Clear All&#039;&#039;&#039; button in the FSX Animation Tool. &#039;&#039;Be careful, this can not be undone!&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Hint: Instead of scrolling down the list to find an animation entry, you can use the &amp;quot;search&amp;quot; feature of the list window. Acces it by clicking the small &amp;quot;+&amp;quot; at the bottom left of the list window. Enter a search string/phrase in the search box and hit &amp;quot;Enter&amp;quot;.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Skinned meshes ===&lt;br /&gt;
&lt;br /&gt;
For skinned animations to work, use an armature modifier with &#039;&#039;&#039;Vertex groups&#039;&#039;&#039;, envelopes won&#039;t work. You can use weight painting to define the influence of bones on the vertices.&lt;br /&gt;
&lt;br /&gt;
To assign a tag to a bone/armature:&lt;br /&gt;
* Go into Pose mode&lt;br /&gt;
* Select the bone you want to tag&lt;br /&gt;
* In the FSX Animation Tool, select the animation entry you want to use&lt;br /&gt;
* Click &#039;&#039;&#039;Assign&#039;&#039;&#039; &lt;br /&gt;
For bones, the FSX Properties are located in the &#039;&#039;&#039;bone&#039;&#039;&#039; tab of the Properties panel, where you can check which animation tag has been assigned to the bone.&lt;br /&gt;
&lt;br /&gt;
It is important to note that &#039;&#039;&#039;every&#039;&#039;&#039; vertex needs to be assigned to a vertex group/bone. You will need a static bone for the non-deforming part of your mesh.&lt;br /&gt;
&lt;br /&gt;
Constraints can be used on bones just as on regular objects.&lt;br /&gt;
&lt;br /&gt;
== FSX Attachpoint Tool ==&lt;br /&gt;
&#039;&#039;&#039;FSX Attachpoint Tool&#039;&#039;&#039; is also located in Blender&#039;s Toolshelf. It works analogously to ACES&#039; Attachpoint Tool, with the difference that it doesn&#039;t support Library objects and Empties. An attachpoint is a piece of geometry (i.e. an object) to which an effect, a visibility condition, a mouse rectangle (or clickspot), a &amp;quot;platform&amp;quot; property or a &amp;quot;nocrash&amp;quot; property can be &amp;quot;attached&amp;quot;. Combinations thereof can be applied to a single object. Refer to the SDK&#039;s document &amp;quot;Using modeling Tools: The Attach Tool&amp;quot; of the Modeling SDK for an in-depth description of the functionality of the different options.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Effects&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
To attach an effect to an object:&lt;br /&gt;
* Select the object&lt;br /&gt;
* Tick the &amp;quot;Effect&amp;quot; checkbox in the Attachpoint Tool. Options for &amp;quot;Effect&amp;quot; should automatically rollout at the bottom of the tool.&lt;br /&gt;
* In the &amp;quot;Name&amp;quot; field, enter a name for your attachpoint. Care must be taken, as &#039;&#039;&#039;attachpoint names must be unique&#039;&#039;&#039; throughout the model/scene!&lt;br /&gt;
* In the &amp;quot;Effect&amp;quot; field, enter the filename (&#039;&#039;without extension .fx&#039;&#039;) of the effect you want to attach. The available effects can be found in the main FSX folder, subfolder &amp;quot;Effects&amp;quot;.&lt;br /&gt;
* In the &amp;quot;Param&amp;quot; field, a list of parameters for the effect can be set, as described in the SDK (i.e. DAY=1;DAWN=0 etc.).&lt;br /&gt;
* When all is set, click the &#039;&#039;&#039;Attach&#039;&#039;&#039; button.&lt;br /&gt;
&#039;&#039;Note: the object needs to have a material or else effects won&#039;t work.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[Image:Blender2FSX_manual_05.jpg|frame|Attachpoint Tool]]&lt;br /&gt;
&#039;&#039;&#039;Visibility&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
To set a visibility condition on an object:&lt;br /&gt;
* Select the object&lt;br /&gt;
* Tick the &amp;quot;Visibility&amp;quot; checkbox&lt;br /&gt;
* Choose a Visibility tag from the dropdown&lt;br /&gt;
* When all is set, click &#039;&#039;&#039;Attach&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mouse Rectangle&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
To make an object clickable in the sim:&lt;br /&gt;
* Select the object&lt;br /&gt;
* Tick the &amp;quot;MouseRect&amp;quot; checkbox&lt;br /&gt;
* Select a MouseRect/Clickspot definition from the list window&lt;br /&gt;
* When all is set, click &#039;&#039;&#039;Attach&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Platform&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
To define a platform:&lt;br /&gt;
* Select the platform object&lt;br /&gt;
* Tick the &amp;quot;Platform&amp;quot; checkbox&lt;br /&gt;
* In the &amp;quot;Name&amp;quot; field, enter a &#039;&#039;&#039;unique(!)&#039;&#039;&#039; name for the attachpoint (i.e. a name that has not been used before).&lt;br /&gt;
* Choose a platform type from the dropdown&lt;br /&gt;
* When all is set, click &#039;&#039;&#039;Attach&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;Note: For some reason, you have to export at least two objects in a model containing a platform, in order for it to compile successfully.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;No Crash&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
To exclude an object from crash detection:&lt;br /&gt;
* Select the object&lt;br /&gt;
* Tick the &amp;quot;No Crash&amp;quot; checkbox&lt;br /&gt;
* When all is set, click &amp;quot;Attach&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Clear Attachpoint&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
To clear an object from its attachpoint, click the &#039;&#039;&#039;Clear&#039;&#039;&#039; button with the object selected.&lt;br /&gt;
&lt;br /&gt;
=== Example: Landing light ===&lt;br /&gt;
[[Image:Blender2FSX_manual_06.jpg|thumb|Attachpoint Tool: Adding a landing light effect]]&lt;br /&gt;
There is a minor difference when adding a landing light compared to ACES tools in gmax/3DSMax. After creating your geometry (a simple triangle/polygon object), set the transform orientation to &amp;quot;Local&amp;quot; and rotate the object so that its positive &#039;&#039;&#039;Z-axis&#039;&#039;&#039; points in the desired direction of the light beam. Now setup the attachpoint tool:&lt;br /&gt;
* Check &amp;quot;Effect&amp;quot; and &amp;quot;Visibility&amp;quot;, uncheck everything else.&lt;br /&gt;
* Enter a name for the attachpoint (&#039;&#039;&#039;attachpt_landing_4&#039;&#039;&#039; in the example in the picture)&lt;br /&gt;
* Enter the effect&#039;s filename without the .fx extension, i.e. &#039;&#039;&#039;fx_landing&#039;&#039;&#039;&lt;br /&gt;
* Under Visibility, choose &amp;quot;&#039;&#039;&#039;general_light&#039;&#039;&#039;&amp;quot;.&lt;br /&gt;
* Click &#039;&#039;&#039;Attach&#039;&#039;&#039;&lt;br /&gt;
That&#039;s it! You&#039;ve just added a landing light to your model.&lt;br /&gt;
&lt;br /&gt;
= FSX Materials =&lt;br /&gt;
[[Image:Blender2FSX_manual_07.jpg|frame|FSX Material: Texture slots]]&lt;br /&gt;
This section describes how FSX Materials are integrated into Blender. For a description of the parameters and their functionalities, refer to SDK document &amp;quot;FSX Material&amp;quot; of the Modeling SDK. All the parameters are simply replicated in the &#039;&#039;&#039;FSX Material Params&#039;&#039;&#039; rollout in the Properties panel in Blender. However, to enable the &#039;&#039;FSX Material Params&#039;&#039;, tick the checkbox at the top of the rollout. Currently unsupported features are &#039;&#039;detail texture&#039;&#039; and &#039;&#039;fresnel ramp&#039;&#039;. These will be added in a future release. It is also worth mentioning that you have to use &amp;quot;normal&amp;quot; materials, as Blender2FSX doesn&#039;t support node materials.&lt;br /&gt;
&lt;br /&gt;
== Texture maps ==&lt;br /&gt;
The main difference from Blender to gmax/Max with regard to FSX materials is the way texture maps are handled. To create a texture in Blender, select the Material under the &#039;&#039;&#039;material&#039;&#039;&#039; context of the Properties panel, then go to the &#039;&#039;&#039;texture&#039;&#039;&#039; context of the Properties panel.&lt;br /&gt;
* Select a free slot in the list at the top of the panel&lt;br /&gt;
* Click &amp;quot;New&amp;quot;. The panel will populate with options.&lt;br /&gt;
* Choose type &amp;quot;Image or Movie&amp;quot;&lt;br /&gt;
* Choose the image source file for your texture&lt;br /&gt;
* Under Mapping:Coordinates, choose &amp;quot;UV&amp;quot; (you can specify the UV layer as an option)&lt;br /&gt;
* Now in the &amp;quot;Influence&amp;quot; rollout, for a&lt;br /&gt;
** &#039;&#039;&#039;diffuse&#039;&#039;&#039; map: tick the Diffuse:Color checkbox, untick everything else. (visible texture)&lt;br /&gt;
** &#039;&#039;&#039;specular&#039;&#039;&#039; map: tick Specular:Intensity, untick everything else. (influences the reflections of the diffuse texture)&lt;br /&gt;
** &#039;&#039;&#039;emissive&#039;&#039;&#039; map: tick Shading:Emit, untick everything else. (night texture, formerly known as _LM texture)&lt;br /&gt;
** &#039;&#039;&#039;bump&#039;&#039;&#039; map: tick Geometry:Normal, untick everything else. (adds some kind of surface roughness)&lt;br /&gt;
By &amp;quot;untick everything else&amp;quot;, I mean that in order to have the correct diffuse map for example, no other texture in the same material should have Diffuse:color ticked in the Influence rollout. You are free to play with the different options, as long as you make sure that only one texture has the crucial option ticked. An exception to this rule are virtual cockpit textures (see below).&lt;br /&gt;
&lt;br /&gt;
Hint: Don´t forget to check the &amp;quot;FSX Material Params&amp;quot; in the Material, otherwise none of the above options will work. You will then only see the diffuse texture.&lt;br /&gt;
&lt;br /&gt;
[[Image:Envmap_blender.jpg|thumb|left|Environment map for Blender]]&lt;br /&gt;
&#039;&#039;&#039;Environment maps&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
For EnvMaps, the texture type is &amp;quot;Environment Map&amp;quot; instead of &amp;quot;Image or Movie&amp;quot;. Blender2FSX automatically recognises EnvMaps as long as the type is set correctly and Diffuse:Color is checked under the &amp;quot;Influence&amp;quot; rollout. The setups of EnvMaps differ from Blender to FSX. In order to see the same reflection in Blender renders as in the sim, you will have to reorganize the EnvMap (a.k.a Cube map) as shown in the picture to the left.&lt;br /&gt;
&lt;br /&gt;
== Virtual cockpit textures ==&lt;br /&gt;
&lt;br /&gt;
Virtual cockpit textures are created in the panel.cfg file. Their size is determined by the size_mm and pixel_size entries of the corresponding [VCockpitXX] section, where the arrangement of the gauges on the VC texture is also defined.&lt;br /&gt;
&lt;br /&gt;
In your virtual cockpit, you need to map polygons that will display gauges to the virtual cockpit texture. For this purpose, you need to create a &#039;&#039;&#039;dummy&#039;&#039;&#039; texture that reflects the arrangement of the gauges on the VC texture. The following is taken from the panel.cfg of the default C172 (©Microsoft):&lt;br /&gt;
&amp;lt;pre&amp;gt;[VCockpit02]&lt;br /&gt;
size_mm=512,512&lt;br /&gt;
pixel_size=512,512&lt;br /&gt;
texture=$C172s_2&lt;br /&gt;
background_color=0,0,0&lt;br /&gt;
&lt;br /&gt;
gauge00=Cessna!Heading_Indicator,                 0,  0,163,162&amp;lt;/pre&amp;gt;&lt;br /&gt;
To make a dummy texture from this VCockpit texture, we would create a &#039;&#039;&#039;512x512&#039;&#039;&#039; (see size_mm=) texture sheet and name it &#039;&#039;&#039;$C172s_2&#039;&#039;&#039; (see texture=) and save it with our favourite paint program. The $-sign at the beginning of the name is important: it tells FSX and Blender2FSX that this is a virtual cockpit texture. We would now proceed to place copies of the gauge artwork on the sheet at the positions defined in the panel.cfg. In this example, we could place the background bitmap of the Heading_Indicator gauge at the top-left corner (0,0) and make sure it&#039;s 163 by 162 pixels wide. We would then save the texture (as .png or something else) and head back to Blender.&lt;br /&gt;
&lt;br /&gt;
Back in Blender:&lt;br /&gt;
* Create a material for the gauge polygon and name it something sensible like &amp;quot;material_VC_1&amp;quot;.&lt;br /&gt;
* Under the FSX Material Params rollout, tick the &amp;quot;Is Virtual cockpit texture&amp;quot; checkbox (scroll all the way to the bottom)&lt;br /&gt;
* Add a texture for material_VC_1, type= &amp;quot;Image or Movie&amp;quot;&lt;br /&gt;
* Point the file source to the newly created $C172s_2.png dummy texture&lt;br /&gt;
* Mapping:Coordinates, choose &amp;quot;UV&amp;quot;&lt;br /&gt;
* Influence: tick Diffuse:Color &#039;&#039;&#039;and&#039;&#039;&#039; (if you don&#039;t use a separate emissive texture for night lighting) Shading:Emit&lt;br /&gt;
* Go to the UV/Image Editor and unwrap your polygon&lt;br /&gt;
* Map it to the dummy texture&lt;br /&gt;
Your gauge polygon is now ready for export.&lt;br /&gt;
&lt;br /&gt;
= Exporting to FSX =&lt;br /&gt;
&lt;br /&gt;
Calling the exporter module of Blender2FSX: Go to &#039;&#039;File&amp;gt;Export&amp;gt;DirectX for FSX(.x)&#039;&#039;. The main window will change to a file selection dialog, with a box to enter the filename at the top and export options displayed at the bottom left of the window.&lt;br /&gt;
&lt;br /&gt;
== Export options ==&lt;br /&gt;
The export options are pretty much self-explanatory. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Export selection&#039;&#039;&#039;&lt;br /&gt;
Use this option if you want to export only a part of your scene.&lt;br /&gt;
&lt;br /&gt;
In my case, I generally keep layers with the finished work separated from layers with garbage (from boolean operations and such) and helper objects. I also use a lot of Empties (to correct my animations in Blender) that I don&#039;t need and want to export. So at export time, I set my &amp;quot;finished&amp;quot; layers to be visible and then &#039;&#039;Select&amp;gt;Select All By Type&amp;gt;Mesh&#039;&#039; and choose &#039;&#039;&#039;Export selection&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Apply modifiers&#039;&#039;&#039;&lt;br /&gt;
This tells Blender2FSX to apply all modifiers (except armature modifiers) on exporting.&lt;br /&gt;
&lt;br /&gt;
This is internal to the export process, so your scene objects will retain their modifiers. Leaving this unchecked will result in having the meshes show up as if there were no modifiers on the stack.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Export animations&#039;&#039;&#039; will generate the creation of a .xanim file along with the .x file. It contains all the animations information of the scene.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skinned mesh&#039;&#039;&#039; enables the export of animated armatures.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Export MDL&#039;&#039;&#039; creates a &#039;&#039;filename.MDL&#039;&#039; file in the folder where your &#039;&#039;filename.x&#039;&#039; file is created. This .MDL file can be directly copied to an aircraft&#039;s model folder.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Log Verbose&#039;&#039;&#039; causes the exporter to run in Debug mode. Debug messages are output to the Blender system console which can be accessed via &#039;&#039;Window&amp;gt;Toggle system console&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
== Exporter errors ==&lt;br /&gt;
&lt;br /&gt;
On occasions, the exporter might quit with an error. For example when:&lt;br /&gt;
* There is no friendly name or GUID set. Obviously, you have to set a friendly name and GUID first.&lt;br /&gt;
* The exporter can&#039;t find the modeldef.xml or the XToMdl.exe. These have to be in the &#039;&#039;Modeling SDK\bin&#039;&#039; folder and &#039;&#039;Modeling SDK\3DSM7\plugins&#039;&#039; folder respectively. Don&#039;t move them away from there. It can also occur that your registry entry &amp;quot;SdkRootDir&amp;quot; points to an obsolete file (maybe after a failed/corrupted installation attempt of the SDK); in that case, clean your registry.&lt;br /&gt;
&lt;br /&gt;
In case the exporter throws an error that you can&#039;t figure out, feel free to report it in the support thread.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
FSDeveloper is a great place with lots of knowledgeable people who help each other whenever they can. I have learned so much on these forums, thank you all for that. I also want to thank the gurus over at [http://blenderartists.org/forum/forum.php blenderartists.org] who got me started on python scripting by patiently answering my noobish questions. And Chris Foster who wrote the official DirectX exporter for Blender. I want to thank the community for keeping me motivated in the accomplishment of this Toolset. May it grow and become better over time. Thank you for reading... [[User:Captx-6562|Captx-6562]]&lt;/div&gt;</summary>
		<author><name>Pyscen</name></author>
	</entry>
	<entry>
		<id>http://www.fsdeveloper.com/wiki/index.php?title=Blender2FSX_Toolset_manual&amp;diff=11361</id>
		<title>Blender2FSX Toolset manual</title>
		<link rel="alternate" type="text/html" href="http://www.fsdeveloper.com/wiki/index.php?title=Blender2FSX_Toolset_manual&amp;diff=11361"/>
		<updated>2022-12-03T19:55:53Z</updated>

		<summary type="html">&lt;p&gt;Pyscen: /* Installing Blender2FSX/P3D Toolset */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Tools]]&lt;br /&gt;
[[Category:Blender]]&lt;br /&gt;
[[category:Modeling]]&lt;br /&gt;
[[Category:Aircraft Design]]&lt;br /&gt;
[[category:Scenery Design]]&lt;br /&gt;
[[Category:Terrain Design]]&lt;br /&gt;
[[category:Texturing]]&lt;br /&gt;
[[category:SDK]]&lt;br /&gt;
[[category:Manuals]]&lt;br /&gt;
{{Infobox-Applicable-FSVersion&lt;br /&gt;
| MSFS = false&lt;br /&gt;
| FSXI = false&lt;br /&gt;
| P3D5 = true&lt;br /&gt;
| P3D4 = true&lt;br /&gt;
| P3D3 = true&lt;br /&gt;
| P3D2 = true&lt;br /&gt;
| P3D = true&lt;br /&gt;
| FSW = unknown&lt;br /&gt;
| FSXSE = true&lt;br /&gt;
| FSXA = true&lt;br /&gt;
| FSX = true&lt;br /&gt;
| FS2004 = true&lt;br /&gt;
| FS2002 = false&lt;br /&gt;
| XP11 = unknown&lt;br /&gt;
| XP10 = unknown&lt;br /&gt;
| XP9 = unknown&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;&#039;Blender2FSX/P3D Toolset&#039;&#039;&#039; is an addon for the 3D-modelling application [http://www.blender.org/download/ Blender]. This Wiki page is intended to introduce the reader to the use of Blender2FSX/P3D to export models created in Blender for use in Microsoft Flight Simulator X (FSX &amp;amp; FSX: SE) and Lockheed Martin Prepar3D (P3D) and shows some things to consider when modeling for FSX/P3D in Blender. It is NOT a generic tutorial on how to build models in Blender.   &lt;br /&gt;
&lt;br /&gt;
== Requirements ==&lt;br /&gt;
&lt;br /&gt;
* Windows 10 &amp;amp; 11 &lt;br /&gt;
&lt;br /&gt;
* Microsoft Flight Simulator X SDK &#039;&#039;&#039;&#039;&#039;including updates&#039;&#039;&#039; to SP2 or Acceleration&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Lockheed Martin Prepar3D SDK v1.x, v2.x, v3.x, v4.x &amp;amp; v5.x (FSX Steam Edition should use the Prepar3D SDK v1.x) &lt;br /&gt;
&lt;br /&gt;
* [http://www.blender.org/download/ Blender]&lt;br /&gt;
&lt;br /&gt;
== Installing Blender2FSX/P3D Toolset ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Using the installer&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Download the latest Blender2FSX/P3D Toolset that is in the [https://www.fsdeveloper.com/forum/resources/blender2p3dfsx-for-blender-3-x.283/ Resource Section].&lt;br /&gt;
* Start Blender&lt;br /&gt;
* Go to &amp;quot;&#039;&#039;&#039;User Preferences&#039;&#039;&#039;&amp;quot; and Click on &amp;quot;&#039;&#039;&#039;Install from File&#039;&#039;&#039;&amp;quot; &lt;br /&gt;
* Choose the Downloaded ZIP-File and Click &amp;quot;&#039;&#039;&#039;Install from File&#039;&#039;&#039;&amp;quot; again&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activate the Toolset&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
To activate the Toolset in Blender,&lt;br /&gt;
* Start Blender&lt;br /&gt;
* Go to &#039;&#039;File&amp;gt;User Preferences&#039;&#039;. Click the &amp;quot;Addons&amp;quot; button. Click the &amp;quot;Testing&amp;quot; button under &amp;quot;Supported level&amp;quot; on the left side of the window (Note: this will change once beta testing is finished).&lt;br /&gt;
* If Blender2FSX/P3D Toolset was correctly installed as described above, you should now see the three addons &lt;br /&gt;
**&#039;&#039;&#039;3DView: FSX/P3D Materials&#039;&#039;&#039;, &lt;br /&gt;
**&#039;&#039;&#039;3DView: FSX/P3D Toolset&#039;&#039;&#039; and &lt;br /&gt;
**&#039;&#039;&#039;Import-Export: WIP - DirectX X format for FSX/P3D&#039;&#039;&#039;.&lt;br /&gt;
* Tick the checkboxes to the right of all three of them.&lt;br /&gt;
* Click &amp;quot;Save User Settings&amp;quot; at the bottom left of the window.&lt;br /&gt;
&lt;br /&gt;
Blender2FSX/P3D Toolset is now activated. You can deactivate Blender2FSX/P3D at any time by unticking the checkboxes to the right side of the addons or by deleting the files from Blender&#039;s addon folder. You can also refer to the Blender Wiki about [http://wiki.blender.org/index.php/Doc:2.6/Manual/Extensions/Python/Add-Ons addons].&lt;br /&gt;
&lt;br /&gt;
You can now check that Blender2FSX/P3D was correctly activated. In Blender&#039;s &amp;quot;Default&amp;quot; workspace, in the 3DView, in the Toolshelf on the left side of the viewport (press T), you should see three additional Tools right below Rigid Body Tools (assuming default install of Blender):&lt;br /&gt;
&lt;br /&gt;
* Simulators SDK Path&lt;br /&gt;
* FSX/P3D Animation Tool&lt;br /&gt;
* FSX/P3D Attachpoint Tool&lt;br /&gt;
* FSX/P3D File Properties&lt;br /&gt;
* FSX Verify Tool&lt;br /&gt;
&lt;br /&gt;
Likewise, under &amp;quot;Properties&amp;quot; (right hand side of the default workspace), &#039;&#039;&#039;Object&#039;&#039;&#039; context, should appear a rollout &amp;quot;FSX Properties&amp;quot; underneath &amp;quot;Custom Properties&amp;quot; and in the &#039;&#039;&#039;Material&#039;&#039;&#039; context, a &amp;quot;FSX Material Params&amp;quot; rollout should be shown (scroll down). Under &#039;&#039;File&amp;gt;Export&#039;&#039;, there should now be an option &amp;quot;DirectX for FSX(.x)&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
= The Tools =&lt;br /&gt;
This section describes the functionality of the tools included with Blender2FSX/P3D.&lt;br /&gt;
&lt;br /&gt;
Note: It is recommended that you &#039;&#039;&#039;read the FSX SDK documentation&#039;&#039;&#039;, section &amp;quot;&#039;&#039;&#039;Modeling SDK&#039;&#039;&#039;&amp;quot;, as Blender2FSX/P3D closely emulates the functionality of the ACES Toolsets for gmax/3DSMax provided with and described in the SDK. There is a lot to be found there that is beyond the scope of this Wiki page.&lt;br /&gt;
&lt;br /&gt;
== Getting started: FSX File Properties ==&lt;br /&gt;
[[Image:Blender2FSX_manual_02.jpg|thumb|File Properties Tool]]&lt;br /&gt;
&#039;&#039;&#039;FSX File Properties&#039;&#039;&#039; is a tool located in Blender&#039;s Toolshelf in the 3DView, which can be accessed by pressing &#039;&#039;&#039;T&#039;&#039;&#039; on the keyboard. You might want to scroll down a bit to see it. It serves two purposes:&lt;br /&gt;
&lt;br /&gt;
* First thing to do &#039;&#039;&#039;when starting a new Blender session&#039;&#039;&#039; is to &#039;&#039;&#039;click the &amp;quot;Initialize Toolset&amp;quot;&#039;&#039;&#039; Button. This tells Blender where the FSX SDK is installed and populates the other tools with fresh data from the modeldef.xml file. Whenever changing an entry in the modeldef.xml, make sure to reinitialize the toolset to reflect the changes in Blender.&lt;br /&gt;
* Each model for FSX needs a GUID (Globally Unique IDentifier) and a friendly name. So, before exporting your model, you should give it a &amp;quot;friendly name&amp;quot; which should only contain ASCII characters. This name is entered in the field &amp;quot;Friendly Name&amp;quot;. You should also assign a GUID either by entering it directly in the GUID field (i.e. if generated externally) or by clicking &#039;&#039;&#039;Generate GUID&#039;&#039;&#039;. Saving your file once done will write the GUID and friendly to the .blend file.&lt;br /&gt;
&lt;br /&gt;
You can now start building your model.&lt;br /&gt;
&lt;br /&gt;
== General guidelines ==&lt;br /&gt;
Blender2FSX is not foolproof, so here are some general guidelines of what to do and what to avoid in order to yield the expected results with this tool set. However, when you know what each of these guidelines mean, transgressing some of them gives you more creative freedom.&lt;br /&gt;
* &#039;&#039;&#039;Always have a scale of (1,1,1)&#039;&#039;&#039;. Any object that doesn&#039;t have a scale of (1,1,1) may show unwanted behavior in the sim, especially when animated. To reset the scale of an object, hit Ctrl+A &amp;gt; Scale.&lt;br /&gt;
* &#039;&#039;&#039;Always apply a material to your objects.&#039;&#039;&#039; An object with no material is invisible in the sim and in combination with attachpoints may produce failure of the compiler (XToMdl.exe).&lt;br /&gt;
* &#039;&#039;&#039;Always have a generic object&#039;&#039;&#039; (non animated and with no attachpoints) in each LOD. Some functions require this object to be there in order to process other objects.&lt;br /&gt;
* &#039;&#039;&#039;Avoid non-ASCII characters wherever possible&#039;&#039;&#039; in all your names (objects, materials, attachpoints, etc.). While there is some &amp;quot;safename&amp;quot; functionality for most of the export process, errors might occur if naming a material &amp;quot;Matérial&amp;quot; or an effect &amp;quot;mañana&amp;quot;... The same applies to file and folder names in your project path. Using special characters in folder names may result in XToMdl not functioning properly, i.e. a corrupt .MDL file on export.&lt;br /&gt;
&lt;br /&gt;
== LODs ==&lt;br /&gt;
Organizing your model/scene becomes necessary as it grows larger and includes different LODs (levels of detail). I will suggest one way of doing it. First:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;How to export an LOD?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
To export an LOD (let&#039;s take LOD_400 as an example), create/add an Empty at the origin (0,0,0) of your scene, rename that empty &amp;quot;&#039;&#039;friendly_name&#039;&#039;_LOD_400&amp;quot;, replacing &#039;&#039;friendly_name&#039;&#039; with your model&#039;s friendly name, and make it a parent to all root level objects that should go into LOD_400. Repeat for LOD_100, LOD_50 etc.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Using layers&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
To keep your scene tidy, you can make use of Blender&#039;s layers to isolate LODs from each other. You could for example create all objects of LOD_400 in layer 1, LOD_100 in layer 2 etc. All you have to do is add an empty at (0,0,0) in each layer, and in the end add an Empty named &#039;&#039;friendly_name&#039;&#039;, make that a parent to all LOD_XXX empties, to obtain a hierarchy with Empty &#039;&#039;friendly_name&#039;&#039; as the root of your scene. You can use the outliner to get a good overview of your scene hierarchy and edit it from there.&lt;br /&gt;
&lt;br /&gt;
== FSX Animation Tool ==&lt;br /&gt;
[[Image:Blender2FSX_manual_03.jpg|thumb|left|Animation Tool]]&lt;br /&gt;
&#039;&#039;&#039;FSX Animation Tool&#039;&#039;&#039; is also located in Blender&#039;s Toolshelf. Similarly to ACES&#039; animation manager in gmax/3DSMax, it is used to &amp;quot;tag&amp;quot; animated objects in the scene, so that the animation can then be processed by the XToMdl tool. Open the tool by clicking on the black triangle/arrow to the left. If the toolset was previously initialized (see &amp;quot;Getting started&amp;quot; above), the list window should be populated with animation entries (i.e Ambient, Ambient2, etc.). To tag an object, do the following:&lt;br /&gt;
* Keyframe-animate your object. For &amp;quot;Ambient&amp;quot; type animations, the range is defined by you; for aircraft parts, the range is defined in the SDK (example: the rudder would have a range of 0-100 frames, with keyframes at least at 0, 50 and 100).&lt;br /&gt;
* In the list window, scroll down to the animation entry corresponding to the animated part, select it (marked blue) and,&lt;br /&gt;
* With your object selected, click &#039;&#039;&#039;Assign&#039;&#039;&#039;. The object is now tagged with the animation entry. An object can only be tagged with one animation entry!&lt;br /&gt;
[[Image:Blender2FSX_manual_04.jpg|thumb|right|FSX Properties]]&lt;br /&gt;
You can check which tag has been assigned to the object by going to the &amp;quot;Properties&amp;quot; Panel, object context, FSX Properties rollout: it shows an &amp;quot;Animation Tag&amp;quot; field, a &amp;quot;Length&amp;quot; field which displays the animation range as defined in the modeldef.xml (or 0 in case of &amp;quot;Ambient&amp;quot; type animations; use this to cross-check with your object&#039;s animation range) and a &#039;&#039;&#039;Clear&#039;&#039;&#039; button used to untag the object&#039;s animation. You can untag all objects in the scene at once by clicking the &#039;&#039;&#039;Clear All&#039;&#039;&#039; button in the FSX Animation Tool. &#039;&#039;Be careful, this can not be undone!&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Hint: Instead of scrolling down the list to find an animation entry, you can use the &amp;quot;search&amp;quot; feature of the list window. Acces it by clicking the small &amp;quot;+&amp;quot; at the bottom left of the list window. Enter a search string/phrase in the search box and hit &amp;quot;Enter&amp;quot;.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Skinned meshes ===&lt;br /&gt;
&lt;br /&gt;
For skinned animations to work, use an armature modifier with &#039;&#039;&#039;Vertex groups&#039;&#039;&#039;, envelopes won&#039;t work. You can use weight painting to define the influence of bones on the vertices.&lt;br /&gt;
&lt;br /&gt;
To assign a tag to a bone/armature:&lt;br /&gt;
* Go into Pose mode&lt;br /&gt;
* Select the bone you want to tag&lt;br /&gt;
* In the FSX Animation Tool, select the animation entry you want to use&lt;br /&gt;
* Click &#039;&#039;&#039;Assign&#039;&#039;&#039; &lt;br /&gt;
For bones, the FSX Properties are located in the &#039;&#039;&#039;bone&#039;&#039;&#039; tab of the Properties panel, where you can check which animation tag has been assigned to the bone.&lt;br /&gt;
&lt;br /&gt;
It is important to note that &#039;&#039;&#039;every&#039;&#039;&#039; vertex needs to be assigned to a vertex group/bone. You will need a static bone for the non-deforming part of your mesh.&lt;br /&gt;
&lt;br /&gt;
Constraints can be used on bones just as on regular objects.&lt;br /&gt;
&lt;br /&gt;
== FSX Attachpoint Tool ==&lt;br /&gt;
&#039;&#039;&#039;FSX Attachpoint Tool&#039;&#039;&#039; is also located in Blender&#039;s Toolshelf. It works analogously to ACES&#039; Attachpoint Tool, with the difference that it doesn&#039;t support Library objects and Empties. An attachpoint is a piece of geometry (i.e. an object) to which an effect, a visibility condition, a mouse rectangle (or clickspot), a &amp;quot;platform&amp;quot; property or a &amp;quot;nocrash&amp;quot; property can be &amp;quot;attached&amp;quot;. Combinations thereof can be applied to a single object. Refer to the SDK&#039;s document &amp;quot;Using modeling Tools: The Attach Tool&amp;quot; of the Modeling SDK for an in-depth description of the functionality of the different options.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Effects&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
To attach an effect to an object:&lt;br /&gt;
* Select the object&lt;br /&gt;
* Tick the &amp;quot;Effect&amp;quot; checkbox in the Attachpoint Tool. Options for &amp;quot;Effect&amp;quot; should automatically rollout at the bottom of the tool.&lt;br /&gt;
* In the &amp;quot;Name&amp;quot; field, enter a name for your attachpoint. Care must be taken, as &#039;&#039;&#039;attachpoint names must be unique&#039;&#039;&#039; throughout the model/scene!&lt;br /&gt;
* In the &amp;quot;Effect&amp;quot; field, enter the filename (&#039;&#039;without extension .fx&#039;&#039;) of the effect you want to attach. The available effects can be found in the main FSX folder, subfolder &amp;quot;Effects&amp;quot;.&lt;br /&gt;
* In the &amp;quot;Param&amp;quot; field, a list of parameters for the effect can be set, as described in the SDK (i.e. DAY=1;DAWN=0 etc.).&lt;br /&gt;
* When all is set, click the &#039;&#039;&#039;Attach&#039;&#039;&#039; button.&lt;br /&gt;
&#039;&#039;Note: the object needs to have a material or else effects won&#039;t work.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[Image:Blender2FSX_manual_05.jpg|frame|Attachpoint Tool]]&lt;br /&gt;
&#039;&#039;&#039;Visibility&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
To set a visibility condition on an object:&lt;br /&gt;
* Select the object&lt;br /&gt;
* Tick the &amp;quot;Visibility&amp;quot; checkbox&lt;br /&gt;
* Choose a Visibility tag from the dropdown&lt;br /&gt;
* When all is set, click &#039;&#039;&#039;Attach&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mouse Rectangle&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
To make an object clickable in the sim:&lt;br /&gt;
* Select the object&lt;br /&gt;
* Tick the &amp;quot;MouseRect&amp;quot; checkbox&lt;br /&gt;
* Select a MouseRect/Clickspot definition from the list window&lt;br /&gt;
* When all is set, click &#039;&#039;&#039;Attach&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Platform&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
To define a platform:&lt;br /&gt;
* Select the platform object&lt;br /&gt;
* Tick the &amp;quot;Platform&amp;quot; checkbox&lt;br /&gt;
* In the &amp;quot;Name&amp;quot; field, enter a &#039;&#039;&#039;unique(!)&#039;&#039;&#039; name for the attachpoint (i.e. a name that has not been used before).&lt;br /&gt;
* Choose a platform type from the dropdown&lt;br /&gt;
* When all is set, click &#039;&#039;&#039;Attach&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;Note: For some reason, you have to export at least two objects in a model containing a platform, in order for it to compile successfully.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;No Crash&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
To exclude an object from crash detection:&lt;br /&gt;
* Select the object&lt;br /&gt;
* Tick the &amp;quot;No Crash&amp;quot; checkbox&lt;br /&gt;
* When all is set, click &amp;quot;Attach&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Clear Attachpoint&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
To clear an object from its attachpoint, click the &#039;&#039;&#039;Clear&#039;&#039;&#039; button with the object selected.&lt;br /&gt;
&lt;br /&gt;
=== Example: Landing light ===&lt;br /&gt;
[[Image:Blender2FSX_manual_06.jpg|thumb|Attachpoint Tool: Adding a landing light effect]]&lt;br /&gt;
There is a minor difference when adding a landing light compared to ACES tools in gmax/3DSMax. After creating your geometry (a simple triangle/polygon object), set the transform orientation to &amp;quot;Local&amp;quot; and rotate the object so that its positive &#039;&#039;&#039;Z-axis&#039;&#039;&#039; points in the desired direction of the light beam. Now setup the attachpoint tool:&lt;br /&gt;
* Check &amp;quot;Effect&amp;quot; and &amp;quot;Visibility&amp;quot;, uncheck everything else.&lt;br /&gt;
* Enter a name for the attachpoint (&#039;&#039;&#039;attachpt_landing_4&#039;&#039;&#039; in the example in the picture)&lt;br /&gt;
* Enter the effect&#039;s filename without the .fx extension, i.e. &#039;&#039;&#039;fx_landing&#039;&#039;&#039;&lt;br /&gt;
* Under Visibility, choose &amp;quot;&#039;&#039;&#039;general_light&#039;&#039;&#039;&amp;quot;.&lt;br /&gt;
* Click &#039;&#039;&#039;Attach&#039;&#039;&#039;&lt;br /&gt;
That&#039;s it! You&#039;ve just added a landing light to your model.&lt;br /&gt;
&lt;br /&gt;
= FSX Materials =&lt;br /&gt;
[[Image:Blender2FSX_manual_07.jpg|frame|FSX Material: Texture slots]]&lt;br /&gt;
This section describes how FSX Materials are integrated into Blender. For a description of the parameters and their functionalities, refer to SDK document &amp;quot;FSX Material&amp;quot; of the Modeling SDK. All the parameters are simply replicated in the &#039;&#039;&#039;FSX Material Params&#039;&#039;&#039; rollout in the Properties panel in Blender. However, to enable the &#039;&#039;FSX Material Params&#039;&#039;, tick the checkbox at the top of the rollout. Currently unsupported features are &#039;&#039;detail texture&#039;&#039; and &#039;&#039;fresnel ramp&#039;&#039;. These will be added in a future release. It is also worth mentioning that you have to use &amp;quot;normal&amp;quot; materials, as Blender2FSX doesn&#039;t support node materials.&lt;br /&gt;
&lt;br /&gt;
== Texture maps ==&lt;br /&gt;
The main difference from Blender to gmax/Max with regard to FSX materials is the way texture maps are handled. To create a texture in Blender, select the Material under the &#039;&#039;&#039;material&#039;&#039;&#039; context of the Properties panel, then go to the &#039;&#039;&#039;texture&#039;&#039;&#039; context of the Properties panel.&lt;br /&gt;
* Select a free slot in the list at the top of the panel&lt;br /&gt;
* Click &amp;quot;New&amp;quot;. The panel will populate with options.&lt;br /&gt;
* Choose type &amp;quot;Image or Movie&amp;quot;&lt;br /&gt;
* Choose the image source file for your texture&lt;br /&gt;
* Under Mapping:Coordinates, choose &amp;quot;UV&amp;quot; (you can specify the UV layer as an option)&lt;br /&gt;
* Now in the &amp;quot;Influence&amp;quot; rollout, for a&lt;br /&gt;
** &#039;&#039;&#039;diffuse&#039;&#039;&#039; map: tick the Diffuse:Color checkbox, untick everything else. (visible texture)&lt;br /&gt;
** &#039;&#039;&#039;specular&#039;&#039;&#039; map: tick Specular:Intensity, untick everything else. (influences the reflections of the diffuse texture)&lt;br /&gt;
** &#039;&#039;&#039;emissive&#039;&#039;&#039; map: tick Shading:Emit, untick everything else. (night texture, formerly known as _LM texture)&lt;br /&gt;
** &#039;&#039;&#039;bump&#039;&#039;&#039; map: tick Geometry:Normal, untick everything else. (adds some kind of surface roughness)&lt;br /&gt;
By &amp;quot;untick everything else&amp;quot;, I mean that in order to have the correct diffuse map for example, no other texture in the same material should have Diffuse:color ticked in the Influence rollout. You are free to play with the different options, as long as you make sure that only one texture has the crucial option ticked. An exception to this rule are virtual cockpit textures (see below).&lt;br /&gt;
&lt;br /&gt;
Hint: Don´t forget to check the &amp;quot;FSX Material Params&amp;quot; in the Material, otherwise none of the above options will work. You will then only see the diffuse texture.&lt;br /&gt;
&lt;br /&gt;
[[Image:Envmap_blender.jpg|thumb|left|Environment map for Blender]]&lt;br /&gt;
&#039;&#039;&#039;Environment maps&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
For EnvMaps, the texture type is &amp;quot;Environment Map&amp;quot; instead of &amp;quot;Image or Movie&amp;quot;. Blender2FSX automatically recognises EnvMaps as long as the type is set correctly and Diffuse:Color is checked under the &amp;quot;Influence&amp;quot; rollout. The setups of EnvMaps differ from Blender to FSX. In order to see the same reflection in Blender renders as in the sim, you will have to reorganize the EnvMap (a.k.a Cube map) as shown in the picture to the left.&lt;br /&gt;
&lt;br /&gt;
== Virtual cockpit textures ==&lt;br /&gt;
&lt;br /&gt;
Virtual cockpit textures are created in the panel.cfg file. Their size is determined by the size_mm and pixel_size entries of the corresponding [VCockpitXX] section, where the arrangement of the gauges on the VC texture is also defined.&lt;br /&gt;
&lt;br /&gt;
In your virtual cockpit, you need to map polygons that will display gauges to the virtual cockpit texture. For this purpose, you need to create a &#039;&#039;&#039;dummy&#039;&#039;&#039; texture that reflects the arrangement of the gauges on the VC texture. The following is taken from the panel.cfg of the default C172 (©Microsoft):&lt;br /&gt;
&amp;lt;pre&amp;gt;[VCockpit02]&lt;br /&gt;
size_mm=512,512&lt;br /&gt;
pixel_size=512,512&lt;br /&gt;
texture=$C172s_2&lt;br /&gt;
background_color=0,0,0&lt;br /&gt;
&lt;br /&gt;
gauge00=Cessna!Heading_Indicator,                 0,  0,163,162&amp;lt;/pre&amp;gt;&lt;br /&gt;
To make a dummy texture from this VCockpit texture, we would create a &#039;&#039;&#039;512x512&#039;&#039;&#039; (see size_mm=) texture sheet and name it &#039;&#039;&#039;$C172s_2&#039;&#039;&#039; (see texture=) and save it with our favourite paint program. The $-sign at the beginning of the name is important: it tells FSX and Blender2FSX that this is a virtual cockpit texture. We would now proceed to place copies of the gauge artwork on the sheet at the positions defined in the panel.cfg. In this example, we could place the background bitmap of the Heading_Indicator gauge at the top-left corner (0,0) and make sure it&#039;s 163 by 162 pixels wide. We would then save the texture (as .png or something else) and head back to Blender.&lt;br /&gt;
&lt;br /&gt;
Back in Blender:&lt;br /&gt;
* Create a material for the gauge polygon and name it something sensible like &amp;quot;material_VC_1&amp;quot;.&lt;br /&gt;
* Under the FSX Material Params rollout, tick the &amp;quot;Is Virtual cockpit texture&amp;quot; checkbox (scroll all the way to the bottom)&lt;br /&gt;
* Add a texture for material_VC_1, type= &amp;quot;Image or Movie&amp;quot;&lt;br /&gt;
* Point the file source to the newly created $C172s_2.png dummy texture&lt;br /&gt;
* Mapping:Coordinates, choose &amp;quot;UV&amp;quot;&lt;br /&gt;
* Influence: tick Diffuse:Color &#039;&#039;&#039;and&#039;&#039;&#039; (if you don&#039;t use a separate emissive texture for night lighting) Shading:Emit&lt;br /&gt;
* Go to the UV/Image Editor and unwrap your polygon&lt;br /&gt;
* Map it to the dummy texture&lt;br /&gt;
Your gauge polygon is now ready for export.&lt;br /&gt;
&lt;br /&gt;
= Exporting to FSX =&lt;br /&gt;
&lt;br /&gt;
Calling the exporter module of Blender2FSX: Go to &#039;&#039;File&amp;gt;Export&amp;gt;DirectX for FSX(.x)&#039;&#039;. The main window will change to a file selection dialog, with a box to enter the filename at the top and export options displayed at the bottom left of the window.&lt;br /&gt;
&lt;br /&gt;
== Export options ==&lt;br /&gt;
The export options are pretty much self-explanatory. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Export selection&#039;&#039;&#039;&lt;br /&gt;
Use this option if you want to export only a part of your scene.&lt;br /&gt;
&lt;br /&gt;
In my case, I generally keep layers with the finished work separated from layers with garbage (from boolean operations and such) and helper objects. I also use a lot of Empties (to correct my animations in Blender) that I don&#039;t need and want to export. So at export time, I set my &amp;quot;finished&amp;quot; layers to be visible and then &#039;&#039;Select&amp;gt;Select All By Type&amp;gt;Mesh&#039;&#039; and choose &#039;&#039;&#039;Export selection&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Apply modifiers&#039;&#039;&#039;&lt;br /&gt;
This tells Blender2FSX to apply all modifiers (except armature modifiers) on exporting.&lt;br /&gt;
&lt;br /&gt;
This is internal to the export process, so your scene objects will retain their modifiers. Leaving this unchecked will result in having the meshes show up as if there were no modifiers on the stack.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Export animations&#039;&#039;&#039; will generate the creation of a .xanim file along with the .x file. It contains all the animations information of the scene.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skinned mesh&#039;&#039;&#039; enables the export of animated armatures.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Export MDL&#039;&#039;&#039; creates a &#039;&#039;filename.MDL&#039;&#039; file in the folder where your &#039;&#039;filename.x&#039;&#039; file is created. This .MDL file can be directly copied to an aircraft&#039;s model folder.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Log Verbose&#039;&#039;&#039; causes the exporter to run in Debug mode. Debug messages are output to the Blender system console which can be accessed via &#039;&#039;Window&amp;gt;Toggle system console&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
== Exporter errors ==&lt;br /&gt;
&lt;br /&gt;
On occasions, the exporter might quit with an error. For example when:&lt;br /&gt;
* There is no friendly name or GUID set. Obviously, you have to set a friendly name and GUID first.&lt;br /&gt;
* The exporter can&#039;t find the modeldef.xml or the XToMdl.exe. These have to be in the &#039;&#039;Modeling SDK\bin&#039;&#039; folder and &#039;&#039;Modeling SDK\3DSM7\plugins&#039;&#039; folder respectively. Don&#039;t move them away from there. It can also occur that your registry entry &amp;quot;SdkRootDir&amp;quot; points to an obsolete file (maybe after a failed/corrupted installation attempt of the SDK); in that case, clean your registry.&lt;br /&gt;
&lt;br /&gt;
In case the exporter throws an error that you can&#039;t figure out, feel free to report it in the support thread.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
FSDeveloper is a great place with lots of knowledgeable people who help each other whenever they can. I have learned so much on these forums, thank you all for that. I also want to thank the gurus over at [http://blenderartists.org/forum/forum.php blenderartists.org] who got me started on python scripting by patiently answering my noobish questions. And Chris Foster who wrote the official DirectX exporter for Blender. I want to thank the community for keeping me motivated in the accomplishment of this Toolset. May it grow and become better over time. Thank you for reading... [[User:Captx-6562|Captx-6562]]&lt;/div&gt;</summary>
		<author><name>Pyscen</name></author>
	</entry>
	<entry>
		<id>http://www.fsdeveloper.com/wiki/index.php?title=Blender2FSX_Toolset_manual&amp;diff=11360</id>
		<title>Blender2FSX Toolset manual</title>
		<link rel="alternate" type="text/html" href="http://www.fsdeveloper.com/wiki/index.php?title=Blender2FSX_Toolset_manual&amp;diff=11360"/>
		<updated>2022-12-03T19:54:13Z</updated>

		<summary type="html">&lt;p&gt;Pyscen: /* Installing Blender2FSX/P3D Toolset */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Tools]]&lt;br /&gt;
[[Category:Blender]]&lt;br /&gt;
[[category:Modeling]]&lt;br /&gt;
[[Category:Aircraft Design]]&lt;br /&gt;
[[category:Scenery Design]]&lt;br /&gt;
[[Category:Terrain Design]]&lt;br /&gt;
[[category:Texturing]]&lt;br /&gt;
[[category:SDK]]&lt;br /&gt;
[[category:Manuals]]&lt;br /&gt;
{{Infobox-Applicable-FSVersion&lt;br /&gt;
| MSFS = false&lt;br /&gt;
| FSXI = false&lt;br /&gt;
| P3D5 = true&lt;br /&gt;
| P3D4 = true&lt;br /&gt;
| P3D3 = true&lt;br /&gt;
| P3D2 = true&lt;br /&gt;
| P3D = true&lt;br /&gt;
| FSW = unknown&lt;br /&gt;
| FSXSE = true&lt;br /&gt;
| FSXA = true&lt;br /&gt;
| FSX = true&lt;br /&gt;
| FS2004 = true&lt;br /&gt;
| FS2002 = false&lt;br /&gt;
| XP11 = unknown&lt;br /&gt;
| XP10 = unknown&lt;br /&gt;
| XP9 = unknown&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;&#039;Blender2FSX/P3D Toolset&#039;&#039;&#039; is an addon for the 3D-modelling application [http://www.blender.org/download/ Blender]. This Wiki page is intended to introduce the reader to the use of Blender2FSX/P3D to export models created in Blender for use in Microsoft Flight Simulator X (FSX &amp;amp; FSX: SE) and Lockheed Martin Prepar3D (P3D) and shows some things to consider when modeling for FSX/P3D in Blender. It is NOT a generic tutorial on how to build models in Blender.   &lt;br /&gt;
&lt;br /&gt;
== Requirements ==&lt;br /&gt;
&lt;br /&gt;
* Windows 10 &amp;amp; 11 &lt;br /&gt;
&lt;br /&gt;
* Microsoft Flight Simulator X SDK &#039;&#039;&#039;&#039;&#039;including updates&#039;&#039;&#039; to SP2 or Acceleration&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Lockheed Martin Prepar3D SDK v1.x, v2.x, v3.x, v4.x &amp;amp; v5.x (FSX Steam Edition should use the Prepar3D SDK v1.x) &lt;br /&gt;
&lt;br /&gt;
* [http://www.blender.org/download/ Blender]&lt;br /&gt;
&lt;br /&gt;
== Installing Blender2FSX/P3D Toolset ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Using the installer&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Download the latest Blender2FSX/P3D Toolset that is in the Resource section  https://www.fsdeveloper.com/forum/resources/blender2p3dfsx-for-blender-3-x.283/ &lt;br /&gt;
* Start Blender&lt;br /&gt;
* Go to &amp;quot;&#039;&#039;&#039;User Preferences&#039;&#039;&#039;&amp;quot; and Click on &amp;quot;&#039;&#039;&#039;Install from File&#039;&#039;&#039;&amp;quot; &lt;br /&gt;
* Choose the Downloaded ZIP-File and Click &amp;quot;&#039;&#039;&#039;Install from File&#039;&#039;&#039;&amp;quot; again&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activate the Toolset&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
To activate the Toolset in Blender,&lt;br /&gt;
* Start Blender&lt;br /&gt;
* Go to &#039;&#039;File&amp;gt;User Preferences&#039;&#039;. Click the &amp;quot;Addons&amp;quot; button. Click the &amp;quot;Testing&amp;quot; button under &amp;quot;Supported level&amp;quot; on the left side of the window (Note: this will change once beta testing is finished).&lt;br /&gt;
* If Blender2FSX/P3D Toolset was correctly installed as described above, you should now see the three addons &lt;br /&gt;
**&#039;&#039;&#039;3DView: FSX/P3D Materials&#039;&#039;&#039;, &lt;br /&gt;
**&#039;&#039;&#039;3DView: FSX/P3D Toolset&#039;&#039;&#039; and &lt;br /&gt;
**&#039;&#039;&#039;Import-Export: WIP - DirectX X format for FSX/P3D&#039;&#039;&#039;.&lt;br /&gt;
* Tick the checkboxes to the right of all three of them.&lt;br /&gt;
* Click &amp;quot;Save User Settings&amp;quot; at the bottom left of the window.&lt;br /&gt;
&lt;br /&gt;
Blender2FSX/P3D Toolset is now activated. You can deactivate Blender2FSX/P3D at any time by unticking the checkboxes to the right side of the addons or by deleting the files from Blender&#039;s addon folder. You can also refer to the Blender Wiki about [http://wiki.blender.org/index.php/Doc:2.6/Manual/Extensions/Python/Add-Ons addons].&lt;br /&gt;
&lt;br /&gt;
You can now check that Blender2FSX/P3D was correctly activated. In Blender&#039;s &amp;quot;Default&amp;quot; workspace, in the 3DView, in the Toolshelf on the left side of the viewport (press T), you should see three additional Tools right below Rigid Body Tools (assuming default install of Blender):&lt;br /&gt;
&lt;br /&gt;
* Simulators SDK Path&lt;br /&gt;
* FSX/P3D Animation Tool&lt;br /&gt;
* FSX/P3D Attachpoint Tool&lt;br /&gt;
* FSX/P3D File Properties&lt;br /&gt;
* FSX Verify Tool&lt;br /&gt;
&lt;br /&gt;
Likewise, under &amp;quot;Properties&amp;quot; (right hand side of the default workspace), &#039;&#039;&#039;Object&#039;&#039;&#039; context, should appear a rollout &amp;quot;FSX Properties&amp;quot; underneath &amp;quot;Custom Properties&amp;quot; and in the &#039;&#039;&#039;Material&#039;&#039;&#039; context, a &amp;quot;FSX Material Params&amp;quot; rollout should be shown (scroll down). Under &#039;&#039;File&amp;gt;Export&#039;&#039;, there should now be an option &amp;quot;DirectX for FSX(.x)&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
= The Tools =&lt;br /&gt;
This section describes the functionality of the tools included with Blender2FSX/P3D.&lt;br /&gt;
&lt;br /&gt;
Note: It is recommended that you &#039;&#039;&#039;read the FSX SDK documentation&#039;&#039;&#039;, section &amp;quot;&#039;&#039;&#039;Modeling SDK&#039;&#039;&#039;&amp;quot;, as Blender2FSX/P3D closely emulates the functionality of the ACES Toolsets for gmax/3DSMax provided with and described in the SDK. There is a lot to be found there that is beyond the scope of this Wiki page.&lt;br /&gt;
&lt;br /&gt;
== Getting started: FSX File Properties ==&lt;br /&gt;
[[Image:Blender2FSX_manual_02.jpg|thumb|File Properties Tool]]&lt;br /&gt;
&#039;&#039;&#039;FSX File Properties&#039;&#039;&#039; is a tool located in Blender&#039;s Toolshelf in the 3DView, which can be accessed by pressing &#039;&#039;&#039;T&#039;&#039;&#039; on the keyboard. You might want to scroll down a bit to see it. It serves two purposes:&lt;br /&gt;
&lt;br /&gt;
* First thing to do &#039;&#039;&#039;when starting a new Blender session&#039;&#039;&#039; is to &#039;&#039;&#039;click the &amp;quot;Initialize Toolset&amp;quot;&#039;&#039;&#039; Button. This tells Blender where the FSX SDK is installed and populates the other tools with fresh data from the modeldef.xml file. Whenever changing an entry in the modeldef.xml, make sure to reinitialize the toolset to reflect the changes in Blender.&lt;br /&gt;
* Each model for FSX needs a GUID (Globally Unique IDentifier) and a friendly name. So, before exporting your model, you should give it a &amp;quot;friendly name&amp;quot; which should only contain ASCII characters. This name is entered in the field &amp;quot;Friendly Name&amp;quot;. You should also assign a GUID either by entering it directly in the GUID field (i.e. if generated externally) or by clicking &#039;&#039;&#039;Generate GUID&#039;&#039;&#039;. Saving your file once done will write the GUID and friendly to the .blend file.&lt;br /&gt;
&lt;br /&gt;
You can now start building your model.&lt;br /&gt;
&lt;br /&gt;
== General guidelines ==&lt;br /&gt;
Blender2FSX is not foolproof, so here are some general guidelines of what to do and what to avoid in order to yield the expected results with this tool set. However, when you know what each of these guidelines mean, transgressing some of them gives you more creative freedom.&lt;br /&gt;
* &#039;&#039;&#039;Always have a scale of (1,1,1)&#039;&#039;&#039;. Any object that doesn&#039;t have a scale of (1,1,1) may show unwanted behavior in the sim, especially when animated. To reset the scale of an object, hit Ctrl+A &amp;gt; Scale.&lt;br /&gt;
* &#039;&#039;&#039;Always apply a material to your objects.&#039;&#039;&#039; An object with no material is invisible in the sim and in combination with attachpoints may produce failure of the compiler (XToMdl.exe).&lt;br /&gt;
* &#039;&#039;&#039;Always have a generic object&#039;&#039;&#039; (non animated and with no attachpoints) in each LOD. Some functions require this object to be there in order to process other objects.&lt;br /&gt;
* &#039;&#039;&#039;Avoid non-ASCII characters wherever possible&#039;&#039;&#039; in all your names (objects, materials, attachpoints, etc.). While there is some &amp;quot;safename&amp;quot; functionality for most of the export process, errors might occur if naming a material &amp;quot;Matérial&amp;quot; or an effect &amp;quot;mañana&amp;quot;... The same applies to file and folder names in your project path. Using special characters in folder names may result in XToMdl not functioning properly, i.e. a corrupt .MDL file on export.&lt;br /&gt;
&lt;br /&gt;
== LODs ==&lt;br /&gt;
Organizing your model/scene becomes necessary as it grows larger and includes different LODs (levels of detail). I will suggest one way of doing it. First:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;How to export an LOD?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
To export an LOD (let&#039;s take LOD_400 as an example), create/add an Empty at the origin (0,0,0) of your scene, rename that empty &amp;quot;&#039;&#039;friendly_name&#039;&#039;_LOD_400&amp;quot;, replacing &#039;&#039;friendly_name&#039;&#039; with your model&#039;s friendly name, and make it a parent to all root level objects that should go into LOD_400. Repeat for LOD_100, LOD_50 etc.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Using layers&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
To keep your scene tidy, you can make use of Blender&#039;s layers to isolate LODs from each other. You could for example create all objects of LOD_400 in layer 1, LOD_100 in layer 2 etc. All you have to do is add an empty at (0,0,0) in each layer, and in the end add an Empty named &#039;&#039;friendly_name&#039;&#039;, make that a parent to all LOD_XXX empties, to obtain a hierarchy with Empty &#039;&#039;friendly_name&#039;&#039; as the root of your scene. You can use the outliner to get a good overview of your scene hierarchy and edit it from there.&lt;br /&gt;
&lt;br /&gt;
== FSX Animation Tool ==&lt;br /&gt;
[[Image:Blender2FSX_manual_03.jpg|thumb|left|Animation Tool]]&lt;br /&gt;
&#039;&#039;&#039;FSX Animation Tool&#039;&#039;&#039; is also located in Blender&#039;s Toolshelf. Similarly to ACES&#039; animation manager in gmax/3DSMax, it is used to &amp;quot;tag&amp;quot; animated objects in the scene, so that the animation can then be processed by the XToMdl tool. Open the tool by clicking on the black triangle/arrow to the left. If the toolset was previously initialized (see &amp;quot;Getting started&amp;quot; above), the list window should be populated with animation entries (i.e Ambient, Ambient2, etc.). To tag an object, do the following:&lt;br /&gt;
* Keyframe-animate your object. For &amp;quot;Ambient&amp;quot; type animations, the range is defined by you; for aircraft parts, the range is defined in the SDK (example: the rudder would have a range of 0-100 frames, with keyframes at least at 0, 50 and 100).&lt;br /&gt;
* In the list window, scroll down to the animation entry corresponding to the animated part, select it (marked blue) and,&lt;br /&gt;
* With your object selected, click &#039;&#039;&#039;Assign&#039;&#039;&#039;. The object is now tagged with the animation entry. An object can only be tagged with one animation entry!&lt;br /&gt;
[[Image:Blender2FSX_manual_04.jpg|thumb|right|FSX Properties]]&lt;br /&gt;
You can check which tag has been assigned to the object by going to the &amp;quot;Properties&amp;quot; Panel, object context, FSX Properties rollout: it shows an &amp;quot;Animation Tag&amp;quot; field, a &amp;quot;Length&amp;quot; field which displays the animation range as defined in the modeldef.xml (or 0 in case of &amp;quot;Ambient&amp;quot; type animations; use this to cross-check with your object&#039;s animation range) and a &#039;&#039;&#039;Clear&#039;&#039;&#039; button used to untag the object&#039;s animation. You can untag all objects in the scene at once by clicking the &#039;&#039;&#039;Clear All&#039;&#039;&#039; button in the FSX Animation Tool. &#039;&#039;Be careful, this can not be undone!&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Hint: Instead of scrolling down the list to find an animation entry, you can use the &amp;quot;search&amp;quot; feature of the list window. Acces it by clicking the small &amp;quot;+&amp;quot; at the bottom left of the list window. Enter a search string/phrase in the search box and hit &amp;quot;Enter&amp;quot;.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Skinned meshes ===&lt;br /&gt;
&lt;br /&gt;
For skinned animations to work, use an armature modifier with &#039;&#039;&#039;Vertex groups&#039;&#039;&#039;, envelopes won&#039;t work. You can use weight painting to define the influence of bones on the vertices.&lt;br /&gt;
&lt;br /&gt;
To assign a tag to a bone/armature:&lt;br /&gt;
* Go into Pose mode&lt;br /&gt;
* Select the bone you want to tag&lt;br /&gt;
* In the FSX Animation Tool, select the animation entry you want to use&lt;br /&gt;
* Click &#039;&#039;&#039;Assign&#039;&#039;&#039; &lt;br /&gt;
For bones, the FSX Properties are located in the &#039;&#039;&#039;bone&#039;&#039;&#039; tab of the Properties panel, where you can check which animation tag has been assigned to the bone.&lt;br /&gt;
&lt;br /&gt;
It is important to note that &#039;&#039;&#039;every&#039;&#039;&#039; vertex needs to be assigned to a vertex group/bone. You will need a static bone for the non-deforming part of your mesh.&lt;br /&gt;
&lt;br /&gt;
Constraints can be used on bones just as on regular objects.&lt;br /&gt;
&lt;br /&gt;
== FSX Attachpoint Tool ==&lt;br /&gt;
&#039;&#039;&#039;FSX Attachpoint Tool&#039;&#039;&#039; is also located in Blender&#039;s Toolshelf. It works analogously to ACES&#039; Attachpoint Tool, with the difference that it doesn&#039;t support Library objects and Empties. An attachpoint is a piece of geometry (i.e. an object) to which an effect, a visibility condition, a mouse rectangle (or clickspot), a &amp;quot;platform&amp;quot; property or a &amp;quot;nocrash&amp;quot; property can be &amp;quot;attached&amp;quot;. Combinations thereof can be applied to a single object. Refer to the SDK&#039;s document &amp;quot;Using modeling Tools: The Attach Tool&amp;quot; of the Modeling SDK for an in-depth description of the functionality of the different options.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Effects&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
To attach an effect to an object:&lt;br /&gt;
* Select the object&lt;br /&gt;
* Tick the &amp;quot;Effect&amp;quot; checkbox in the Attachpoint Tool. Options for &amp;quot;Effect&amp;quot; should automatically rollout at the bottom of the tool.&lt;br /&gt;
* In the &amp;quot;Name&amp;quot; field, enter a name for your attachpoint. Care must be taken, as &#039;&#039;&#039;attachpoint names must be unique&#039;&#039;&#039; throughout the model/scene!&lt;br /&gt;
* In the &amp;quot;Effect&amp;quot; field, enter the filename (&#039;&#039;without extension .fx&#039;&#039;) of the effect you want to attach. The available effects can be found in the main FSX folder, subfolder &amp;quot;Effects&amp;quot;.&lt;br /&gt;
* In the &amp;quot;Param&amp;quot; field, a list of parameters for the effect can be set, as described in the SDK (i.e. DAY=1;DAWN=0 etc.).&lt;br /&gt;
* When all is set, click the &#039;&#039;&#039;Attach&#039;&#039;&#039; button.&lt;br /&gt;
&#039;&#039;Note: the object needs to have a material or else effects won&#039;t work.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[Image:Blender2FSX_manual_05.jpg|frame|Attachpoint Tool]]&lt;br /&gt;
&#039;&#039;&#039;Visibility&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
To set a visibility condition on an object:&lt;br /&gt;
* Select the object&lt;br /&gt;
* Tick the &amp;quot;Visibility&amp;quot; checkbox&lt;br /&gt;
* Choose a Visibility tag from the dropdown&lt;br /&gt;
* When all is set, click &#039;&#039;&#039;Attach&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mouse Rectangle&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
To make an object clickable in the sim:&lt;br /&gt;
* Select the object&lt;br /&gt;
* Tick the &amp;quot;MouseRect&amp;quot; checkbox&lt;br /&gt;
* Select a MouseRect/Clickspot definition from the list window&lt;br /&gt;
* When all is set, click &#039;&#039;&#039;Attach&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Platform&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
To define a platform:&lt;br /&gt;
* Select the platform object&lt;br /&gt;
* Tick the &amp;quot;Platform&amp;quot; checkbox&lt;br /&gt;
* In the &amp;quot;Name&amp;quot; field, enter a &#039;&#039;&#039;unique(!)&#039;&#039;&#039; name for the attachpoint (i.e. a name that has not been used before).&lt;br /&gt;
* Choose a platform type from the dropdown&lt;br /&gt;
* When all is set, click &#039;&#039;&#039;Attach&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;Note: For some reason, you have to export at least two objects in a model containing a platform, in order for it to compile successfully.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;No Crash&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
To exclude an object from crash detection:&lt;br /&gt;
* Select the object&lt;br /&gt;
* Tick the &amp;quot;No Crash&amp;quot; checkbox&lt;br /&gt;
* When all is set, click &amp;quot;Attach&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Clear Attachpoint&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
To clear an object from its attachpoint, click the &#039;&#039;&#039;Clear&#039;&#039;&#039; button with the object selected.&lt;br /&gt;
&lt;br /&gt;
=== Example: Landing light ===&lt;br /&gt;
[[Image:Blender2FSX_manual_06.jpg|thumb|Attachpoint Tool: Adding a landing light effect]]&lt;br /&gt;
There is a minor difference when adding a landing light compared to ACES tools in gmax/3DSMax. After creating your geometry (a simple triangle/polygon object), set the transform orientation to &amp;quot;Local&amp;quot; and rotate the object so that its positive &#039;&#039;&#039;Z-axis&#039;&#039;&#039; points in the desired direction of the light beam. Now setup the attachpoint tool:&lt;br /&gt;
* Check &amp;quot;Effect&amp;quot; and &amp;quot;Visibility&amp;quot;, uncheck everything else.&lt;br /&gt;
* Enter a name for the attachpoint (&#039;&#039;&#039;attachpt_landing_4&#039;&#039;&#039; in the example in the picture)&lt;br /&gt;
* Enter the effect&#039;s filename without the .fx extension, i.e. &#039;&#039;&#039;fx_landing&#039;&#039;&#039;&lt;br /&gt;
* Under Visibility, choose &amp;quot;&#039;&#039;&#039;general_light&#039;&#039;&#039;&amp;quot;.&lt;br /&gt;
* Click &#039;&#039;&#039;Attach&#039;&#039;&#039;&lt;br /&gt;
That&#039;s it! You&#039;ve just added a landing light to your model.&lt;br /&gt;
&lt;br /&gt;
= FSX Materials =&lt;br /&gt;
[[Image:Blender2FSX_manual_07.jpg|frame|FSX Material: Texture slots]]&lt;br /&gt;
This section describes how FSX Materials are integrated into Blender. For a description of the parameters and their functionalities, refer to SDK document &amp;quot;FSX Material&amp;quot; of the Modeling SDK. All the parameters are simply replicated in the &#039;&#039;&#039;FSX Material Params&#039;&#039;&#039; rollout in the Properties panel in Blender. However, to enable the &#039;&#039;FSX Material Params&#039;&#039;, tick the checkbox at the top of the rollout. Currently unsupported features are &#039;&#039;detail texture&#039;&#039; and &#039;&#039;fresnel ramp&#039;&#039;. These will be added in a future release. It is also worth mentioning that you have to use &amp;quot;normal&amp;quot; materials, as Blender2FSX doesn&#039;t support node materials.&lt;br /&gt;
&lt;br /&gt;
== Texture maps ==&lt;br /&gt;
The main difference from Blender to gmax/Max with regard to FSX materials is the way texture maps are handled. To create a texture in Blender, select the Material under the &#039;&#039;&#039;material&#039;&#039;&#039; context of the Properties panel, then go to the &#039;&#039;&#039;texture&#039;&#039;&#039; context of the Properties panel.&lt;br /&gt;
* Select a free slot in the list at the top of the panel&lt;br /&gt;
* Click &amp;quot;New&amp;quot;. The panel will populate with options.&lt;br /&gt;
* Choose type &amp;quot;Image or Movie&amp;quot;&lt;br /&gt;
* Choose the image source file for your texture&lt;br /&gt;
* Under Mapping:Coordinates, choose &amp;quot;UV&amp;quot; (you can specify the UV layer as an option)&lt;br /&gt;
* Now in the &amp;quot;Influence&amp;quot; rollout, for a&lt;br /&gt;
** &#039;&#039;&#039;diffuse&#039;&#039;&#039; map: tick the Diffuse:Color checkbox, untick everything else. (visible texture)&lt;br /&gt;
** &#039;&#039;&#039;specular&#039;&#039;&#039; map: tick Specular:Intensity, untick everything else. (influences the reflections of the diffuse texture)&lt;br /&gt;
** &#039;&#039;&#039;emissive&#039;&#039;&#039; map: tick Shading:Emit, untick everything else. (night texture, formerly known as _LM texture)&lt;br /&gt;
** &#039;&#039;&#039;bump&#039;&#039;&#039; map: tick Geometry:Normal, untick everything else. (adds some kind of surface roughness)&lt;br /&gt;
By &amp;quot;untick everything else&amp;quot;, I mean that in order to have the correct diffuse map for example, no other texture in the same material should have Diffuse:color ticked in the Influence rollout. You are free to play with the different options, as long as you make sure that only one texture has the crucial option ticked. An exception to this rule are virtual cockpit textures (see below).&lt;br /&gt;
&lt;br /&gt;
Hint: Don´t forget to check the &amp;quot;FSX Material Params&amp;quot; in the Material, otherwise none of the above options will work. You will then only see the diffuse texture.&lt;br /&gt;
&lt;br /&gt;
[[Image:Envmap_blender.jpg|thumb|left|Environment map for Blender]]&lt;br /&gt;
&#039;&#039;&#039;Environment maps&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
For EnvMaps, the texture type is &amp;quot;Environment Map&amp;quot; instead of &amp;quot;Image or Movie&amp;quot;. Blender2FSX automatically recognises EnvMaps as long as the type is set correctly and Diffuse:Color is checked under the &amp;quot;Influence&amp;quot; rollout. The setups of EnvMaps differ from Blender to FSX. In order to see the same reflection in Blender renders as in the sim, you will have to reorganize the EnvMap (a.k.a Cube map) as shown in the picture to the left.&lt;br /&gt;
&lt;br /&gt;
== Virtual cockpit textures ==&lt;br /&gt;
&lt;br /&gt;
Virtual cockpit textures are created in the panel.cfg file. Their size is determined by the size_mm and pixel_size entries of the corresponding [VCockpitXX] section, where the arrangement of the gauges on the VC texture is also defined.&lt;br /&gt;
&lt;br /&gt;
In your virtual cockpit, you need to map polygons that will display gauges to the virtual cockpit texture. For this purpose, you need to create a &#039;&#039;&#039;dummy&#039;&#039;&#039; texture that reflects the arrangement of the gauges on the VC texture. The following is taken from the panel.cfg of the default C172 (©Microsoft):&lt;br /&gt;
&amp;lt;pre&amp;gt;[VCockpit02]&lt;br /&gt;
size_mm=512,512&lt;br /&gt;
pixel_size=512,512&lt;br /&gt;
texture=$C172s_2&lt;br /&gt;
background_color=0,0,0&lt;br /&gt;
&lt;br /&gt;
gauge00=Cessna!Heading_Indicator,                 0,  0,163,162&amp;lt;/pre&amp;gt;&lt;br /&gt;
To make a dummy texture from this VCockpit texture, we would create a &#039;&#039;&#039;512x512&#039;&#039;&#039; (see size_mm=) texture sheet and name it &#039;&#039;&#039;$C172s_2&#039;&#039;&#039; (see texture=) and save it with our favourite paint program. The $-sign at the beginning of the name is important: it tells FSX and Blender2FSX that this is a virtual cockpit texture. We would now proceed to place copies of the gauge artwork on the sheet at the positions defined in the panel.cfg. In this example, we could place the background bitmap of the Heading_Indicator gauge at the top-left corner (0,0) and make sure it&#039;s 163 by 162 pixels wide. We would then save the texture (as .png or something else) and head back to Blender.&lt;br /&gt;
&lt;br /&gt;
Back in Blender:&lt;br /&gt;
* Create a material for the gauge polygon and name it something sensible like &amp;quot;material_VC_1&amp;quot;.&lt;br /&gt;
* Under the FSX Material Params rollout, tick the &amp;quot;Is Virtual cockpit texture&amp;quot; checkbox (scroll all the way to the bottom)&lt;br /&gt;
* Add a texture for material_VC_1, type= &amp;quot;Image or Movie&amp;quot;&lt;br /&gt;
* Point the file source to the newly created $C172s_2.png dummy texture&lt;br /&gt;
* Mapping:Coordinates, choose &amp;quot;UV&amp;quot;&lt;br /&gt;
* Influence: tick Diffuse:Color &#039;&#039;&#039;and&#039;&#039;&#039; (if you don&#039;t use a separate emissive texture for night lighting) Shading:Emit&lt;br /&gt;
* Go to the UV/Image Editor and unwrap your polygon&lt;br /&gt;
* Map it to the dummy texture&lt;br /&gt;
Your gauge polygon is now ready for export.&lt;br /&gt;
&lt;br /&gt;
= Exporting to FSX =&lt;br /&gt;
&lt;br /&gt;
Calling the exporter module of Blender2FSX: Go to &#039;&#039;File&amp;gt;Export&amp;gt;DirectX for FSX(.x)&#039;&#039;. The main window will change to a file selection dialog, with a box to enter the filename at the top and export options displayed at the bottom left of the window.&lt;br /&gt;
&lt;br /&gt;
== Export options ==&lt;br /&gt;
The export options are pretty much self-explanatory. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Export selection&#039;&#039;&#039;&lt;br /&gt;
Use this option if you want to export only a part of your scene.&lt;br /&gt;
&lt;br /&gt;
In my case, I generally keep layers with the finished work separated from layers with garbage (from boolean operations and such) and helper objects. I also use a lot of Empties (to correct my animations in Blender) that I don&#039;t need and want to export. So at export time, I set my &amp;quot;finished&amp;quot; layers to be visible and then &#039;&#039;Select&amp;gt;Select All By Type&amp;gt;Mesh&#039;&#039; and choose &#039;&#039;&#039;Export selection&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Apply modifiers&#039;&#039;&#039;&lt;br /&gt;
This tells Blender2FSX to apply all modifiers (except armature modifiers) on exporting.&lt;br /&gt;
&lt;br /&gt;
This is internal to the export process, so your scene objects will retain their modifiers. Leaving this unchecked will result in having the meshes show up as if there were no modifiers on the stack.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Export animations&#039;&#039;&#039; will generate the creation of a .xanim file along with the .x file. It contains all the animations information of the scene.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skinned mesh&#039;&#039;&#039; enables the export of animated armatures.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Export MDL&#039;&#039;&#039; creates a &#039;&#039;filename.MDL&#039;&#039; file in the folder where your &#039;&#039;filename.x&#039;&#039; file is created. This .MDL file can be directly copied to an aircraft&#039;s model folder.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Log Verbose&#039;&#039;&#039; causes the exporter to run in Debug mode. Debug messages are output to the Blender system console which can be accessed via &#039;&#039;Window&amp;gt;Toggle system console&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
== Exporter errors ==&lt;br /&gt;
&lt;br /&gt;
On occasions, the exporter might quit with an error. For example when:&lt;br /&gt;
* There is no friendly name or GUID set. Obviously, you have to set a friendly name and GUID first.&lt;br /&gt;
* The exporter can&#039;t find the modeldef.xml or the XToMdl.exe. These have to be in the &#039;&#039;Modeling SDK\bin&#039;&#039; folder and &#039;&#039;Modeling SDK\3DSM7\plugins&#039;&#039; folder respectively. Don&#039;t move them away from there. It can also occur that your registry entry &amp;quot;SdkRootDir&amp;quot; points to an obsolete file (maybe after a failed/corrupted installation attempt of the SDK); in that case, clean your registry.&lt;br /&gt;
&lt;br /&gt;
In case the exporter throws an error that you can&#039;t figure out, feel free to report it in the support thread.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
FSDeveloper is a great place with lots of knowledgeable people who help each other whenever they can. I have learned so much on these forums, thank you all for that. I also want to thank the gurus over at [http://blenderartists.org/forum/forum.php blenderartists.org] who got me started on python scripting by patiently answering my noobish questions. And Chris Foster who wrote the official DirectX exporter for Blender. I want to thank the community for keeping me motivated in the accomplishment of this Toolset. May it grow and become better over time. Thank you for reading... [[User:Captx-6562|Captx-6562]]&lt;/div&gt;</summary>
		<author><name>Pyscen</name></author>
	</entry>
	<entry>
		<id>http://www.fsdeveloper.com/wiki/index.php?title=Blender2FSX_Toolset_manual&amp;diff=11359</id>
		<title>Blender2FSX Toolset manual</title>
		<link rel="alternate" type="text/html" href="http://www.fsdeveloper.com/wiki/index.php?title=Blender2FSX_Toolset_manual&amp;diff=11359"/>
		<updated>2022-12-03T19:36:11Z</updated>

		<summary type="html">&lt;p&gt;Pyscen: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Tools]]&lt;br /&gt;
[[Category:Blender]]&lt;br /&gt;
[[category:Modeling]]&lt;br /&gt;
[[Category:Aircraft Design]]&lt;br /&gt;
[[category:Scenery Design]]&lt;br /&gt;
[[Category:Terrain Design]]&lt;br /&gt;
[[category:Texturing]]&lt;br /&gt;
[[category:SDK]]&lt;br /&gt;
[[category:Manuals]]&lt;br /&gt;
{{Infobox-Applicable-FSVersion&lt;br /&gt;
| MSFS = false&lt;br /&gt;
| FSXI = false&lt;br /&gt;
| P3D5 = true&lt;br /&gt;
| P3D4 = true&lt;br /&gt;
| P3D3 = true&lt;br /&gt;
| P3D2 = true&lt;br /&gt;
| P3D = true&lt;br /&gt;
| FSW = unknown&lt;br /&gt;
| FSXSE = true&lt;br /&gt;
| FSXA = true&lt;br /&gt;
| FSX = true&lt;br /&gt;
| FS2004 = true&lt;br /&gt;
| FS2002 = false&lt;br /&gt;
| XP11 = unknown&lt;br /&gt;
| XP10 = unknown&lt;br /&gt;
| XP9 = unknown&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;&#039;Blender2FSX/P3D Toolset&#039;&#039;&#039; is an addon for the 3D-modelling application [http://www.blender.org/download/ Blender]. This Wiki page is intended to introduce the reader to the use of Blender2FSX/P3D to export models created in Blender for use in Microsoft Flight Simulator X (FSX &amp;amp; FSX: SE) and Lockheed Martin Prepar3D (P3D) and shows some things to consider when modeling for FSX/P3D in Blender. It is NOT a generic tutorial on how to build models in Blender.   &lt;br /&gt;
&lt;br /&gt;
== Requirements ==&lt;br /&gt;
&lt;br /&gt;
* Windows 10 &amp;amp; 11 &lt;br /&gt;
&lt;br /&gt;
* Microsoft Flight Simulator X SDK &#039;&#039;&#039;&#039;&#039;including updates&#039;&#039;&#039; to SP2 or Acceleration&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Lockheed Martin Prepar3D SDK v1.x, v2.x, v3.x, v4.x &amp;amp; v5.x (FSX Steam Edition should use the Prepar3D SDK v1.x) &lt;br /&gt;
&lt;br /&gt;
* [http://www.blender.org/download/ Blender]&lt;br /&gt;
&lt;br /&gt;
== Installing Blender2FSX/P3D Toolset ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Using the installer&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Download the latest Blender2FSX/P3D Toolset in the first post of the [https://www.fsdeveloper.com/forum/threads/blender2fsx-p3d-v0-9-4-onwards.442082/ development/support thread].&lt;br /&gt;
* Start Blender&lt;br /&gt;
* Go to &amp;quot;&#039;&#039;&#039;User Preferences&#039;&#039;&#039;&amp;quot; and Click on &amp;quot;&#039;&#039;&#039;Install from File&#039;&#039;&#039;&amp;quot; &lt;br /&gt;
* Choose the Downloaded ZIP-File and Click &amp;quot;&#039;&#039;&#039;Install from File&#039;&#039;&#039;&amp;quot; again&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activate the Toolset&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
To activate the Toolset in Blender,&lt;br /&gt;
* Start Blender&lt;br /&gt;
* Go to &#039;&#039;File&amp;gt;User Preferences&#039;&#039;. Click the &amp;quot;Addons&amp;quot; button. Click the &amp;quot;Testing&amp;quot; button under &amp;quot;Supported level&amp;quot; on the left side of the window (Note: this will change once beta testing is finished).&lt;br /&gt;
* If Blender2FSX/P3D Toolset was correctly installed as described above, you should now see the three addons &lt;br /&gt;
**&#039;&#039;&#039;3DView: FSX/P3D Materials&#039;&#039;&#039;, &lt;br /&gt;
**&#039;&#039;&#039;3DView: FSX/P3D Toolset&#039;&#039;&#039; and &lt;br /&gt;
**&#039;&#039;&#039;Import-Export: WIP - DirectX X format for FSX/P3D&#039;&#039;&#039;.&lt;br /&gt;
* Tick the checkboxes to the right of all three of them.&lt;br /&gt;
* Click &amp;quot;Save User Settings&amp;quot; at the bottom left of the window.&lt;br /&gt;
&lt;br /&gt;
Blender2FSX/P3D Toolset is now activated. You can deactivate Blender2FSX/P3D at any time by unticking the checkboxes to the right side of the addons or by deleting the files from Blender&#039;s addon folder. You can also refer to the Blender Wiki about [http://wiki.blender.org/index.php/Doc:2.6/Manual/Extensions/Python/Add-Ons addons].&lt;br /&gt;
&lt;br /&gt;
You can now check that Blender2FSX/P3D was correctly activated. In Blender&#039;s &amp;quot;Default&amp;quot; workspace, in the 3DView, in the Toolshelf on the left side of the viewport (press T), you should see three additional Tools right below Rigid Body Tools (assuming default install of Blender):&lt;br /&gt;
&lt;br /&gt;
* Simulators SDK Path&lt;br /&gt;
* FSX/P3D Animation Tool&lt;br /&gt;
* FSX/P3D Attachpoint Tool&lt;br /&gt;
* FSX/P3D File Properties&lt;br /&gt;
* FSX Verify Tool&lt;br /&gt;
&lt;br /&gt;
Likewise, under &amp;quot;Properties&amp;quot; (right hand side of the default workspace), &#039;&#039;&#039;Object&#039;&#039;&#039; context, should appear a rollout &amp;quot;FSX Properties&amp;quot; underneath &amp;quot;Custom Properties&amp;quot; and in the &#039;&#039;&#039;Material&#039;&#039;&#039; context, a &amp;quot;FSX Material Params&amp;quot; rollout should be shown (scroll down). Under &#039;&#039;File&amp;gt;Export&#039;&#039;, there should now be an option &amp;quot;DirectX for FSX(.x)&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
= The Tools =&lt;br /&gt;
This section describes the functionality of the tools included with Blender2FSX/P3D.&lt;br /&gt;
&lt;br /&gt;
Note: It is recommended that you &#039;&#039;&#039;read the FSX SDK documentation&#039;&#039;&#039;, section &amp;quot;&#039;&#039;&#039;Modeling SDK&#039;&#039;&#039;&amp;quot;, as Blender2FSX/P3D closely emulates the functionality of the ACES Toolsets for gmax/3DSMax provided with and described in the SDK. There is a lot to be found there that is beyond the scope of this Wiki page.&lt;br /&gt;
&lt;br /&gt;
== Getting started: FSX File Properties ==&lt;br /&gt;
[[Image:Blender2FSX_manual_02.jpg|thumb|File Properties Tool]]&lt;br /&gt;
&#039;&#039;&#039;FSX File Properties&#039;&#039;&#039; is a tool located in Blender&#039;s Toolshelf in the 3DView, which can be accessed by pressing &#039;&#039;&#039;T&#039;&#039;&#039; on the keyboard. You might want to scroll down a bit to see it. It serves two purposes:&lt;br /&gt;
&lt;br /&gt;
* First thing to do &#039;&#039;&#039;when starting a new Blender session&#039;&#039;&#039; is to &#039;&#039;&#039;click the &amp;quot;Initialize Toolset&amp;quot;&#039;&#039;&#039; Button. This tells Blender where the FSX SDK is installed and populates the other tools with fresh data from the modeldef.xml file. Whenever changing an entry in the modeldef.xml, make sure to reinitialize the toolset to reflect the changes in Blender.&lt;br /&gt;
* Each model for FSX needs a GUID (Globally Unique IDentifier) and a friendly name. So, before exporting your model, you should give it a &amp;quot;friendly name&amp;quot; which should only contain ASCII characters. This name is entered in the field &amp;quot;Friendly Name&amp;quot;. You should also assign a GUID either by entering it directly in the GUID field (i.e. if generated externally) or by clicking &#039;&#039;&#039;Generate GUID&#039;&#039;&#039;. Saving your file once done will write the GUID and friendly to the .blend file.&lt;br /&gt;
&lt;br /&gt;
You can now start building your model.&lt;br /&gt;
&lt;br /&gt;
== General guidelines ==&lt;br /&gt;
Blender2FSX is not foolproof, so here are some general guidelines of what to do and what to avoid in order to yield the expected results with this tool set. However, when you know what each of these guidelines mean, transgressing some of them gives you more creative freedom.&lt;br /&gt;
* &#039;&#039;&#039;Always have a scale of (1,1,1)&#039;&#039;&#039;. Any object that doesn&#039;t have a scale of (1,1,1) may show unwanted behavior in the sim, especially when animated. To reset the scale of an object, hit Ctrl+A &amp;gt; Scale.&lt;br /&gt;
* &#039;&#039;&#039;Always apply a material to your objects.&#039;&#039;&#039; An object with no material is invisible in the sim and in combination with attachpoints may produce failure of the compiler (XToMdl.exe).&lt;br /&gt;
* &#039;&#039;&#039;Always have a generic object&#039;&#039;&#039; (non animated and with no attachpoints) in each LOD. Some functions require this object to be there in order to process other objects.&lt;br /&gt;
* &#039;&#039;&#039;Avoid non-ASCII characters wherever possible&#039;&#039;&#039; in all your names (objects, materials, attachpoints, etc.). While there is some &amp;quot;safename&amp;quot; functionality for most of the export process, errors might occur if naming a material &amp;quot;Matérial&amp;quot; or an effect &amp;quot;mañana&amp;quot;... The same applies to file and folder names in your project path. Using special characters in folder names may result in XToMdl not functioning properly, i.e. a corrupt .MDL file on export.&lt;br /&gt;
&lt;br /&gt;
== LODs ==&lt;br /&gt;
Organizing your model/scene becomes necessary as it grows larger and includes different LODs (levels of detail). I will suggest one way of doing it. First:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;How to export an LOD?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
To export an LOD (let&#039;s take LOD_400 as an example), create/add an Empty at the origin (0,0,0) of your scene, rename that empty &amp;quot;&#039;&#039;friendly_name&#039;&#039;_LOD_400&amp;quot;, replacing &#039;&#039;friendly_name&#039;&#039; with your model&#039;s friendly name, and make it a parent to all root level objects that should go into LOD_400. Repeat for LOD_100, LOD_50 etc.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Using layers&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
To keep your scene tidy, you can make use of Blender&#039;s layers to isolate LODs from each other. You could for example create all objects of LOD_400 in layer 1, LOD_100 in layer 2 etc. All you have to do is add an empty at (0,0,0) in each layer, and in the end add an Empty named &#039;&#039;friendly_name&#039;&#039;, make that a parent to all LOD_XXX empties, to obtain a hierarchy with Empty &#039;&#039;friendly_name&#039;&#039; as the root of your scene. You can use the outliner to get a good overview of your scene hierarchy and edit it from there.&lt;br /&gt;
&lt;br /&gt;
== FSX Animation Tool ==&lt;br /&gt;
[[Image:Blender2FSX_manual_03.jpg|thumb|left|Animation Tool]]&lt;br /&gt;
&#039;&#039;&#039;FSX Animation Tool&#039;&#039;&#039; is also located in Blender&#039;s Toolshelf. Similarly to ACES&#039; animation manager in gmax/3DSMax, it is used to &amp;quot;tag&amp;quot; animated objects in the scene, so that the animation can then be processed by the XToMdl tool. Open the tool by clicking on the black triangle/arrow to the left. If the toolset was previously initialized (see &amp;quot;Getting started&amp;quot; above), the list window should be populated with animation entries (i.e Ambient, Ambient2, etc.). To tag an object, do the following:&lt;br /&gt;
* Keyframe-animate your object. For &amp;quot;Ambient&amp;quot; type animations, the range is defined by you; for aircraft parts, the range is defined in the SDK (example: the rudder would have a range of 0-100 frames, with keyframes at least at 0, 50 and 100).&lt;br /&gt;
* In the list window, scroll down to the animation entry corresponding to the animated part, select it (marked blue) and,&lt;br /&gt;
* With your object selected, click &#039;&#039;&#039;Assign&#039;&#039;&#039;. The object is now tagged with the animation entry. An object can only be tagged with one animation entry!&lt;br /&gt;
[[Image:Blender2FSX_manual_04.jpg|thumb|right|FSX Properties]]&lt;br /&gt;
You can check which tag has been assigned to the object by going to the &amp;quot;Properties&amp;quot; Panel, object context, FSX Properties rollout: it shows an &amp;quot;Animation Tag&amp;quot; field, a &amp;quot;Length&amp;quot; field which displays the animation range as defined in the modeldef.xml (or 0 in case of &amp;quot;Ambient&amp;quot; type animations; use this to cross-check with your object&#039;s animation range) and a &#039;&#039;&#039;Clear&#039;&#039;&#039; button used to untag the object&#039;s animation. You can untag all objects in the scene at once by clicking the &#039;&#039;&#039;Clear All&#039;&#039;&#039; button in the FSX Animation Tool. &#039;&#039;Be careful, this can not be undone!&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Hint: Instead of scrolling down the list to find an animation entry, you can use the &amp;quot;search&amp;quot; feature of the list window. Acces it by clicking the small &amp;quot;+&amp;quot; at the bottom left of the list window. Enter a search string/phrase in the search box and hit &amp;quot;Enter&amp;quot;.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Skinned meshes ===&lt;br /&gt;
&lt;br /&gt;
For skinned animations to work, use an armature modifier with &#039;&#039;&#039;Vertex groups&#039;&#039;&#039;, envelopes won&#039;t work. You can use weight painting to define the influence of bones on the vertices.&lt;br /&gt;
&lt;br /&gt;
To assign a tag to a bone/armature:&lt;br /&gt;
* Go into Pose mode&lt;br /&gt;
* Select the bone you want to tag&lt;br /&gt;
* In the FSX Animation Tool, select the animation entry you want to use&lt;br /&gt;
* Click &#039;&#039;&#039;Assign&#039;&#039;&#039; &lt;br /&gt;
For bones, the FSX Properties are located in the &#039;&#039;&#039;bone&#039;&#039;&#039; tab of the Properties panel, where you can check which animation tag has been assigned to the bone.&lt;br /&gt;
&lt;br /&gt;
It is important to note that &#039;&#039;&#039;every&#039;&#039;&#039; vertex needs to be assigned to a vertex group/bone. You will need a static bone for the non-deforming part of your mesh.&lt;br /&gt;
&lt;br /&gt;
Constraints can be used on bones just as on regular objects.&lt;br /&gt;
&lt;br /&gt;
== FSX Attachpoint Tool ==&lt;br /&gt;
&#039;&#039;&#039;FSX Attachpoint Tool&#039;&#039;&#039; is also located in Blender&#039;s Toolshelf. It works analogously to ACES&#039; Attachpoint Tool, with the difference that it doesn&#039;t support Library objects and Empties. An attachpoint is a piece of geometry (i.e. an object) to which an effect, a visibility condition, a mouse rectangle (or clickspot), a &amp;quot;platform&amp;quot; property or a &amp;quot;nocrash&amp;quot; property can be &amp;quot;attached&amp;quot;. Combinations thereof can be applied to a single object. Refer to the SDK&#039;s document &amp;quot;Using modeling Tools: The Attach Tool&amp;quot; of the Modeling SDK for an in-depth description of the functionality of the different options.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Effects&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
To attach an effect to an object:&lt;br /&gt;
* Select the object&lt;br /&gt;
* Tick the &amp;quot;Effect&amp;quot; checkbox in the Attachpoint Tool. Options for &amp;quot;Effect&amp;quot; should automatically rollout at the bottom of the tool.&lt;br /&gt;
* In the &amp;quot;Name&amp;quot; field, enter a name for your attachpoint. Care must be taken, as &#039;&#039;&#039;attachpoint names must be unique&#039;&#039;&#039; throughout the model/scene!&lt;br /&gt;
* In the &amp;quot;Effect&amp;quot; field, enter the filename (&#039;&#039;without extension .fx&#039;&#039;) of the effect you want to attach. The available effects can be found in the main FSX folder, subfolder &amp;quot;Effects&amp;quot;.&lt;br /&gt;
* In the &amp;quot;Param&amp;quot; field, a list of parameters for the effect can be set, as described in the SDK (i.e. DAY=1;DAWN=0 etc.).&lt;br /&gt;
* When all is set, click the &#039;&#039;&#039;Attach&#039;&#039;&#039; button.&lt;br /&gt;
&#039;&#039;Note: the object needs to have a material or else effects won&#039;t work.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[Image:Blender2FSX_manual_05.jpg|frame|Attachpoint Tool]]&lt;br /&gt;
&#039;&#039;&#039;Visibility&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
To set a visibility condition on an object:&lt;br /&gt;
* Select the object&lt;br /&gt;
* Tick the &amp;quot;Visibility&amp;quot; checkbox&lt;br /&gt;
* Choose a Visibility tag from the dropdown&lt;br /&gt;
* When all is set, click &#039;&#039;&#039;Attach&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mouse Rectangle&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
To make an object clickable in the sim:&lt;br /&gt;
* Select the object&lt;br /&gt;
* Tick the &amp;quot;MouseRect&amp;quot; checkbox&lt;br /&gt;
* Select a MouseRect/Clickspot definition from the list window&lt;br /&gt;
* When all is set, click &#039;&#039;&#039;Attach&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Platform&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
To define a platform:&lt;br /&gt;
* Select the platform object&lt;br /&gt;
* Tick the &amp;quot;Platform&amp;quot; checkbox&lt;br /&gt;
* In the &amp;quot;Name&amp;quot; field, enter a &#039;&#039;&#039;unique(!)&#039;&#039;&#039; name for the attachpoint (i.e. a name that has not been used before).&lt;br /&gt;
* Choose a platform type from the dropdown&lt;br /&gt;
* When all is set, click &#039;&#039;&#039;Attach&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;Note: For some reason, you have to export at least two objects in a model containing a platform, in order for it to compile successfully.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;No Crash&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
To exclude an object from crash detection:&lt;br /&gt;
* Select the object&lt;br /&gt;
* Tick the &amp;quot;No Crash&amp;quot; checkbox&lt;br /&gt;
* When all is set, click &amp;quot;Attach&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Clear Attachpoint&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
To clear an object from its attachpoint, click the &#039;&#039;&#039;Clear&#039;&#039;&#039; button with the object selected.&lt;br /&gt;
&lt;br /&gt;
=== Example: Landing light ===&lt;br /&gt;
[[Image:Blender2FSX_manual_06.jpg|thumb|Attachpoint Tool: Adding a landing light effect]]&lt;br /&gt;
There is a minor difference when adding a landing light compared to ACES tools in gmax/3DSMax. After creating your geometry (a simple triangle/polygon object), set the transform orientation to &amp;quot;Local&amp;quot; and rotate the object so that its positive &#039;&#039;&#039;Z-axis&#039;&#039;&#039; points in the desired direction of the light beam. Now setup the attachpoint tool:&lt;br /&gt;
* Check &amp;quot;Effect&amp;quot; and &amp;quot;Visibility&amp;quot;, uncheck everything else.&lt;br /&gt;
* Enter a name for the attachpoint (&#039;&#039;&#039;attachpt_landing_4&#039;&#039;&#039; in the example in the picture)&lt;br /&gt;
* Enter the effect&#039;s filename without the .fx extension, i.e. &#039;&#039;&#039;fx_landing&#039;&#039;&#039;&lt;br /&gt;
* Under Visibility, choose &amp;quot;&#039;&#039;&#039;general_light&#039;&#039;&#039;&amp;quot;.&lt;br /&gt;
* Click &#039;&#039;&#039;Attach&#039;&#039;&#039;&lt;br /&gt;
That&#039;s it! You&#039;ve just added a landing light to your model.&lt;br /&gt;
&lt;br /&gt;
= FSX Materials =&lt;br /&gt;
[[Image:Blender2FSX_manual_07.jpg|frame|FSX Material: Texture slots]]&lt;br /&gt;
This section describes how FSX Materials are integrated into Blender. For a description of the parameters and their functionalities, refer to SDK document &amp;quot;FSX Material&amp;quot; of the Modeling SDK. All the parameters are simply replicated in the &#039;&#039;&#039;FSX Material Params&#039;&#039;&#039; rollout in the Properties panel in Blender. However, to enable the &#039;&#039;FSX Material Params&#039;&#039;, tick the checkbox at the top of the rollout. Currently unsupported features are &#039;&#039;detail texture&#039;&#039; and &#039;&#039;fresnel ramp&#039;&#039;. These will be added in a future release. It is also worth mentioning that you have to use &amp;quot;normal&amp;quot; materials, as Blender2FSX doesn&#039;t support node materials.&lt;br /&gt;
&lt;br /&gt;
== Texture maps ==&lt;br /&gt;
The main difference from Blender to gmax/Max with regard to FSX materials is the way texture maps are handled. To create a texture in Blender, select the Material under the &#039;&#039;&#039;material&#039;&#039;&#039; context of the Properties panel, then go to the &#039;&#039;&#039;texture&#039;&#039;&#039; context of the Properties panel.&lt;br /&gt;
* Select a free slot in the list at the top of the panel&lt;br /&gt;
* Click &amp;quot;New&amp;quot;. The panel will populate with options.&lt;br /&gt;
* Choose type &amp;quot;Image or Movie&amp;quot;&lt;br /&gt;
* Choose the image source file for your texture&lt;br /&gt;
* Under Mapping:Coordinates, choose &amp;quot;UV&amp;quot; (you can specify the UV layer as an option)&lt;br /&gt;
* Now in the &amp;quot;Influence&amp;quot; rollout, for a&lt;br /&gt;
** &#039;&#039;&#039;diffuse&#039;&#039;&#039; map: tick the Diffuse:Color checkbox, untick everything else. (visible texture)&lt;br /&gt;
** &#039;&#039;&#039;specular&#039;&#039;&#039; map: tick Specular:Intensity, untick everything else. (influences the reflections of the diffuse texture)&lt;br /&gt;
** &#039;&#039;&#039;emissive&#039;&#039;&#039; map: tick Shading:Emit, untick everything else. (night texture, formerly known as _LM texture)&lt;br /&gt;
** &#039;&#039;&#039;bump&#039;&#039;&#039; map: tick Geometry:Normal, untick everything else. (adds some kind of surface roughness)&lt;br /&gt;
By &amp;quot;untick everything else&amp;quot;, I mean that in order to have the correct diffuse map for example, no other texture in the same material should have Diffuse:color ticked in the Influence rollout. You are free to play with the different options, as long as you make sure that only one texture has the crucial option ticked. An exception to this rule are virtual cockpit textures (see below).&lt;br /&gt;
&lt;br /&gt;
Hint: Don´t forget to check the &amp;quot;FSX Material Params&amp;quot; in the Material, otherwise none of the above options will work. You will then only see the diffuse texture.&lt;br /&gt;
&lt;br /&gt;
[[Image:Envmap_blender.jpg|thumb|left|Environment map for Blender]]&lt;br /&gt;
&#039;&#039;&#039;Environment maps&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
For EnvMaps, the texture type is &amp;quot;Environment Map&amp;quot; instead of &amp;quot;Image or Movie&amp;quot;. Blender2FSX automatically recognises EnvMaps as long as the type is set correctly and Diffuse:Color is checked under the &amp;quot;Influence&amp;quot; rollout. The setups of EnvMaps differ from Blender to FSX. In order to see the same reflection in Blender renders as in the sim, you will have to reorganize the EnvMap (a.k.a Cube map) as shown in the picture to the left.&lt;br /&gt;
&lt;br /&gt;
== Virtual cockpit textures ==&lt;br /&gt;
&lt;br /&gt;
Virtual cockpit textures are created in the panel.cfg file. Their size is determined by the size_mm and pixel_size entries of the corresponding [VCockpitXX] section, where the arrangement of the gauges on the VC texture is also defined.&lt;br /&gt;
&lt;br /&gt;
In your virtual cockpit, you need to map polygons that will display gauges to the virtual cockpit texture. For this purpose, you need to create a &#039;&#039;&#039;dummy&#039;&#039;&#039; texture that reflects the arrangement of the gauges on the VC texture. The following is taken from the panel.cfg of the default C172 (©Microsoft):&lt;br /&gt;
&amp;lt;pre&amp;gt;[VCockpit02]&lt;br /&gt;
size_mm=512,512&lt;br /&gt;
pixel_size=512,512&lt;br /&gt;
texture=$C172s_2&lt;br /&gt;
background_color=0,0,0&lt;br /&gt;
&lt;br /&gt;
gauge00=Cessna!Heading_Indicator,                 0,  0,163,162&amp;lt;/pre&amp;gt;&lt;br /&gt;
To make a dummy texture from this VCockpit texture, we would create a &#039;&#039;&#039;512x512&#039;&#039;&#039; (see size_mm=) texture sheet and name it &#039;&#039;&#039;$C172s_2&#039;&#039;&#039; (see texture=) and save it with our favourite paint program. The $-sign at the beginning of the name is important: it tells FSX and Blender2FSX that this is a virtual cockpit texture. We would now proceed to place copies of the gauge artwork on the sheet at the positions defined in the panel.cfg. In this example, we could place the background bitmap of the Heading_Indicator gauge at the top-left corner (0,0) and make sure it&#039;s 163 by 162 pixels wide. We would then save the texture (as .png or something else) and head back to Blender.&lt;br /&gt;
&lt;br /&gt;
Back in Blender:&lt;br /&gt;
* Create a material for the gauge polygon and name it something sensible like &amp;quot;material_VC_1&amp;quot;.&lt;br /&gt;
* Under the FSX Material Params rollout, tick the &amp;quot;Is Virtual cockpit texture&amp;quot; checkbox (scroll all the way to the bottom)&lt;br /&gt;
* Add a texture for material_VC_1, type= &amp;quot;Image or Movie&amp;quot;&lt;br /&gt;
* Point the file source to the newly created $C172s_2.png dummy texture&lt;br /&gt;
* Mapping:Coordinates, choose &amp;quot;UV&amp;quot;&lt;br /&gt;
* Influence: tick Diffuse:Color &#039;&#039;&#039;and&#039;&#039;&#039; (if you don&#039;t use a separate emissive texture for night lighting) Shading:Emit&lt;br /&gt;
* Go to the UV/Image Editor and unwrap your polygon&lt;br /&gt;
* Map it to the dummy texture&lt;br /&gt;
Your gauge polygon is now ready for export.&lt;br /&gt;
&lt;br /&gt;
= Exporting to FSX =&lt;br /&gt;
&lt;br /&gt;
Calling the exporter module of Blender2FSX: Go to &#039;&#039;File&amp;gt;Export&amp;gt;DirectX for FSX(.x)&#039;&#039;. The main window will change to a file selection dialog, with a box to enter the filename at the top and export options displayed at the bottom left of the window.&lt;br /&gt;
&lt;br /&gt;
== Export options ==&lt;br /&gt;
The export options are pretty much self-explanatory. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Export selection&#039;&#039;&#039;&lt;br /&gt;
Use this option if you want to export only a part of your scene.&lt;br /&gt;
&lt;br /&gt;
In my case, I generally keep layers with the finished work separated from layers with garbage (from boolean operations and such) and helper objects. I also use a lot of Empties (to correct my animations in Blender) that I don&#039;t need and want to export. So at export time, I set my &amp;quot;finished&amp;quot; layers to be visible and then &#039;&#039;Select&amp;gt;Select All By Type&amp;gt;Mesh&#039;&#039; and choose &#039;&#039;&#039;Export selection&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Apply modifiers&#039;&#039;&#039;&lt;br /&gt;
This tells Blender2FSX to apply all modifiers (except armature modifiers) on exporting.&lt;br /&gt;
&lt;br /&gt;
This is internal to the export process, so your scene objects will retain their modifiers. Leaving this unchecked will result in having the meshes show up as if there were no modifiers on the stack.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Export animations&#039;&#039;&#039; will generate the creation of a .xanim file along with the .x file. It contains all the animations information of the scene.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skinned mesh&#039;&#039;&#039; enables the export of animated armatures.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Export MDL&#039;&#039;&#039; creates a &#039;&#039;filename.MDL&#039;&#039; file in the folder where your &#039;&#039;filename.x&#039;&#039; file is created. This .MDL file can be directly copied to an aircraft&#039;s model folder.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Log Verbose&#039;&#039;&#039; causes the exporter to run in Debug mode. Debug messages are output to the Blender system console which can be accessed via &#039;&#039;Window&amp;gt;Toggle system console&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
== Exporter errors ==&lt;br /&gt;
&lt;br /&gt;
On occasions, the exporter might quit with an error. For example when:&lt;br /&gt;
* There is no friendly name or GUID set. Obviously, you have to set a friendly name and GUID first.&lt;br /&gt;
* The exporter can&#039;t find the modeldef.xml or the XToMdl.exe. These have to be in the &#039;&#039;Modeling SDK\bin&#039;&#039; folder and &#039;&#039;Modeling SDK\3DSM7\plugins&#039;&#039; folder respectively. Don&#039;t move them away from there. It can also occur that your registry entry &amp;quot;SdkRootDir&amp;quot; points to an obsolete file (maybe after a failed/corrupted installation attempt of the SDK); in that case, clean your registry.&lt;br /&gt;
&lt;br /&gt;
In case the exporter throws an error that you can&#039;t figure out, feel free to report it in the support thread.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
FSDeveloper is a great place with lots of knowledgeable people who help each other whenever they can. I have learned so much on these forums, thank you all for that. I also want to thank the gurus over at [http://blenderartists.org/forum/forum.php blenderartists.org] who got me started on python scripting by patiently answering my noobish questions. And Chris Foster who wrote the official DirectX exporter for Blender. I want to thank the community for keeping me motivated in the accomplishment of this Toolset. May it grow and become better over time. Thank you for reading... [[User:Captx-6562|Captx-6562]]&lt;/div&gt;</summary>
		<author><name>Pyscen</name></author>
	</entry>
	<entry>
		<id>http://www.fsdeveloper.com/wiki/index.php?title=Blender2FSX_Toolset_manual&amp;diff=11358</id>
		<title>Blender2FSX Toolset manual</title>
		<link rel="alternate" type="text/html" href="http://www.fsdeveloper.com/wiki/index.php?title=Blender2FSX_Toolset_manual&amp;diff=11358"/>
		<updated>2022-12-03T19:35:15Z</updated>

		<summary type="html">&lt;p&gt;Pyscen: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Tools]]&lt;br /&gt;
[[Category:Blender]]&lt;br /&gt;
[[category:Modeling]]&lt;br /&gt;
[[Category:Aircraft Design]]&lt;br /&gt;
[[category:Scenery Design]]&lt;br /&gt;
[[Category:Terrain Design]]&lt;br /&gt;
[[category:Texturing]]&lt;br /&gt;
[[category:SDK]]&lt;br /&gt;
[[category:Manuals]]&lt;br /&gt;
{{Infobox-Applicable-FSVersion&lt;br /&gt;
| MSFS = false&lt;br /&gt;
| FSXI = false&lt;br /&gt;
| P3D5 = true&lt;br /&gt;
| P3D4 = true&lt;br /&gt;
| P3D3 = true&lt;br /&gt;
| P3D2 = true&lt;br /&gt;
| P3D = true&lt;br /&gt;
| FSW = unknown&lt;br /&gt;
| FSXSE = true&lt;br /&gt;
| FSXA = true&lt;br /&gt;
| FSX = true&lt;br /&gt;
| FS2004 = true&lt;br /&gt;
| FS2002 = false&lt;br /&gt;
| XP11 = unknown&lt;br /&gt;
| XP10 = unknown&lt;br /&gt;
| XP9 = unknown&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;&#039;Blender2FSX/P3D Toolset&#039;&#039;&#039; is an addon for the 3D-modelling application [http://www.blender.org/download/ Blender]. This Wiki page is intended to introduce the reader to the use of Blender2FSX/P3D to export models created in Blender for use in Microsoft Flight Simulator X (FSX &amp;amp; FSX: SE) and Lockheed Martin Prepar3D (P3D) and shows some things to consider when modeling for FSX/P3D in Blender. It is NOT a generic tutorial on how to build models in Blender.   &lt;br /&gt;
&lt;br /&gt;
== Requirements ==&lt;br /&gt;
&lt;br /&gt;
* Windows 10 &amp;amp; 11 &lt;br /&gt;
&lt;br /&gt;
* Microsoft Flight Simulator X SDK &#039;&#039;&#039;&#039;&#039;including updates&#039;&#039;&#039; to SP2 or Acceleration&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Lockheed Martin Prepar3D SDK v1.x, v2.x, v3.x, v4.x, v5.x (FSX Steam Edition should use the Prepar3D SDK v1.x) &lt;br /&gt;
&lt;br /&gt;
* [http://www.blender.org/download/ Blender]&lt;br /&gt;
&lt;br /&gt;
== Installing Blender2FSX/P3D Toolset ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Using the installer&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Download the latest Blender2FSX/P3D Toolset in the first post of the [https://www.fsdeveloper.com/forum/threads/blender2fsx-p3d-v0-9-4-onwards.442082/ development/support thread].&lt;br /&gt;
* Start Blender&lt;br /&gt;
* Go to &amp;quot;&#039;&#039;&#039;User Preferences&#039;&#039;&#039;&amp;quot; and Click on &amp;quot;&#039;&#039;&#039;Install from File&#039;&#039;&#039;&amp;quot; &lt;br /&gt;
* Choose the Downloaded ZIP-File and Click &amp;quot;&#039;&#039;&#039;Install from File&#039;&#039;&#039;&amp;quot; again&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activate the Toolset&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
To activate the Toolset in Blender,&lt;br /&gt;
* Start Blender&lt;br /&gt;
* Go to &#039;&#039;File&amp;gt;User Preferences&#039;&#039;. Click the &amp;quot;Addons&amp;quot; button. Click the &amp;quot;Testing&amp;quot; button under &amp;quot;Supported level&amp;quot; on the left side of the window (Note: this will change once beta testing is finished).&lt;br /&gt;
* If Blender2FSX/P3D Toolset was correctly installed as described above, you should now see the three addons &lt;br /&gt;
**&#039;&#039;&#039;3DView: FSX/P3D Materials&#039;&#039;&#039;, &lt;br /&gt;
**&#039;&#039;&#039;3DView: FSX/P3D Toolset&#039;&#039;&#039; and &lt;br /&gt;
**&#039;&#039;&#039;Import-Export: WIP - DirectX X format for FSX/P3D&#039;&#039;&#039;.&lt;br /&gt;
* Tick the checkboxes to the right of all three of them.&lt;br /&gt;
* Click &amp;quot;Save User Settings&amp;quot; at the bottom left of the window.&lt;br /&gt;
&lt;br /&gt;
Blender2FSX/P3D Toolset is now activated. You can deactivate Blender2FSX/P3D at any time by unticking the checkboxes to the right side of the addons or by deleting the files from Blender&#039;s addon folder. You can also refer to the Blender Wiki about [http://wiki.blender.org/index.php/Doc:2.6/Manual/Extensions/Python/Add-Ons addons].&lt;br /&gt;
&lt;br /&gt;
You can now check that Blender2FSX/P3D was correctly activated. In Blender&#039;s &amp;quot;Default&amp;quot; workspace, in the 3DView, in the Toolshelf on the left side of the viewport (press T), you should see three additional Tools right below Rigid Body Tools (assuming default install of Blender):&lt;br /&gt;
&lt;br /&gt;
* Simulators SDK Path&lt;br /&gt;
* FSX/P3D Animation Tool&lt;br /&gt;
* FSX/P3D Attachpoint Tool&lt;br /&gt;
* FSX/P3D File Properties&lt;br /&gt;
* FSX Verify Tool&lt;br /&gt;
&lt;br /&gt;
Likewise, under &amp;quot;Properties&amp;quot; (right hand side of the default workspace), &#039;&#039;&#039;Object&#039;&#039;&#039; context, should appear a rollout &amp;quot;FSX Properties&amp;quot; underneath &amp;quot;Custom Properties&amp;quot; and in the &#039;&#039;&#039;Material&#039;&#039;&#039; context, a &amp;quot;FSX Material Params&amp;quot; rollout should be shown (scroll down). Under &#039;&#039;File&amp;gt;Export&#039;&#039;, there should now be an option &amp;quot;DirectX for FSX(.x)&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
= The Tools =&lt;br /&gt;
This section describes the functionality of the tools included with Blender2FSX/P3D.&lt;br /&gt;
&lt;br /&gt;
Note: It is recommended that you &#039;&#039;&#039;read the FSX SDK documentation&#039;&#039;&#039;, section &amp;quot;&#039;&#039;&#039;Modeling SDK&#039;&#039;&#039;&amp;quot;, as Blender2FSX/P3D closely emulates the functionality of the ACES Toolsets for gmax/3DSMax provided with and described in the SDK. There is a lot to be found there that is beyond the scope of this Wiki page.&lt;br /&gt;
&lt;br /&gt;
== Getting started: FSX File Properties ==&lt;br /&gt;
[[Image:Blender2FSX_manual_02.jpg|thumb|File Properties Tool]]&lt;br /&gt;
&#039;&#039;&#039;FSX File Properties&#039;&#039;&#039; is a tool located in Blender&#039;s Toolshelf in the 3DView, which can be accessed by pressing &#039;&#039;&#039;T&#039;&#039;&#039; on the keyboard. You might want to scroll down a bit to see it. It serves two purposes:&lt;br /&gt;
&lt;br /&gt;
* First thing to do &#039;&#039;&#039;when starting a new Blender session&#039;&#039;&#039; is to &#039;&#039;&#039;click the &amp;quot;Initialize Toolset&amp;quot;&#039;&#039;&#039; Button. This tells Blender where the FSX SDK is installed and populates the other tools with fresh data from the modeldef.xml file. Whenever changing an entry in the modeldef.xml, make sure to reinitialize the toolset to reflect the changes in Blender.&lt;br /&gt;
* Each model for FSX needs a GUID (Globally Unique IDentifier) and a friendly name. So, before exporting your model, you should give it a &amp;quot;friendly name&amp;quot; which should only contain ASCII characters. This name is entered in the field &amp;quot;Friendly Name&amp;quot;. You should also assign a GUID either by entering it directly in the GUID field (i.e. if generated externally) or by clicking &#039;&#039;&#039;Generate GUID&#039;&#039;&#039;. Saving your file once done will write the GUID and friendly to the .blend file.&lt;br /&gt;
&lt;br /&gt;
You can now start building your model.&lt;br /&gt;
&lt;br /&gt;
== General guidelines ==&lt;br /&gt;
Blender2FSX is not foolproof, so here are some general guidelines of what to do and what to avoid in order to yield the expected results with this tool set. However, when you know what each of these guidelines mean, transgressing some of them gives you more creative freedom.&lt;br /&gt;
* &#039;&#039;&#039;Always have a scale of (1,1,1)&#039;&#039;&#039;. Any object that doesn&#039;t have a scale of (1,1,1) may show unwanted behavior in the sim, especially when animated. To reset the scale of an object, hit Ctrl+A &amp;gt; Scale.&lt;br /&gt;
* &#039;&#039;&#039;Always apply a material to your objects.&#039;&#039;&#039; An object with no material is invisible in the sim and in combination with attachpoints may produce failure of the compiler (XToMdl.exe).&lt;br /&gt;
* &#039;&#039;&#039;Always have a generic object&#039;&#039;&#039; (non animated and with no attachpoints) in each LOD. Some functions require this object to be there in order to process other objects.&lt;br /&gt;
* &#039;&#039;&#039;Avoid non-ASCII characters wherever possible&#039;&#039;&#039; in all your names (objects, materials, attachpoints, etc.). While there is some &amp;quot;safename&amp;quot; functionality for most of the export process, errors might occur if naming a material &amp;quot;Matérial&amp;quot; or an effect &amp;quot;mañana&amp;quot;... The same applies to file and folder names in your project path. Using special characters in folder names may result in XToMdl not functioning properly, i.e. a corrupt .MDL file on export.&lt;br /&gt;
&lt;br /&gt;
== LODs ==&lt;br /&gt;
Organizing your model/scene becomes necessary as it grows larger and includes different LODs (levels of detail). I will suggest one way of doing it. First:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;How to export an LOD?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
To export an LOD (let&#039;s take LOD_400 as an example), create/add an Empty at the origin (0,0,0) of your scene, rename that empty &amp;quot;&#039;&#039;friendly_name&#039;&#039;_LOD_400&amp;quot;, replacing &#039;&#039;friendly_name&#039;&#039; with your model&#039;s friendly name, and make it a parent to all root level objects that should go into LOD_400. Repeat for LOD_100, LOD_50 etc.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Using layers&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
To keep your scene tidy, you can make use of Blender&#039;s layers to isolate LODs from each other. You could for example create all objects of LOD_400 in layer 1, LOD_100 in layer 2 etc. All you have to do is add an empty at (0,0,0) in each layer, and in the end add an Empty named &#039;&#039;friendly_name&#039;&#039;, make that a parent to all LOD_XXX empties, to obtain a hierarchy with Empty &#039;&#039;friendly_name&#039;&#039; as the root of your scene. You can use the outliner to get a good overview of your scene hierarchy and edit it from there.&lt;br /&gt;
&lt;br /&gt;
== FSX Animation Tool ==&lt;br /&gt;
[[Image:Blender2FSX_manual_03.jpg|thumb|left|Animation Tool]]&lt;br /&gt;
&#039;&#039;&#039;FSX Animation Tool&#039;&#039;&#039; is also located in Blender&#039;s Toolshelf. Similarly to ACES&#039; animation manager in gmax/3DSMax, it is used to &amp;quot;tag&amp;quot; animated objects in the scene, so that the animation can then be processed by the XToMdl tool. Open the tool by clicking on the black triangle/arrow to the left. If the toolset was previously initialized (see &amp;quot;Getting started&amp;quot; above), the list window should be populated with animation entries (i.e Ambient, Ambient2, etc.). To tag an object, do the following:&lt;br /&gt;
* Keyframe-animate your object. For &amp;quot;Ambient&amp;quot; type animations, the range is defined by you; for aircraft parts, the range is defined in the SDK (example: the rudder would have a range of 0-100 frames, with keyframes at least at 0, 50 and 100).&lt;br /&gt;
* In the list window, scroll down to the animation entry corresponding to the animated part, select it (marked blue) and,&lt;br /&gt;
* With your object selected, click &#039;&#039;&#039;Assign&#039;&#039;&#039;. The object is now tagged with the animation entry. An object can only be tagged with one animation entry!&lt;br /&gt;
[[Image:Blender2FSX_manual_04.jpg|thumb|right|FSX Properties]]&lt;br /&gt;
You can check which tag has been assigned to the object by going to the &amp;quot;Properties&amp;quot; Panel, object context, FSX Properties rollout: it shows an &amp;quot;Animation Tag&amp;quot; field, a &amp;quot;Length&amp;quot; field which displays the animation range as defined in the modeldef.xml (or 0 in case of &amp;quot;Ambient&amp;quot; type animations; use this to cross-check with your object&#039;s animation range) and a &#039;&#039;&#039;Clear&#039;&#039;&#039; button used to untag the object&#039;s animation. You can untag all objects in the scene at once by clicking the &#039;&#039;&#039;Clear All&#039;&#039;&#039; button in the FSX Animation Tool. &#039;&#039;Be careful, this can not be undone!&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Hint: Instead of scrolling down the list to find an animation entry, you can use the &amp;quot;search&amp;quot; feature of the list window. Acces it by clicking the small &amp;quot;+&amp;quot; at the bottom left of the list window. Enter a search string/phrase in the search box and hit &amp;quot;Enter&amp;quot;.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Skinned meshes ===&lt;br /&gt;
&lt;br /&gt;
For skinned animations to work, use an armature modifier with &#039;&#039;&#039;Vertex groups&#039;&#039;&#039;, envelopes won&#039;t work. You can use weight painting to define the influence of bones on the vertices.&lt;br /&gt;
&lt;br /&gt;
To assign a tag to a bone/armature:&lt;br /&gt;
* Go into Pose mode&lt;br /&gt;
* Select the bone you want to tag&lt;br /&gt;
* In the FSX Animation Tool, select the animation entry you want to use&lt;br /&gt;
* Click &#039;&#039;&#039;Assign&#039;&#039;&#039; &lt;br /&gt;
For bones, the FSX Properties are located in the &#039;&#039;&#039;bone&#039;&#039;&#039; tab of the Properties panel, where you can check which animation tag has been assigned to the bone.&lt;br /&gt;
&lt;br /&gt;
It is important to note that &#039;&#039;&#039;every&#039;&#039;&#039; vertex needs to be assigned to a vertex group/bone. You will need a static bone for the non-deforming part of your mesh.&lt;br /&gt;
&lt;br /&gt;
Constraints can be used on bones just as on regular objects.&lt;br /&gt;
&lt;br /&gt;
== FSX Attachpoint Tool ==&lt;br /&gt;
&#039;&#039;&#039;FSX Attachpoint Tool&#039;&#039;&#039; is also located in Blender&#039;s Toolshelf. It works analogously to ACES&#039; Attachpoint Tool, with the difference that it doesn&#039;t support Library objects and Empties. An attachpoint is a piece of geometry (i.e. an object) to which an effect, a visibility condition, a mouse rectangle (or clickspot), a &amp;quot;platform&amp;quot; property or a &amp;quot;nocrash&amp;quot; property can be &amp;quot;attached&amp;quot;. Combinations thereof can be applied to a single object. Refer to the SDK&#039;s document &amp;quot;Using modeling Tools: The Attach Tool&amp;quot; of the Modeling SDK for an in-depth description of the functionality of the different options.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Effects&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
To attach an effect to an object:&lt;br /&gt;
* Select the object&lt;br /&gt;
* Tick the &amp;quot;Effect&amp;quot; checkbox in the Attachpoint Tool. Options for &amp;quot;Effect&amp;quot; should automatically rollout at the bottom of the tool.&lt;br /&gt;
* In the &amp;quot;Name&amp;quot; field, enter a name for your attachpoint. Care must be taken, as &#039;&#039;&#039;attachpoint names must be unique&#039;&#039;&#039; throughout the model/scene!&lt;br /&gt;
* In the &amp;quot;Effect&amp;quot; field, enter the filename (&#039;&#039;without extension .fx&#039;&#039;) of the effect you want to attach. The available effects can be found in the main FSX folder, subfolder &amp;quot;Effects&amp;quot;.&lt;br /&gt;
* In the &amp;quot;Param&amp;quot; field, a list of parameters for the effect can be set, as described in the SDK (i.e. DAY=1;DAWN=0 etc.).&lt;br /&gt;
* When all is set, click the &#039;&#039;&#039;Attach&#039;&#039;&#039; button.&lt;br /&gt;
&#039;&#039;Note: the object needs to have a material or else effects won&#039;t work.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[Image:Blender2FSX_manual_05.jpg|frame|Attachpoint Tool]]&lt;br /&gt;
&#039;&#039;&#039;Visibility&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
To set a visibility condition on an object:&lt;br /&gt;
* Select the object&lt;br /&gt;
* Tick the &amp;quot;Visibility&amp;quot; checkbox&lt;br /&gt;
* Choose a Visibility tag from the dropdown&lt;br /&gt;
* When all is set, click &#039;&#039;&#039;Attach&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mouse Rectangle&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
To make an object clickable in the sim:&lt;br /&gt;
* Select the object&lt;br /&gt;
* Tick the &amp;quot;MouseRect&amp;quot; checkbox&lt;br /&gt;
* Select a MouseRect/Clickspot definition from the list window&lt;br /&gt;
* When all is set, click &#039;&#039;&#039;Attach&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Platform&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
To define a platform:&lt;br /&gt;
* Select the platform object&lt;br /&gt;
* Tick the &amp;quot;Platform&amp;quot; checkbox&lt;br /&gt;
* In the &amp;quot;Name&amp;quot; field, enter a &#039;&#039;&#039;unique(!)&#039;&#039;&#039; name for the attachpoint (i.e. a name that has not been used before).&lt;br /&gt;
* Choose a platform type from the dropdown&lt;br /&gt;
* When all is set, click &#039;&#039;&#039;Attach&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;Note: For some reason, you have to export at least two objects in a model containing a platform, in order for it to compile successfully.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;No Crash&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
To exclude an object from crash detection:&lt;br /&gt;
* Select the object&lt;br /&gt;
* Tick the &amp;quot;No Crash&amp;quot; checkbox&lt;br /&gt;
* When all is set, click &amp;quot;Attach&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Clear Attachpoint&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
To clear an object from its attachpoint, click the &#039;&#039;&#039;Clear&#039;&#039;&#039; button with the object selected.&lt;br /&gt;
&lt;br /&gt;
=== Example: Landing light ===&lt;br /&gt;
[[Image:Blender2FSX_manual_06.jpg|thumb|Attachpoint Tool: Adding a landing light effect]]&lt;br /&gt;
There is a minor difference when adding a landing light compared to ACES tools in gmax/3DSMax. After creating your geometry (a simple triangle/polygon object), set the transform orientation to &amp;quot;Local&amp;quot; and rotate the object so that its positive &#039;&#039;&#039;Z-axis&#039;&#039;&#039; points in the desired direction of the light beam. Now setup the attachpoint tool:&lt;br /&gt;
* Check &amp;quot;Effect&amp;quot; and &amp;quot;Visibility&amp;quot;, uncheck everything else.&lt;br /&gt;
* Enter a name for the attachpoint (&#039;&#039;&#039;attachpt_landing_4&#039;&#039;&#039; in the example in the picture)&lt;br /&gt;
* Enter the effect&#039;s filename without the .fx extension, i.e. &#039;&#039;&#039;fx_landing&#039;&#039;&#039;&lt;br /&gt;
* Under Visibility, choose &amp;quot;&#039;&#039;&#039;general_light&#039;&#039;&#039;&amp;quot;.&lt;br /&gt;
* Click &#039;&#039;&#039;Attach&#039;&#039;&#039;&lt;br /&gt;
That&#039;s it! You&#039;ve just added a landing light to your model.&lt;br /&gt;
&lt;br /&gt;
= FSX Materials =&lt;br /&gt;
[[Image:Blender2FSX_manual_07.jpg|frame|FSX Material: Texture slots]]&lt;br /&gt;
This section describes how FSX Materials are integrated into Blender. For a description of the parameters and their functionalities, refer to SDK document &amp;quot;FSX Material&amp;quot; of the Modeling SDK. All the parameters are simply replicated in the &#039;&#039;&#039;FSX Material Params&#039;&#039;&#039; rollout in the Properties panel in Blender. However, to enable the &#039;&#039;FSX Material Params&#039;&#039;, tick the checkbox at the top of the rollout. Currently unsupported features are &#039;&#039;detail texture&#039;&#039; and &#039;&#039;fresnel ramp&#039;&#039;. These will be added in a future release. It is also worth mentioning that you have to use &amp;quot;normal&amp;quot; materials, as Blender2FSX doesn&#039;t support node materials.&lt;br /&gt;
&lt;br /&gt;
== Texture maps ==&lt;br /&gt;
The main difference from Blender to gmax/Max with regard to FSX materials is the way texture maps are handled. To create a texture in Blender, select the Material under the &#039;&#039;&#039;material&#039;&#039;&#039; context of the Properties panel, then go to the &#039;&#039;&#039;texture&#039;&#039;&#039; context of the Properties panel.&lt;br /&gt;
* Select a free slot in the list at the top of the panel&lt;br /&gt;
* Click &amp;quot;New&amp;quot;. The panel will populate with options.&lt;br /&gt;
* Choose type &amp;quot;Image or Movie&amp;quot;&lt;br /&gt;
* Choose the image source file for your texture&lt;br /&gt;
* Under Mapping:Coordinates, choose &amp;quot;UV&amp;quot; (you can specify the UV layer as an option)&lt;br /&gt;
* Now in the &amp;quot;Influence&amp;quot; rollout, for a&lt;br /&gt;
** &#039;&#039;&#039;diffuse&#039;&#039;&#039; map: tick the Diffuse:Color checkbox, untick everything else. (visible texture)&lt;br /&gt;
** &#039;&#039;&#039;specular&#039;&#039;&#039; map: tick Specular:Intensity, untick everything else. (influences the reflections of the diffuse texture)&lt;br /&gt;
** &#039;&#039;&#039;emissive&#039;&#039;&#039; map: tick Shading:Emit, untick everything else. (night texture, formerly known as _LM texture)&lt;br /&gt;
** &#039;&#039;&#039;bump&#039;&#039;&#039; map: tick Geometry:Normal, untick everything else. (adds some kind of surface roughness)&lt;br /&gt;
By &amp;quot;untick everything else&amp;quot;, I mean that in order to have the correct diffuse map for example, no other texture in the same material should have Diffuse:color ticked in the Influence rollout. You are free to play with the different options, as long as you make sure that only one texture has the crucial option ticked. An exception to this rule are virtual cockpit textures (see below).&lt;br /&gt;
&lt;br /&gt;
Hint: Don´t forget to check the &amp;quot;FSX Material Params&amp;quot; in the Material, otherwise none of the above options will work. You will then only see the diffuse texture.&lt;br /&gt;
&lt;br /&gt;
[[Image:Envmap_blender.jpg|thumb|left|Environment map for Blender]]&lt;br /&gt;
&#039;&#039;&#039;Environment maps&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
For EnvMaps, the texture type is &amp;quot;Environment Map&amp;quot; instead of &amp;quot;Image or Movie&amp;quot;. Blender2FSX automatically recognises EnvMaps as long as the type is set correctly and Diffuse:Color is checked under the &amp;quot;Influence&amp;quot; rollout. The setups of EnvMaps differ from Blender to FSX. In order to see the same reflection in Blender renders as in the sim, you will have to reorganize the EnvMap (a.k.a Cube map) as shown in the picture to the left.&lt;br /&gt;
&lt;br /&gt;
== Virtual cockpit textures ==&lt;br /&gt;
&lt;br /&gt;
Virtual cockpit textures are created in the panel.cfg file. Their size is determined by the size_mm and pixel_size entries of the corresponding [VCockpitXX] section, where the arrangement of the gauges on the VC texture is also defined.&lt;br /&gt;
&lt;br /&gt;
In your virtual cockpit, you need to map polygons that will display gauges to the virtual cockpit texture. For this purpose, you need to create a &#039;&#039;&#039;dummy&#039;&#039;&#039; texture that reflects the arrangement of the gauges on the VC texture. The following is taken from the panel.cfg of the default C172 (©Microsoft):&lt;br /&gt;
&amp;lt;pre&amp;gt;[VCockpit02]&lt;br /&gt;
size_mm=512,512&lt;br /&gt;
pixel_size=512,512&lt;br /&gt;
texture=$C172s_2&lt;br /&gt;
background_color=0,0,0&lt;br /&gt;
&lt;br /&gt;
gauge00=Cessna!Heading_Indicator,                 0,  0,163,162&amp;lt;/pre&amp;gt;&lt;br /&gt;
To make a dummy texture from this VCockpit texture, we would create a &#039;&#039;&#039;512x512&#039;&#039;&#039; (see size_mm=) texture sheet and name it &#039;&#039;&#039;$C172s_2&#039;&#039;&#039; (see texture=) and save it with our favourite paint program. The $-sign at the beginning of the name is important: it tells FSX and Blender2FSX that this is a virtual cockpit texture. We would now proceed to place copies of the gauge artwork on the sheet at the positions defined in the panel.cfg. In this example, we could place the background bitmap of the Heading_Indicator gauge at the top-left corner (0,0) and make sure it&#039;s 163 by 162 pixels wide. We would then save the texture (as .png or something else) and head back to Blender.&lt;br /&gt;
&lt;br /&gt;
Back in Blender:&lt;br /&gt;
* Create a material for the gauge polygon and name it something sensible like &amp;quot;material_VC_1&amp;quot;.&lt;br /&gt;
* Under the FSX Material Params rollout, tick the &amp;quot;Is Virtual cockpit texture&amp;quot; checkbox (scroll all the way to the bottom)&lt;br /&gt;
* Add a texture for material_VC_1, type= &amp;quot;Image or Movie&amp;quot;&lt;br /&gt;
* Point the file source to the newly created $C172s_2.png dummy texture&lt;br /&gt;
* Mapping:Coordinates, choose &amp;quot;UV&amp;quot;&lt;br /&gt;
* Influence: tick Diffuse:Color &#039;&#039;&#039;and&#039;&#039;&#039; (if you don&#039;t use a separate emissive texture for night lighting) Shading:Emit&lt;br /&gt;
* Go to the UV/Image Editor and unwrap your polygon&lt;br /&gt;
* Map it to the dummy texture&lt;br /&gt;
Your gauge polygon is now ready for export.&lt;br /&gt;
&lt;br /&gt;
= Exporting to FSX =&lt;br /&gt;
&lt;br /&gt;
Calling the exporter module of Blender2FSX: Go to &#039;&#039;File&amp;gt;Export&amp;gt;DirectX for FSX(.x)&#039;&#039;. The main window will change to a file selection dialog, with a box to enter the filename at the top and export options displayed at the bottom left of the window.&lt;br /&gt;
&lt;br /&gt;
== Export options ==&lt;br /&gt;
The export options are pretty much self-explanatory. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Export selection&#039;&#039;&#039;&lt;br /&gt;
Use this option if you want to export only a part of your scene.&lt;br /&gt;
&lt;br /&gt;
In my case, I generally keep layers with the finished work separated from layers with garbage (from boolean operations and such) and helper objects. I also use a lot of Empties (to correct my animations in Blender) that I don&#039;t need and want to export. So at export time, I set my &amp;quot;finished&amp;quot; layers to be visible and then &#039;&#039;Select&amp;gt;Select All By Type&amp;gt;Mesh&#039;&#039; and choose &#039;&#039;&#039;Export selection&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Apply modifiers&#039;&#039;&#039;&lt;br /&gt;
This tells Blender2FSX to apply all modifiers (except armature modifiers) on exporting.&lt;br /&gt;
&lt;br /&gt;
This is internal to the export process, so your scene objects will retain their modifiers. Leaving this unchecked will result in having the meshes show up as if there were no modifiers on the stack.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Export animations&#039;&#039;&#039; will generate the creation of a .xanim file along with the .x file. It contains all the animations information of the scene.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skinned mesh&#039;&#039;&#039; enables the export of animated armatures.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Export MDL&#039;&#039;&#039; creates a &#039;&#039;filename.MDL&#039;&#039; file in the folder where your &#039;&#039;filename.x&#039;&#039; file is created. This .MDL file can be directly copied to an aircraft&#039;s model folder.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Log Verbose&#039;&#039;&#039; causes the exporter to run in Debug mode. Debug messages are output to the Blender system console which can be accessed via &#039;&#039;Window&amp;gt;Toggle system console&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
== Exporter errors ==&lt;br /&gt;
&lt;br /&gt;
On occasions, the exporter might quit with an error. For example when:&lt;br /&gt;
* There is no friendly name or GUID set. Obviously, you have to set a friendly name and GUID first.&lt;br /&gt;
* The exporter can&#039;t find the modeldef.xml or the XToMdl.exe. These have to be in the &#039;&#039;Modeling SDK\bin&#039;&#039; folder and &#039;&#039;Modeling SDK\3DSM7\plugins&#039;&#039; folder respectively. Don&#039;t move them away from there. It can also occur that your registry entry &amp;quot;SdkRootDir&amp;quot; points to an obsolete file (maybe after a failed/corrupted installation attempt of the SDK); in that case, clean your registry.&lt;br /&gt;
&lt;br /&gt;
In case the exporter throws an error that you can&#039;t figure out, feel free to report it in the support thread.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
FSDeveloper is a great place with lots of knowledgeable people who help each other whenever they can. I have learned so much on these forums, thank you all for that. I also want to thank the gurus over at [http://blenderartists.org/forum/forum.php blenderartists.org] who got me started on python scripting by patiently answering my noobish questions. And Chris Foster who wrote the official DirectX exporter for Blender. I want to thank the community for keeping me motivated in the accomplishment of this Toolset. May it grow and become better over time. Thank you for reading... [[User:Captx-6562|Captx-6562]]&lt;/div&gt;</summary>
		<author><name>Pyscen</name></author>
	</entry>
	<entry>
		<id>http://www.fsdeveloper.com/wiki/index.php?title=Blender2FSX_Toolset_manual&amp;diff=11357</id>
		<title>Blender2FSX Toolset manual</title>
		<link rel="alternate" type="text/html" href="http://www.fsdeveloper.com/wiki/index.php?title=Blender2FSX_Toolset_manual&amp;diff=11357"/>
		<updated>2022-12-03T19:31:23Z</updated>

		<summary type="html">&lt;p&gt;Pyscen: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Tools]]&lt;br /&gt;
[[Category:Blender]]&lt;br /&gt;
[[category:Modeling]]&lt;br /&gt;
[[Category:Aircraft Design]]&lt;br /&gt;
[[category:Scenery Design]]&lt;br /&gt;
[[Category:Terrain Design]]&lt;br /&gt;
[[category:Texturing]]&lt;br /&gt;
[[category:SDK]]&lt;br /&gt;
[[category:Manuals]]&lt;br /&gt;
{{Infobox-Applicable-FSVersion&lt;br /&gt;
| MSFS = false&lt;br /&gt;
| FSXI = false&lt;br /&gt;
| P3D5 = true&lt;br /&gt;
| P3D4 = true&lt;br /&gt;
| P3D3 = true&lt;br /&gt;
| P3D2 = true&lt;br /&gt;
| P3D = true&lt;br /&gt;
| FSW = unknown&lt;br /&gt;
| FSXSE = true&lt;br /&gt;
| FSXA = true&lt;br /&gt;
| FSX = true&lt;br /&gt;
| FS2004 = true&lt;br /&gt;
| FS2002 = false&lt;br /&gt;
| XP11 = unknown&lt;br /&gt;
| XP10 = unknown&lt;br /&gt;
| XP9 = unknown&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;&#039;Blender2FSX/P3D Toolset&#039;&#039;&#039; is an addon for the 3D-modelling application [http://www.blender.org/download/ Blender]. This Wiki page is intended to introduce the reader to the use of Blender2FSX/P3D to export models created in Blender for use in Microsoft Flight Simulator X (FSX) and Lockheed Martin Prepar3D (P3D) and shows some things to consider when modelling for FSX/P3D in Blender. It is NOT a generic tutorial on how to build models in Blender.   &lt;br /&gt;
&lt;br /&gt;
== Requirements ==&lt;br /&gt;
&lt;br /&gt;
* Windows 10 &amp;amp; 11 &lt;br /&gt;
&lt;br /&gt;
* Microsoft Flight Simulator X SDK &#039;&#039;&#039;&#039;&#039;including updates&#039;&#039;&#039; to SP2 or Acceleration&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Lockheed Martin Prepar3D SDK v2.x, v3.x, &amp;amp; v4.x &lt;br /&gt;
&lt;br /&gt;
* [http://www.blender.org/download/ Blender]&lt;br /&gt;
&lt;br /&gt;
== Installing Blender2FSX/P3D Toolset ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Using the installer&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Download the latest Blender2FSX/P3D Toolset in the first post of the [https://www.fsdeveloper.com/forum/threads/blender2fsx-p3d-v0-9-4-onwards.442082/ development/support thread].&lt;br /&gt;
* Start Blender&lt;br /&gt;
* Go to &amp;quot;&#039;&#039;&#039;User Preferences&#039;&#039;&#039;&amp;quot; and Click on &amp;quot;&#039;&#039;&#039;Install from File&#039;&#039;&#039;&amp;quot; &lt;br /&gt;
* Choose the Downloaded ZIP-File and Click &amp;quot;&#039;&#039;&#039;Install from File&#039;&#039;&#039;&amp;quot; again&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activate the Toolset&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
To activate the Toolset in Blender,&lt;br /&gt;
* Start Blender&lt;br /&gt;
* Go to &#039;&#039;File&amp;gt;User Preferences&#039;&#039;. Click the &amp;quot;Addons&amp;quot; button. Click the &amp;quot;Testing&amp;quot; button under &amp;quot;Supported level&amp;quot; on the left side of the window (Note: this will change once beta testing is finished).&lt;br /&gt;
* If Blender2FSX/P3D Toolset was correctly installed as described above, you should now see the three addons &lt;br /&gt;
**&#039;&#039;&#039;3DView: FSX/P3D Materials&#039;&#039;&#039;, &lt;br /&gt;
**&#039;&#039;&#039;3DView: FSX/P3D Toolset&#039;&#039;&#039; and &lt;br /&gt;
**&#039;&#039;&#039;Import-Export: WIP - DirectX X format for FSX/P3D&#039;&#039;&#039;.&lt;br /&gt;
* Tick the checkboxes to the right of all three of them.&lt;br /&gt;
* Click &amp;quot;Save User Settings&amp;quot; at the bottom left of the window.&lt;br /&gt;
&lt;br /&gt;
Blender2FSX/P3D Toolset is now activated. You can deactivate Blender2FSX/P3D at any time by unticking the checkboxes to the right side of the addons or by deleting the files from Blender&#039;s addon folder. You can also refer to the Blender Wiki about [http://wiki.blender.org/index.php/Doc:2.6/Manual/Extensions/Python/Add-Ons addons].&lt;br /&gt;
&lt;br /&gt;
You can now check that Blender2FSX/P3D was correctly activated. In Blender&#039;s &amp;quot;Default&amp;quot; workspace, in the 3DView, in the Toolshelf on the left side of the viewport (press T), you should see three additional Tools right below Rigid Body Tools (assuming default install of Blender):&lt;br /&gt;
&lt;br /&gt;
* Simulators SDK Path&lt;br /&gt;
* FSX/P3D Animation Tool&lt;br /&gt;
* FSX/P3D Attachpoint Tool&lt;br /&gt;
* FSX/P3D File Properties&lt;br /&gt;
* FSX Verify Tool&lt;br /&gt;
&lt;br /&gt;
Likewise, under &amp;quot;Properties&amp;quot; (right hand side of the default workspace), &#039;&#039;&#039;Object&#039;&#039;&#039; context, should appear a rollout &amp;quot;FSX Properties&amp;quot; underneath &amp;quot;Custom Properties&amp;quot; and in the &#039;&#039;&#039;Material&#039;&#039;&#039; context, a &amp;quot;FSX Material Params&amp;quot; rollout should be shown (scroll down). Under &#039;&#039;File&amp;gt;Export&#039;&#039;, there should now be an option &amp;quot;DirectX for FSX(.x)&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
= The Tools =&lt;br /&gt;
This section describes the functionality of the tools included with Blender2FSX/P3D.&lt;br /&gt;
&lt;br /&gt;
Note: It is recommended that you &#039;&#039;&#039;read the FSX SDK documentation&#039;&#039;&#039;, section &amp;quot;&#039;&#039;&#039;Modeling SDK&#039;&#039;&#039;&amp;quot;, as Blender2FSX/P3D closely emulates the functionality of the ACES Toolsets for gmax/3DSMax provided with and described in the SDK. There is a lot to be found there that is beyond the scope of this Wiki page.&lt;br /&gt;
&lt;br /&gt;
== Getting started: FSX File Properties ==&lt;br /&gt;
[[Image:Blender2FSX_manual_02.jpg|thumb|File Properties Tool]]&lt;br /&gt;
&#039;&#039;&#039;FSX File Properties&#039;&#039;&#039; is a tool located in Blender&#039;s Toolshelf in the 3DView, which can be accessed by pressing &#039;&#039;&#039;T&#039;&#039;&#039; on the keyboard. You might want to scroll down a bit to see it. It serves two purposes:&lt;br /&gt;
&lt;br /&gt;
* First thing to do &#039;&#039;&#039;when starting a new Blender session&#039;&#039;&#039; is to &#039;&#039;&#039;click the &amp;quot;Initialize Toolset&amp;quot;&#039;&#039;&#039; Button. This tells Blender where the FSX SDK is installed and populates the other tools with fresh data from the modeldef.xml file. Whenever changing an entry in the modeldef.xml, make sure to reinitialize the toolset to reflect the changes in Blender.&lt;br /&gt;
* Each model for FSX needs a GUID (Globally Unique IDentifier) and a friendly name. So, before exporting your model, you should give it a &amp;quot;friendly name&amp;quot; which should only contain ASCII characters. This name is entered in the field &amp;quot;Friendly Name&amp;quot;. You should also assign a GUID either by entering it directly in the GUID field (i.e. if generated externally) or by clicking &#039;&#039;&#039;Generate GUID&#039;&#039;&#039;. Saving your file once done will write the GUID and friendly to the .blend file.&lt;br /&gt;
&lt;br /&gt;
You can now start building your model.&lt;br /&gt;
&lt;br /&gt;
== General guidelines ==&lt;br /&gt;
Blender2FSX is not foolproof, so here are some general guidelines of what to do and what to avoid in order to yield the expected results with this tool set. However, when you know what each of these guidelines mean, transgressing some of them gives you more creative freedom.&lt;br /&gt;
* &#039;&#039;&#039;Always have a scale of (1,1,1)&#039;&#039;&#039;. Any object that doesn&#039;t have a scale of (1,1,1) may show unwanted behavior in the sim, especially when animated. To reset the scale of an object, hit Ctrl+A &amp;gt; Scale.&lt;br /&gt;
* &#039;&#039;&#039;Always apply a material to your objects.&#039;&#039;&#039; An object with no material is invisible in the sim and in combination with attachpoints may produce failure of the compiler (XToMdl.exe).&lt;br /&gt;
* &#039;&#039;&#039;Always have a generic object&#039;&#039;&#039; (non animated and with no attachpoints) in each LOD. Some functions require this object to be there in order to process other objects.&lt;br /&gt;
* &#039;&#039;&#039;Avoid non-ASCII characters wherever possible&#039;&#039;&#039; in all your names (objects, materials, attachpoints, etc.). While there is some &amp;quot;safename&amp;quot; functionality for most of the export process, errors might occur if naming a material &amp;quot;Matérial&amp;quot; or an effect &amp;quot;mañana&amp;quot;... The same applies to file and folder names in your project path. Using special characters in folder names may result in XToMdl not functioning properly, i.e. a corrupt .MDL file on export.&lt;br /&gt;
&lt;br /&gt;
== LODs ==&lt;br /&gt;
Organizing your model/scene becomes necessary as it grows larger and includes different LODs (levels of detail). I will suggest one way of doing it. First:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;How to export an LOD?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
To export an LOD (let&#039;s take LOD_400 as an example), create/add an Empty at the origin (0,0,0) of your scene, rename that empty &amp;quot;&#039;&#039;friendly_name&#039;&#039;_LOD_400&amp;quot;, replacing &#039;&#039;friendly_name&#039;&#039; with your model&#039;s friendly name, and make it a parent to all root level objects that should go into LOD_400. Repeat for LOD_100, LOD_50 etc.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Using layers&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
To keep your scene tidy, you can make use of Blender&#039;s layers to isolate LODs from each other. You could for example create all objects of LOD_400 in layer 1, LOD_100 in layer 2 etc. All you have to do is add an empty at (0,0,0) in each layer, and in the end add an Empty named &#039;&#039;friendly_name&#039;&#039;, make that a parent to all LOD_XXX empties, to obtain a hierarchy with Empty &#039;&#039;friendly_name&#039;&#039; as the root of your scene. You can use the outliner to get a good overview of your scene hierarchy and edit it from there.&lt;br /&gt;
&lt;br /&gt;
== FSX Animation Tool ==&lt;br /&gt;
[[Image:Blender2FSX_manual_03.jpg|thumb|left|Animation Tool]]&lt;br /&gt;
&#039;&#039;&#039;FSX Animation Tool&#039;&#039;&#039; is also located in Blender&#039;s Toolshelf. Similarly to ACES&#039; animation manager in gmax/3DSMax, it is used to &amp;quot;tag&amp;quot; animated objects in the scene, so that the animation can then be processed by the XToMdl tool. Open the tool by clicking on the black triangle/arrow to the left. If the toolset was previously initialized (see &amp;quot;Getting started&amp;quot; above), the list window should be populated with animation entries (i.e Ambient, Ambient2, etc.). To tag an object, do the following:&lt;br /&gt;
* Keyframe-animate your object. For &amp;quot;Ambient&amp;quot; type animations, the range is defined by you; for aircraft parts, the range is defined in the SDK (example: the rudder would have a range of 0-100 frames, with keyframes at least at 0, 50 and 100).&lt;br /&gt;
* In the list window, scroll down to the animation entry corresponding to the animated part, select it (marked blue) and,&lt;br /&gt;
* With your object selected, click &#039;&#039;&#039;Assign&#039;&#039;&#039;. The object is now tagged with the animation entry. An object can only be tagged with one animation entry!&lt;br /&gt;
[[Image:Blender2FSX_manual_04.jpg|thumb|right|FSX Properties]]&lt;br /&gt;
You can check which tag has been assigned to the object by going to the &amp;quot;Properties&amp;quot; Panel, object context, FSX Properties rollout: it shows an &amp;quot;Animation Tag&amp;quot; field, a &amp;quot;Length&amp;quot; field which displays the animation range as defined in the modeldef.xml (or 0 in case of &amp;quot;Ambient&amp;quot; type animations; use this to cross-check with your object&#039;s animation range) and a &#039;&#039;&#039;Clear&#039;&#039;&#039; button used to untag the object&#039;s animation. You can untag all objects in the scene at once by clicking the &#039;&#039;&#039;Clear All&#039;&#039;&#039; button in the FSX Animation Tool. &#039;&#039;Be careful, this can not be undone!&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Hint: Instead of scrolling down the list to find an animation entry, you can use the &amp;quot;search&amp;quot; feature of the list window. Acces it by clicking the small &amp;quot;+&amp;quot; at the bottom left of the list window. Enter a search string/phrase in the search box and hit &amp;quot;Enter&amp;quot;.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Skinned meshes ===&lt;br /&gt;
&lt;br /&gt;
For skinned animations to work, use an armature modifier with &#039;&#039;&#039;Vertex groups&#039;&#039;&#039;, envelopes won&#039;t work. You can use weight painting to define the influence of bones on the vertices.&lt;br /&gt;
&lt;br /&gt;
To assign a tag to a bone/armature:&lt;br /&gt;
* Go into Pose mode&lt;br /&gt;
* Select the bone you want to tag&lt;br /&gt;
* In the FSX Animation Tool, select the animation entry you want to use&lt;br /&gt;
* Click &#039;&#039;&#039;Assign&#039;&#039;&#039; &lt;br /&gt;
For bones, the FSX Properties are located in the &#039;&#039;&#039;bone&#039;&#039;&#039; tab of the Properties panel, where you can check which animation tag has been assigned to the bone.&lt;br /&gt;
&lt;br /&gt;
It is important to note that &#039;&#039;&#039;every&#039;&#039;&#039; vertex needs to be assigned to a vertex group/bone. You will need a static bone for the non-deforming part of your mesh.&lt;br /&gt;
&lt;br /&gt;
Constraints can be used on bones just as on regular objects.&lt;br /&gt;
&lt;br /&gt;
== FSX Attachpoint Tool ==&lt;br /&gt;
&#039;&#039;&#039;FSX Attachpoint Tool&#039;&#039;&#039; is also located in Blender&#039;s Toolshelf. It works analogously to ACES&#039; Attachpoint Tool, with the difference that it doesn&#039;t support Library objects and Empties. An attachpoint is a piece of geometry (i.e. an object) to which an effect, a visibility condition, a mouse rectangle (or clickspot), a &amp;quot;platform&amp;quot; property or a &amp;quot;nocrash&amp;quot; property can be &amp;quot;attached&amp;quot;. Combinations thereof can be applied to a single object. Refer to the SDK&#039;s document &amp;quot;Using modeling Tools: The Attach Tool&amp;quot; of the Modeling SDK for an in-depth description of the functionality of the different options.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Effects&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
To attach an effect to an object:&lt;br /&gt;
* Select the object&lt;br /&gt;
* Tick the &amp;quot;Effect&amp;quot; checkbox in the Attachpoint Tool. Options for &amp;quot;Effect&amp;quot; should automatically rollout at the bottom of the tool.&lt;br /&gt;
* In the &amp;quot;Name&amp;quot; field, enter a name for your attachpoint. Care must be taken, as &#039;&#039;&#039;attachpoint names must be unique&#039;&#039;&#039; throughout the model/scene!&lt;br /&gt;
* In the &amp;quot;Effect&amp;quot; field, enter the filename (&#039;&#039;without extension .fx&#039;&#039;) of the effect you want to attach. The available effects can be found in the main FSX folder, subfolder &amp;quot;Effects&amp;quot;.&lt;br /&gt;
* In the &amp;quot;Param&amp;quot; field, a list of parameters for the effect can be set, as described in the SDK (i.e. DAY=1;DAWN=0 etc.).&lt;br /&gt;
* When all is set, click the &#039;&#039;&#039;Attach&#039;&#039;&#039; button.&lt;br /&gt;
&#039;&#039;Note: the object needs to have a material or else effects won&#039;t work.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[Image:Blender2FSX_manual_05.jpg|frame|Attachpoint Tool]]&lt;br /&gt;
&#039;&#039;&#039;Visibility&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
To set a visibility condition on an object:&lt;br /&gt;
* Select the object&lt;br /&gt;
* Tick the &amp;quot;Visibility&amp;quot; checkbox&lt;br /&gt;
* Choose a Visibility tag from the dropdown&lt;br /&gt;
* When all is set, click &#039;&#039;&#039;Attach&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mouse Rectangle&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
To make an object clickable in the sim:&lt;br /&gt;
* Select the object&lt;br /&gt;
* Tick the &amp;quot;MouseRect&amp;quot; checkbox&lt;br /&gt;
* Select a MouseRect/Clickspot definition from the list window&lt;br /&gt;
* When all is set, click &#039;&#039;&#039;Attach&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Platform&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
To define a platform:&lt;br /&gt;
* Select the platform object&lt;br /&gt;
* Tick the &amp;quot;Platform&amp;quot; checkbox&lt;br /&gt;
* In the &amp;quot;Name&amp;quot; field, enter a &#039;&#039;&#039;unique(!)&#039;&#039;&#039; name for the attachpoint (i.e. a name that has not been used before).&lt;br /&gt;
* Choose a platform type from the dropdown&lt;br /&gt;
* When all is set, click &#039;&#039;&#039;Attach&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;Note: For some reason, you have to export at least two objects in a model containing a platform, in order for it to compile successfully.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;No Crash&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
To exclude an object from crash detection:&lt;br /&gt;
* Select the object&lt;br /&gt;
* Tick the &amp;quot;No Crash&amp;quot; checkbox&lt;br /&gt;
* When all is set, click &amp;quot;Attach&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Clear Attachpoint&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
To clear an object from its attachpoint, click the &#039;&#039;&#039;Clear&#039;&#039;&#039; button with the object selected.&lt;br /&gt;
&lt;br /&gt;
=== Example: Landing light ===&lt;br /&gt;
[[Image:Blender2FSX_manual_06.jpg|thumb|Attachpoint Tool: Adding a landing light effect]]&lt;br /&gt;
There is a minor difference when adding a landing light compared to ACES tools in gmax/3DSMax. After creating your geometry (a simple triangle/polygon object), set the transform orientation to &amp;quot;Local&amp;quot; and rotate the object so that its positive &#039;&#039;&#039;Z-axis&#039;&#039;&#039; points in the desired direction of the light beam. Now setup the attachpoint tool:&lt;br /&gt;
* Check &amp;quot;Effect&amp;quot; and &amp;quot;Visibility&amp;quot;, uncheck everything else.&lt;br /&gt;
* Enter a name for the attachpoint (&#039;&#039;&#039;attachpt_landing_4&#039;&#039;&#039; in the example in the picture)&lt;br /&gt;
* Enter the effect&#039;s filename without the .fx extension, i.e. &#039;&#039;&#039;fx_landing&#039;&#039;&#039;&lt;br /&gt;
* Under Visibility, choose &amp;quot;&#039;&#039;&#039;general_light&#039;&#039;&#039;&amp;quot;.&lt;br /&gt;
* Click &#039;&#039;&#039;Attach&#039;&#039;&#039;&lt;br /&gt;
That&#039;s it! You&#039;ve just added a landing light to your model.&lt;br /&gt;
&lt;br /&gt;
= FSX Materials =&lt;br /&gt;
[[Image:Blender2FSX_manual_07.jpg|frame|FSX Material: Texture slots]]&lt;br /&gt;
This section describes how FSX Materials are integrated into Blender. For a description of the parameters and their functionalities, refer to SDK document &amp;quot;FSX Material&amp;quot; of the Modeling SDK. All the parameters are simply replicated in the &#039;&#039;&#039;FSX Material Params&#039;&#039;&#039; rollout in the Properties panel in Blender. However, to enable the &#039;&#039;FSX Material Params&#039;&#039;, tick the checkbox at the top of the rollout. Currently unsupported features are &#039;&#039;detail texture&#039;&#039; and &#039;&#039;fresnel ramp&#039;&#039;. These will be added in a future release. It is also worth mentioning that you have to use &amp;quot;normal&amp;quot; materials, as Blender2FSX doesn&#039;t support node materials.&lt;br /&gt;
&lt;br /&gt;
== Texture maps ==&lt;br /&gt;
The main difference from Blender to gmax/Max with regard to FSX materials is the way texture maps are handled. To create a texture in Blender, select the Material under the &#039;&#039;&#039;material&#039;&#039;&#039; context of the Properties panel, then go to the &#039;&#039;&#039;texture&#039;&#039;&#039; context of the Properties panel.&lt;br /&gt;
* Select a free slot in the list at the top of the panel&lt;br /&gt;
* Click &amp;quot;New&amp;quot;. The panel will populate with options.&lt;br /&gt;
* Choose type &amp;quot;Image or Movie&amp;quot;&lt;br /&gt;
* Choose the image source file for your texture&lt;br /&gt;
* Under Mapping:Coordinates, choose &amp;quot;UV&amp;quot; (you can specify the UV layer as an option)&lt;br /&gt;
* Now in the &amp;quot;Influence&amp;quot; rollout, for a&lt;br /&gt;
** &#039;&#039;&#039;diffuse&#039;&#039;&#039; map: tick the Diffuse:Color checkbox, untick everything else. (visible texture)&lt;br /&gt;
** &#039;&#039;&#039;specular&#039;&#039;&#039; map: tick Specular:Intensity, untick everything else. (influences the reflections of the diffuse texture)&lt;br /&gt;
** &#039;&#039;&#039;emissive&#039;&#039;&#039; map: tick Shading:Emit, untick everything else. (night texture, formerly known as _LM texture)&lt;br /&gt;
** &#039;&#039;&#039;bump&#039;&#039;&#039; map: tick Geometry:Normal, untick everything else. (adds some kind of surface roughness)&lt;br /&gt;
By &amp;quot;untick everything else&amp;quot;, I mean that in order to have the correct diffuse map for example, no other texture in the same material should have Diffuse:color ticked in the Influence rollout. You are free to play with the different options, as long as you make sure that only one texture has the crucial option ticked. An exception to this rule are virtual cockpit textures (see below).&lt;br /&gt;
&lt;br /&gt;
Hint: Don´t forget to check the &amp;quot;FSX Material Params&amp;quot; in the Material, otherwise none of the above options will work. You will then only see the diffuse texture.&lt;br /&gt;
&lt;br /&gt;
[[Image:Envmap_blender.jpg|thumb|left|Environment map for Blender]]&lt;br /&gt;
&#039;&#039;&#039;Environment maps&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
For EnvMaps, the texture type is &amp;quot;Environment Map&amp;quot; instead of &amp;quot;Image or Movie&amp;quot;. Blender2FSX automatically recognises EnvMaps as long as the type is set correctly and Diffuse:Color is checked under the &amp;quot;Influence&amp;quot; rollout. The setups of EnvMaps differ from Blender to FSX. In order to see the same reflection in Blender renders as in the sim, you will have to reorganize the EnvMap (a.k.a Cube map) as shown in the picture to the left.&lt;br /&gt;
&lt;br /&gt;
== Virtual cockpit textures ==&lt;br /&gt;
&lt;br /&gt;
Virtual cockpit textures are created in the panel.cfg file. Their size is determined by the size_mm and pixel_size entries of the corresponding [VCockpitXX] section, where the arrangement of the gauges on the VC texture is also defined.&lt;br /&gt;
&lt;br /&gt;
In your virtual cockpit, you need to map polygons that will display gauges to the virtual cockpit texture. For this purpose, you need to create a &#039;&#039;&#039;dummy&#039;&#039;&#039; texture that reflects the arrangement of the gauges on the VC texture. The following is taken from the panel.cfg of the default C172 (©Microsoft):&lt;br /&gt;
&amp;lt;pre&amp;gt;[VCockpit02]&lt;br /&gt;
size_mm=512,512&lt;br /&gt;
pixel_size=512,512&lt;br /&gt;
texture=$C172s_2&lt;br /&gt;
background_color=0,0,0&lt;br /&gt;
&lt;br /&gt;
gauge00=Cessna!Heading_Indicator,                 0,  0,163,162&amp;lt;/pre&amp;gt;&lt;br /&gt;
To make a dummy texture from this VCockpit texture, we would create a &#039;&#039;&#039;512x512&#039;&#039;&#039; (see size_mm=) texture sheet and name it &#039;&#039;&#039;$C172s_2&#039;&#039;&#039; (see texture=) and save it with our favourite paint program. The $-sign at the beginning of the name is important: it tells FSX and Blender2FSX that this is a virtual cockpit texture. We would now proceed to place copies of the gauge artwork on the sheet at the positions defined in the panel.cfg. In this example, we could place the background bitmap of the Heading_Indicator gauge at the top-left corner (0,0) and make sure it&#039;s 163 by 162 pixels wide. We would then save the texture (as .png or something else) and head back to Blender.&lt;br /&gt;
&lt;br /&gt;
Back in Blender:&lt;br /&gt;
* Create a material for the gauge polygon and name it something sensible like &amp;quot;material_VC_1&amp;quot;.&lt;br /&gt;
* Under the FSX Material Params rollout, tick the &amp;quot;Is Virtual cockpit texture&amp;quot; checkbox (scroll all the way to the bottom)&lt;br /&gt;
* Add a texture for material_VC_1, type= &amp;quot;Image or Movie&amp;quot;&lt;br /&gt;
* Point the file source to the newly created $C172s_2.png dummy texture&lt;br /&gt;
* Mapping:Coordinates, choose &amp;quot;UV&amp;quot;&lt;br /&gt;
* Influence: tick Diffuse:Color &#039;&#039;&#039;and&#039;&#039;&#039; (if you don&#039;t use a separate emissive texture for night lighting) Shading:Emit&lt;br /&gt;
* Go to the UV/Image Editor and unwrap your polygon&lt;br /&gt;
* Map it to the dummy texture&lt;br /&gt;
Your gauge polygon is now ready for export.&lt;br /&gt;
&lt;br /&gt;
= Exporting to FSX =&lt;br /&gt;
&lt;br /&gt;
Calling the exporter module of Blender2FSX: Go to &#039;&#039;File&amp;gt;Export&amp;gt;DirectX for FSX(.x)&#039;&#039;. The main window will change to a file selection dialog, with a box to enter the filename at the top and export options displayed at the bottom left of the window.&lt;br /&gt;
&lt;br /&gt;
== Export options ==&lt;br /&gt;
The export options are pretty much self-explanatory. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Export selection&#039;&#039;&#039;&lt;br /&gt;
Use this option if you want to export only a part of your scene.&lt;br /&gt;
&lt;br /&gt;
In my case, I generally keep layers with the finished work separated from layers with garbage (from boolean operations and such) and helper objects. I also use a lot of Empties (to correct my animations in Blender) that I don&#039;t need and want to export. So at export time, I set my &amp;quot;finished&amp;quot; layers to be visible and then &#039;&#039;Select&amp;gt;Select All By Type&amp;gt;Mesh&#039;&#039; and choose &#039;&#039;&#039;Export selection&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Apply modifiers&#039;&#039;&#039;&lt;br /&gt;
This tells Blender2FSX to apply all modifiers (except armature modifiers) on exporting.&lt;br /&gt;
&lt;br /&gt;
This is internal to the export process, so your scene objects will retain their modifiers. Leaving this unchecked will result in having the meshes show up as if there were no modifiers on the stack.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Export animations&#039;&#039;&#039; will generate the creation of a .xanim file along with the .x file. It contains all the animations information of the scene.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skinned mesh&#039;&#039;&#039; enables the export of animated armatures.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Export MDL&#039;&#039;&#039; creates a &#039;&#039;filename.MDL&#039;&#039; file in the folder where your &#039;&#039;filename.x&#039;&#039; file is created. This .MDL file can be directly copied to an aircraft&#039;s model folder.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Log Verbose&#039;&#039;&#039; causes the exporter to run in Debug mode. Debug messages are output to the Blender system console which can be accessed via &#039;&#039;Window&amp;gt;Toggle system console&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
== Exporter errors ==&lt;br /&gt;
&lt;br /&gt;
On occasions, the exporter might quit with an error. For example when:&lt;br /&gt;
* There is no friendly name or GUID set. Obviously, you have to set a friendly name and GUID first.&lt;br /&gt;
* The exporter can&#039;t find the modeldef.xml or the XToMdl.exe. These have to be in the &#039;&#039;Modeling SDK\bin&#039;&#039; folder and &#039;&#039;Modeling SDK\3DSM7\plugins&#039;&#039; folder respectively. Don&#039;t move them away from there. It can also occur that your registry entry &amp;quot;SdkRootDir&amp;quot; points to an obsolete file (maybe after a failed/corrupted installation attempt of the SDK); in that case, clean your registry.&lt;br /&gt;
&lt;br /&gt;
In case the exporter throws an error that you can&#039;t figure out, feel free to report it in the support thread.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
FSDeveloper is a great place with lots of knowledgeable people who help each other whenever they can. I have learned so much on these forums, thank you all for that. I also want to thank the gurus over at [http://blenderartists.org/forum/forum.php blenderartists.org] who got me started on python scripting by patiently answering my noobish questions. And Chris Foster who wrote the official DirectX exporter for Blender. I want to thank the community for keeping me motivated in the accomplishment of this Toolset. May it grow and become better over time. Thank you for reading... [[User:Captx-6562|Captx-6562]]&lt;/div&gt;</summary>
		<author><name>Pyscen</name></author>
	</entry>
	<entry>
		<id>http://www.fsdeveloper.com/wiki/index.php?title=Blender2P3D/FSX&amp;diff=11356</id>
		<title>Blender2P3D/FSX</title>
		<link rel="alternate" type="text/html" href="http://www.fsdeveloper.com/wiki/index.php?title=Blender2P3D/FSX&amp;diff=11356"/>
		<updated>2022-12-03T19:23:23Z</updated>

		<summary type="html">&lt;p&gt;Pyscen: /* Credits and license */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{ambox&lt;br /&gt;
| type  = content&lt;br /&gt;
| imageleft = [[Image:40px-Emblem-Info.png|40px]]&lt;br /&gt;
| imageright = [[Image:Broom icon.jpg|40px]]&lt;br /&gt;
| style = width: 100%; color: black; background:#EFFFB0; font-style: italic&lt;br /&gt;
| text = The current version of the &#039;&#039;&#039;Blender2P3D/FSX&#039;&#039;&#039; addon is &#039;&#039;&#039;v1.0.2&#039;&#039;&#039;.  The &#039;&#039;&#039;Blender2P3D/FSX toolset&#039;&#039;&#039; is an addon for [http://www.blender.org/download/ Blender] which can be used for FSX (including FSX: SE) and P3D 3-D Modeling.|] }}&lt;br /&gt;
[[Category:Tools]]&lt;br /&gt;
[[Category:Blender]]&lt;br /&gt;
[[category:Modeling]]&lt;br /&gt;
[[Category:Aircraft Design]]&lt;br /&gt;
[[category:Scenery Design]]&lt;br /&gt;
[[Category:Terrain Design]]&lt;br /&gt;
[[Category:Airport Design]]&lt;br /&gt;
[[category:Texturing]]&lt;br /&gt;
[[category:SDK]]&lt;br /&gt;
[[category:Manuals]]&lt;br /&gt;
{{Infobox-Applicable-FSVersion&lt;br /&gt;
| MSFS= false&lt;br /&gt;
| FSXI = false&lt;br /&gt;
| P3D5 = true&lt;br /&gt;
| P3D4 = true&lt;br /&gt;
| P3D3 = true&lt;br /&gt;
| P3D2 = true&lt;br /&gt;
| P3D = true&lt;br /&gt;
| FSXA = true&lt;br /&gt;
| FSX = true&lt;br /&gt;
| FS2004 = unknown&lt;br /&gt;
| FS2002 = unknown&lt;br /&gt;
| XP11 = unknown&lt;br /&gt;
| XP10 = unknown&lt;br /&gt;
| XP9 = unknown&lt;br /&gt;
}}&lt;br /&gt;
This addon is a continuation of the [[Blender2FSX Toolset manual]] and it incorporates compatibility with the latest API for Blender version v3.x.x and above. The new toolset also features full support of PBR materials for Lockheed Martin&#039;s Prepar3D v4.4 and above, as well as some changes to the interface and file structure of the addon.&lt;br /&gt;
This wiki will help you install and use the new toolset.&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
= Installation =&lt;br /&gt;
== Requirements ==&lt;br /&gt;
* Windows 11 and 10 &lt;br /&gt;
&lt;br /&gt;
* Microsoft Flight Simulator X SDK &#039;&#039;&#039;&#039;&#039;including updates&#039;&#039;&#039; to SP2 or Acceleration&#039;&#039; or&lt;br /&gt;
&lt;br /&gt;
* Lockheed Martin Prepar3D SDK v1.x, v2.x, v3.x, &amp;amp; v4.x (&#039;&#039;FSX Steam Edition should use the Prepar3D SDK v1.x&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
* [http://www.blender.org/download/ Blender] (version: &#039;&#039;&#039;v3.x&#039;&#039;&#039; or above)&lt;br /&gt;
&lt;br /&gt;
Make sure that &#039;&#039;&#039;&#039;&#039;ALL&#039;&#039;&#039; SDKs&#039;&#039; that you are using are installed prior to installing/ activating this Toolset!&lt;br /&gt;
&lt;br /&gt;
== Setup ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:blender2p3dfsx_setup1.jpg&lt;br /&gt;
Image:blender2p3dfsx_setup2.jpg&lt;br /&gt;
Image:blender2p3dfsx_setup3.jpg&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
After downloading the add-on, open Blender 3.x.x and open the Preferences (Edit-&amp;gt;Preferences). Navigate to the &amp;quot;Add-ons&amp;quot; tab and click on &amp;quot;Install...&amp;quot;. &lt;br /&gt;
In the file manager, navigate to where you have downloaded the Toolset file, select it and click on &amp;quot;Install Add-on&amp;quot;. This will extract the content of the zip file to your Blender script folder (by default under %APPDATA%\Blender Foundation\Blender\&amp;lt;version number&amp;gt;\scripts\addons). Next, you need to activate the addon by clicking on the &#039;&#039;check-mark&#039;&#039; next to &amp;quot;3DView: P3D/FSX Toolset&amp;quot;. That should enable the addon and the various panels and properties. Close the Preferences window.&lt;br /&gt;
&lt;br /&gt;
To ensure that the addon was correctly installed, press &amp;quot;N&amp;quot; on your keyboard while the mouse pointer is in one of the main viewports. This should open the main panels of the addon under the tab named &amp;quot;P3D/FSX&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
= Using the Tools =&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
[[Image:Blender2p3dfsx setup4.jpg|thumb|right|P3D/FSX Toolset panels]]&lt;br /&gt;
Once installed, the Blender2P3D/FSX toolset will append the list of toolkit panels in your viewport. Press &amp;quot;N&amp;quot; to open or close the list of tools. There will be a new entry named &amp;quot;P3D/FSX&amp;quot;, which gives access to the tools of this addon. The different tools are organized in different panels, which are grouped by function.&lt;br /&gt;
The addon adds object properties to the scene. These properties are for instance the references to the various SDKs you can utilize or object properties like attached animations or scenery properties. &lt;br /&gt;
Furthermore, the addon will append the material parameters by P3D or FSX specific parameters.&lt;br /&gt;
Lastly, the addon extends the exporter capabilities and allows you to export your scene to an x-file format and from there calls XToMdl.exe to generate a Prapar3D/Flight Simulator X compatible 3d model.&lt;br /&gt;
&lt;br /&gt;
== Setting up your scene ==&lt;br /&gt;
To ensure that your 3d asset export properly to Prepar3D or Flight Simulator X, you must make sure to prepare and configure the Blender scene. To get started, open the toolset panels by pressing &amp;quot;N&amp;quot; on your keyboard with the main viewport in focus. This will open a list of panels you have currently activated in your Blender configuration. Click on the tab &amp;quot;P3D/FSX&amp;quot; to bring up the panels of the Blender2P3D/FSX toolset.&lt;br /&gt;
=== Configure the SDK ===&lt;br /&gt;
Firstly, go to the &#039;&#039;P3D/FSX Toolset Settings&#039;&#039; and select which SDK you would like to utilize. If &amp;quot;Auto Detect SDK path&amp;quot; is enabled, simply click on &amp;quot;Initialize the SDK&amp;quot;. The addon will then look up the file paths of the SDK in the Windows registry. This method should work in 99% of the cases, however, if the Addon cannot find the file paths, you can also use the &#039;&#039;Manually Find ModelDef file&#039;&#039; option to set up the path.&lt;br /&gt;
Please note that it is necessary to initialize the SDK every time you restart Blender, or load a new scene. This way you ensure that all entries of the modeldef.xml are properly loaded into Blender.&lt;br /&gt;
&lt;br /&gt;
=== Configure the scene ===&lt;br /&gt;
In order for your 3d asset to export properly, you have to ensure that both a GUID and a friendly name are assigned to your scene. To do so, open the &#039;&#039;P3D/FSX File Properties&#039;&#039; panel and type the friendly name in the first edit box. You can use the button &#039;&#039;Generate GUID&#039;&#039; to automatically generate a valid GUID for your scene. Alternatively, you can generate the GUID externally and copy and paste the string into the GUID edit box.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
== Scenery properties ==&lt;br /&gt;
[[image:Blender2P3DFSX Scenery.jpg|thumb|right|Scenery tool of the Blender2P3D/FSX addon.]]&lt;br /&gt;
[feel free to enter the information here.]&lt;br /&gt;
&lt;br /&gt;
=== Quicksave information ===&lt;br /&gt;
With the latest update of the toolkit, you&#039;ll be able to quicksave the location data of your scene. To do so, go to the &#039;&#039;Load/Save scenery data&#039;&#039; section, enter a location name and click on &#039;&#039;Add Location&#039;&#039;. This will save all settings of latitude, longitude, etc. into an XML file on your hard drive. To recall any of those previously saved datasets, click on &#039;&#039;Load Location&#039;&#039;, to open a list of names of previously saved locations. Select the location you wish to load and click on &#039;&#039;LOAD&#039;&#039;. This will populate all fields of the Scenery Tools with those from the XML file.&lt;br /&gt;
&lt;br /&gt;
Note that there is currently no interface to remove entries from the list. But if you&#039;d like to edit or update your quick-save list, you can find the XML file in the following location:&lt;br /&gt;
%APPDATA%\Blender Foundation\Blender\&amp;lt;version number&amp;gt;\config\p3d_locations.xml&lt;br /&gt;
&lt;br /&gt;
The addon will try to load the XML file whenever you initialize the SDK (see [[https://www.fsdeveloper.com/wiki/index.php?title=Blender2P3D/FSX#Setting_up_your_scene Setting up your scene]]). There will be a warning message in the system console of Blender if the file wasn&#039;t found on your hard drive. You can safely ignore this warning if you don&#039;t use this feature of the toolset.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Animations ==&lt;br /&gt;
[[Image:Blender2p3dfsx animation tool.jpg|thumb|left|The Animation tool of the Blender2P3D/FSX toolset.]]&lt;br /&gt;
To register an animation for a P3D/FSX asset, open the &#039;&#039;P3D/FSX Animation Tool&#039;&#039; panel. You will be presented with a list of animations, as found in the modeldef.xml file. To assign an animation to a selected object, choose it from the list and click on &#039;&#039;Assign&#039;&#039;. You can use the search function to filter the list for certain keywords, click on the little arrow at the bottom of the list to expose the search bar.&lt;br /&gt;
[[Image:Blender2p3dfsx object properties.jpg|thumb|right|Object properties for the Blender2P3D/FSX toolset.]]&lt;br /&gt;
Once an animation has been assigned, make sure to enter an animation length in the object&#039;s properties as well. Open the objects properties panel and scroll to the &#039;&#039;P3D/FSX Properties&#039;&#039; section. Here, you&#039;ll find the properties of the attached animation as well as a list of all utilized attachpoints for that object.&lt;br /&gt;
You can also delete an animation by clicking on the &#039;&#039;Clear&#039;&#039; button.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Attachpoints ==&lt;br /&gt;
&lt;br /&gt;
Open the Attach Tool to access the various options for attachpoints. You can activate or deactivate a number of different functions by clicking on the corresponding buttons in the list. The buttons turn blue when active. Don&#039;t forget to assign the selected attachpoint and its parameters to an object by selecting the object in the scene and clicking on &#039;&#039;Attach&#039;&#039; at the bottom of the panel.&lt;br /&gt;
To see what attachpoints are active for any given object in the scene, select the object and open the object properties. Under &#039;&#039;P3D/FSX Properties&#039;&#039;, you&#039;ll find a list of all attachpoints under the animation properties for the selected object.&lt;br /&gt;
&lt;br /&gt;
=== Effects ===&lt;br /&gt;
&lt;br /&gt;
[[Image:Blender2P3DFSX attach effect.jpg|thumb|left|Attachpoint properties for effects.]]&lt;br /&gt;
To attach an effect to an object in your scene, click on the &#039;&#039;Effect&#039;&#039; button in the P3D/FSX Attach Tool panel. This will extend the panel and allow you to specify the parameters of the effect you&#039;d like to attach.&lt;br /&gt;
* &#039;&#039;&#039;Name&#039;&#039;&#039;: set an attachpoint name for the object.&lt;br /&gt;
* &#039;&#039;&#039;Effect&#039;&#039;&#039;: type the filename of the effect you would like to attach to the object.&lt;br /&gt;
* &#039;&#039;&#039;Param&#039;&#039;&#039;: define paramters for the effect. Those can be, for instance, conditions for the effect to trigger. Refer to the P3D/FSX SDK for more information on valid syntax for this field.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Visibility ===&lt;br /&gt;
&lt;br /&gt;
[[Image:Blender2P3DFSX attach visibility.jpg|thumb|left|Attachpoint properties for visibility.]]&lt;br /&gt;
Add a visibility tag to the selected object by clicking on &#039;&#039;Visibility&#039;&#039; on the P3D/FSX Attach Tool panel. This will open a list of available visibility tags, which you can attach to a selected object in the scene using the &amp;quot;Attach&amp;quot; button.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== MouseRect ===&lt;br /&gt;
&lt;br /&gt;
[[Image:attach mouserect.jpg|thumb|left|Attachpoint properties for mouserects.]]&lt;br /&gt;
To add a mouserect to the selected object in the scene, click on &#039;&#039;Mouse Rect&#039;&#039;. This will reveal a dropdown list of all available mouserects, as defined in the modeldef.xml file.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
=== Platform ===&lt;br /&gt;
[[Image:Blender2P3DFSX attach platform.jpg|thumb|left|Attachpoint properties for platforms.]]&lt;br /&gt;
You can define an object as a &amp;quot;platform&amp;quot; by activating &#039;&#039;Platform&#039;&#039; in the P3D/FSX Attach Tool panel. Make sure to select a surface property for the platform in the dropdown list.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
=== No Crash ===&lt;br /&gt;
Enable the no crash flag for the selected object in the scene by clicking on &#039;&#039;No Crash&#039;&#039; in the P3D/FSX Attach Tool panel.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
=== Empty ===&lt;br /&gt;
[[Image:Blender2P3DFSX attach empty.jpg|thumb|left|Attachpoint properties for empty attachpoints.]]&lt;br /&gt;
You can also attach an empty attachpoint to an object in the scene by clicking on &#039;&#039;Empty&#039;&#039; in the P3D/FSX Attach Tool panel. This will enable you to assign a name for the attachpoint. These empty attachpoints can be used for instance to create various equipment for aircraft carriers. Simply assign one of the keywords to the object to trigger the wanted behavior of the object. Valid names are:&lt;br /&gt;
*attachpt_catapult_start_n,&lt;br /&gt;
*attachpt_catapult_end_n,&lt;br /&gt;
*attachpt_blast_shield_n,&lt;br /&gt;
*attachpt_runway_start,&lt;br /&gt;
*attachpt_runway_end,&lt;br /&gt;
*attachpt_runway_edg,&lt;br /&gt;
*attachpt_cable_n_1,&lt;br /&gt;
*attachpt_cable_n_2.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Material parameters ==&lt;br /&gt;
{{ambox&lt;br /&gt;
| type  = content&lt;br /&gt;
| imageleft = [[Image:40px-Emblem-Info.png|40px]]&lt;br /&gt;
| imageright = [[Image:Broom icon.jpg|40px]]&lt;br /&gt;
| style = width: 100%; color: black; font-weight: bold; background:#EFFFB0; font-style: italic&lt;br /&gt;
| text  = Please note that you should re-initialize your material if you are updating a scene from an older version of the Blender2P3D/FSX toolset. To do so, select your preferred option in the dropdown for the material mode selection. &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The P3D/FSX Blender toolset will extend the material properties to include flight simulator-specific parameters. Make sure to carefully go through the list of properties to make sure that your material is ready for export.&lt;br /&gt;
The most fundamental parameter is the main material mode. You can choose between &amp;quot;PBR Material&amp;quot;, &amp;quot;Specular Material&amp;quot; and &amp;quot;Disabled&amp;quot;. Note that any material with the mode being set to &amp;quot;disabled&amp;quot; will be skipped during the export process. Also, note that the PBR material is only available for models used in Prepar3D version 4.4 or higher. Therefore, if you are preparing a model for FSX or older versions of Prepar3d, make sure to have the material mode set to the Specular workflow.&lt;br /&gt;
&lt;br /&gt;
The P3D/FSX Blender toolset is making use of Blender&#039;s node tree and as a result, it is important that your materials comply with the conventions of the addon&#039;s exporter. Whenever you change between different material modes, a script will automatically replace the current node tree with one that is compatible with the chosen material mode. This means that currently, you will have to re-assign all textures every time you change the material mode!&lt;br /&gt;
&lt;br /&gt;
When assigning a new texture to any of the slots, a script will check if the texture is of the DDS format and if so, set up the node tree with a WYSIWYG representation of the simulator&#039;s shader. To do this, the addon will perform these two steps:&lt;br /&gt;
1. vertically flipping the UV for the texture node&lt;br /&gt;
2. reversing the red-in-alpha action for the normal map, meaning you can input a P3D/FSX conform normal map and it&#039;ll show up correctly in Blender.&lt;br /&gt;
&lt;br /&gt;
The new material handling also incorporates the detail map in the node tree and synchronizes the scaling of the detail map with the settings made in the Blender2P3D/FSX material panel.&lt;br /&gt;
&lt;br /&gt;
When exporting your scene, the exporter will run an analysis on all materials to extract the texture information. This is done in two ways, by checking what texture nodes connect to the relevant input nodes and by looking for specific node names. This way, it is possible to modify the node tree in Blender while retaining the ability to export the materials properly. The texture paths are searched for in the following manner:&lt;br /&gt;
1. Check if the (new) texture slots in the material panel are populated and use those if found.&lt;br /&gt;
2. If not, check the relevant input socket of the BSDF Principled shader node&lt;br /&gt;
3. follow all the links from that node and create a list of texture image nodes&lt;br /&gt;
4. if there are more than one texture image nodes directly or indirectly connected to the input socket, check the name of both and see if it matches&lt;br /&gt;
5. if there are NO texture image nodes connected to the input socket, search through ALL the texture image nodes of the graph, and check if the name matches.&lt;br /&gt;
&lt;br /&gt;
On the creation of the node tree, the texture image nodes will be given their corresponding names. Those are:&lt;br /&gt;
&amp;quot;diffuse&amp;quot; for the diffuse/albedo texture&lt;br /&gt;
&amp;quot;specular&amp;quot; for the specular texture&lt;br /&gt;
&amp;quot;metallic&amp;quot; for the metallic/smoothness/ao texture&lt;br /&gt;
&amp;quot;emissive&amp;quot; for the emissive/lightmap texture&lt;br /&gt;
&amp;quot;normal&amp;quot; for the normal/bump map texture&lt;br /&gt;
&amp;quot;clear-coat&amp;quot; for the amount/smoothness/normal x-component/normal y-component&lt;br /&gt;
&lt;br /&gt;
I suggest not deleting any of those texture nodes, in case you&#039;ll need them at a later stage. If you don&#039;t want a certain texture map to show up on your model, just disconnect the corresponding link.&lt;br /&gt;
&lt;br /&gt;
By default, the emissive image texture is not connected to anything. If you want to see the effects of your lightmap on the model in Blender, simply link the texture node with the input socket labeled &amp;quot;Emission&amp;quot;/&amp;quot;Emissive Color&amp;quot;. Note that the emissive map doesn&#039;t have to be linked with the base shader node in order for the lightmap texture to be found by the exporter!&lt;br /&gt;
&lt;br /&gt;
=== PBR Material mode ===&lt;br /&gt;
[[Image:Pbr shader.jpg|thumb|right|The node tree for PBR material.]]&lt;br /&gt;
When you switch to the PBR Material mode, the node tree will be populated with a &amp;quot;BSDF Principled&amp;quot; node and a number of nodes that are linked up with the principled&#039;s input sockets. You can revise the material at any point by removing nodes or links. You can also add logic blocks between existing links and observe the effects in the viewport. Keep in mind, however, that those types of changes will have no effect on the model when you export it to Prepar3D.&lt;br /&gt;
&lt;br /&gt;
==== Albedo/Diffuse Map ====&lt;br /&gt;
The Albedo/Diffuse map uses the &amp;quot;Base Color&amp;quot; input socket of the BSDF Principled node. By default, the Alpha channel of the texture node is linked with the Alpha input socket of the BSDF node. For all opaque materials, this should have no effect, but for transparent materials, it is important that the link remains.&lt;br /&gt;
&lt;br /&gt;
It is possible to modify the node tree to display the Ambient Occlusion channel of the metallic texture. To do that, add a &amp;quot;MixRGB&amp;quot; node to the node tree and switch the blend mode to &amp;quot;multiply&amp;quot;. Next, connect the Color channel from the albedo texture node to input Color1 of the mixRGB node, and connect the green channel (&amp;quot;G&amp;quot;) from the &amp;quot;separate RGB&amp;quot; node of the metallic node to the Color2 input of the mixRGB node. Lastly, connect the output of the mixRGB node to the Base Color input of the BSDF Principled Shader node.&lt;br /&gt;
&lt;br /&gt;
Make sure to disable Ambient occlusion in the scene render settings to not over-saturate the shading.&lt;br /&gt;
&lt;br /&gt;
==== Metallic Map ====&lt;br /&gt;
The metallic texture consists of three channels. The red channel represents the &amp;quot;metallicness&amp;quot; of the material, the alpha channel the &amp;quot;smoothness&amp;quot; and the green channel can contain an ambient occlusion map. Since Blender is using &amp;quot;roughness&amp;quot; rather than &amp;quot;smoothness&amp;quot;, it is necessary to invert the alpha channel of the metallic texture before plugging it into the BSDF Principled node. This is already done for you within Blender&#039;s shading editor (sometimes called the node editor) when you set up the material for PBR.&lt;br /&gt;
&lt;br /&gt;
Please note that the color space of the metallic node should be changed to &amp;quot;non-color&amp;quot;, once you assigned a texture to the node.&lt;br /&gt;
&lt;br /&gt;
By default, the AO map is omitted, see above if you want to display it in your scene.&lt;br /&gt;
&lt;br /&gt;
Note that for Prepar3Dv5, you can provide a reflection map in the blue channel of the metallic map, however, this channel won&#039;t be displayed in Blender. If you use the reflective channel, make sure to tick the &amp;quot;Metallic map has reflection&amp;quot; in the Metallic properties of the material.&lt;br /&gt;
&lt;br /&gt;
==== Clear Coat Map ====&lt;br /&gt;
The Clear Coat map is comprised of 2 or 3 textures that are packed in the channels within a single RGB or RGBA texture. The 2 required textures in a Clear coat map are the &amp;quot;Amount&amp;quot; and &amp;quot;Smoothness&amp;quot;. The 3rd, optionally, is the Clear Coat Normal map.  The Clear Coat map should not be used with any material that is metallic material. The Clear Coat map should be used on materials that are to appear as if they have been waxed or lacquered (such as automobiles, fine leather, and also, Banners).&lt;br /&gt;
&lt;br /&gt;
The Red Channel of the clear coat is the &amp;quot;Amount&amp;quot; of the clear coat (0.00 to 1.0). Pure black (matte) is represented as 0.00, pure white is 1.0 (maximum amount). In other words, this is the amount of wax or lacquer on the material.&lt;br /&gt;
&lt;br /&gt;
The Green Channel is the &amp;quot;Smoothness&amp;quot; of the Clear Coat. This is also represented as 0.00 to 1.0. Pure black is 0.00 and pure white is 1.0 (maximum smoothness) and gives you the maximum reflection.&lt;br /&gt;
&lt;br /&gt;
The numerical values for the &amp;quot;Amount&amp;quot; and &amp;quot;Smoothness&amp;quot; are for &amp;quot;baking&amp;quot; and procedural texture purposes.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; Within the Shading Editor in Blender (sometimes called the Node Editor), the &amp;quot;Smoothness&amp;quot; map (in the green channel) is being &amp;quot;inverted&amp;quot;. This is because Blender is looking for a &amp;quot;Roughness&amp;quot; map and P3D requires a &amp;quot;Smoothness&amp;quot; map. Using the &amp;quot;Smoothness&amp;quot; texture that is contained in the &amp;quot;Metallic&amp;quot; map will most likely not give you the &amp;quot;look&amp;quot; you were hoping for.&lt;br /&gt;
&lt;br /&gt;
The Clear Coat Normal map (placed in the Blue and Alpha Channels) consists of the x- and y-components of a standard normal map. The x-component (within a standard normal map, it&#039;s in the red Channel) is placed in the Blue channel.  The y-component (within a standard normal map, it&#039;s in the green channel) is placed in the Alpha Channel.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; Just like the Normal map used in P3D, the Clear Coat normal map is in the DirectX format, not OpenGL format  Be aware when &amp;quot;baking&amp;quot; within Blender, the OpenGL Format is used when creating normal maps.  &lt;br /&gt;
&lt;br /&gt;
=== Specular Material mode ===&lt;br /&gt;
[[Image:Specular shader.jpg|thumb|right|The node tree for specular material.]]&lt;br /&gt;
If you select &amp;quot;Specular Material&amp;quot; as the P3D/FSX material mode, the current node tree is removed and replaced. The main shader node will now be an &amp;quot;Eevee Specular&amp;quot; node. The node tree will be populated in a way that most closely represents the shader mechanics of FSX/P3D and all you need to do is add your texture files to the various texture image nodes. As with the PBR node tree, you can modify the Specular node tree in any way you wish - as long as the original Texture image nodes and the Eevee Specular node remain, the exporter will be able to pick up the correct texture paths.&lt;br /&gt;
&lt;br /&gt;
Please note that since it is a node specifically designed for the Eevee render engine, material created in this way won&#039;t render properly if you switch the viewport render mode to &amp;quot;Cycles&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
=== Normal maps for PBR and Specular material ===&lt;br /&gt;
Prepar3D and FSX use a non-standard approach to rendering normal maps and we took the approach on board when developing the node tree for the P3D/FSX material. If you&#039;re using non-DDS files (.PSD, .tga, .png, etc), the shader is set up in an industry-standard way, with the color node of the normal texture node being plugged indirectly into the normal map node of the graph. However, if you&#039;re using DDS files, the addon will change the node tree in a way that reflects the sim as closely as possible by reversing the mandatory red-in-alpha.&lt;br /&gt;
&lt;br /&gt;
Please note that the color space of the normal map will now automatically be changed to &amp;quot;non-color&amp;quot;, once you assigned a texture to the normal map slot.&lt;br /&gt;
&lt;br /&gt;
The legacy NVidia Photoshop plug-in, GIMP plug-in, and the SDK&#039;s Imagetool (FSX and P3D) all use the DirectX format for Normal maps. The latest NVidia plug-in, along with the standalone application, uses the OpenGL Format when creating Normal maps.  Most Normal maps &amp;quot;ready-made&amp;quot; can be changed to the DirectX format by inverting or flipping the &#039;y&#039;-component of the Normal map, however, go with what &amp;quot;looks&amp;quot; correct to you.&lt;br /&gt;
&lt;br /&gt;
=== Environment/Reflection map ===&lt;br /&gt;
Oppose to P3D, Blender is using a global reflection map in conjunction with reflective materials. Depending on your requirements, it might be necessary for you to utilize different reflection maps for different materials. To accommodate this, you can link any reflection map to any material, using the Parameter &amp;quot;Reflection map&amp;quot; under the P3D/FSX material properties. However, any change to the file or file path will not change anything about how reflections are presented in Blender.&lt;br /&gt;
If you would like to get an idea of how your reflection map works with your other material settings, you can manually change Blender&#039;s global reflection map. To do so, open the &amp;quot;World Properties&amp;quot; and under &amp;quot;Surface-&amp;gt;Color&amp;quot;, select &amp;quot;Environment Texture&amp;quot; as a new source for the world reflection map and navigate to your texture. Don&#039;t forget to change the render mode to &amp;quot;Viewport Shading&amp;quot;. Please note that changes to the world properties won&#039;t be taken into account when exporting your model to &amp;quot;.X&amp;quot; or &amp;quot;.MDL&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
=== Transparency ===&lt;br /&gt;
If you&#039;re working with PBR material, switching your material to transparent is simple. In the P3D/FSX material settings change the &amp;quot;Render mode&amp;quot; to &amp;quot;Masked&amp;quot;. The transparency value is taken from the Alpha channel of the Albedo texture node and will be visualized in the viewport. Note that switching from &amp;quot;Opaque&amp;quot; to &amp;quot;Masked&amp;quot; will also enable Backface culling by default, this is simply done for your convenience, but you can switch it off at any time with no effect on the P3D/FSX model itself.&lt;br /&gt;
&lt;br /&gt;
Transparency for Specular material is currently not automated in this way, so any changes to the &amp;quot;Framebuffer Blend&amp;quot; properties of the material will have no effect on how the model is displayed in Blender. These values are, however, taken into consideration when you export your model and should work as expected.&lt;br /&gt;
&lt;br /&gt;
= Exporting to .X/.MDL =&lt;br /&gt;
[[Image:Blender2P3DFSX Export1.jpg|thumb|Export options of the Blender2P3D/FSX toolset.]]&lt;br /&gt;
An essential element of the Blender2P3D/FSX toolset is the ability to export a Blender scene directly into the .mdl format. You can access the exporter by clicking on File-&amp;gt;Export-&amp;gt;DirectX for P3D/FSX (.X/.MDL). This will open the export dialog. On the right side of the window, you can choose various options for the export. Don&#039;t forget to enter a valid filename on the bottom of the screen before pressing &amp;quot;Export P3D/FSX .X file&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Note: I recommend opening the Blender console before starting the export process. At the moment the exporter won&#039;t give you any visual feedback on whether it&#039;s running or not, so checking on the console helps to make sure that everything is working smoothly. The console can be accessed through Window-&amp;gt;Toggle System Console.&lt;br /&gt;
&lt;br /&gt;
== Exporter options ==&lt;br /&gt;
&#039;&#039;&#039;Export only current selection&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
If this option is active, only the elements of your scene that are currently selected will be exported. This can be useful if you want to quickly check certain parts of the scene, without exporting everything at once.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Apply all modifiers&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
If this option is selected, every object in the scene will have its modifiers applied before being encoded into the .X file. It is important to have this option enabled, otherwise your model might not be displayed correctly in the sim.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Export animations and LOD&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
To make sure that the animations and LODs are being exported, this option should be enabled.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Skinned mesh&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
If there are any skinned meshes in you scene, make sure to enable this option. Otherwise, the skinned mesh animations are being omitted.&amp;lt;br/&amp;gt; &lt;br /&gt;
&#039;&#039;&#039;Export MDL&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
If this option is selected, the exporter will automatically call the XToMdl.exe converter once the .x file is written. Enable this option to export directly into the Prapar3D/FSX compatible 3d model format.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Create XML Scenery placement for this MDL&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
If this option is selected, the exporter will create an XML file that has all the scenery export information such as &#039;&#039;coordinates (latitude, longitude, altitude, pitch, bank, heading)&#039;&#039; and the &#039;&#039;scenery complexity&#039;&#039; of the scenery objects/model to be exported (by default &#039;&#039;Scenery Complexity = Normal&#039;&#039;). Then, it will convert the created &amp;quot;.MDL&amp;quot; format file into &amp;quot;.BGL&amp;quot; format file which then can be used directly in the simulator.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Create Sample XML Scenery Placement&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
If this option is selected, the exporter will create a SAMPLE XML file to show the developer how the scenery xml file should be written. &#039;&#039;Remember to only select this option if you wish to create the &amp;quot;.BGL&amp;quot; file manually/by your own&#039;&#039;.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Log File&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
If this option is checked, a log file will be generated in the same folder you export your scene to. The log file is a simple text file with the friendly name of the model [ex. Hangar_(date)_(time)_log.txt]. It can contain valuable information on the export progress if something goes wrong.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Use BMP&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
If selected, all texture filenames will be changed to &amp;lt;filename&amp;gt;.bmp.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Export process ==&lt;br /&gt;
The exporter will generate an .X file and - if selected - a .xanim file, which will hold the geometric information of your model, as well as the specs of your materials. Some of the properties of the model will be taken directly from the Blender scene, whereas some properties come from the custom properties that the Blender2P3D/FSX addon adds to objects and materials.&lt;br /&gt;
&lt;br /&gt;
The following list describes the operation of the exporter step-by-step.&lt;br /&gt;
# &#039;&#039;&#039;Collecting object Information&#039;&#039;&#039;&amp;lt;!--&lt;br /&gt;
 --&amp;gt;&amp;lt;p&amp;gt;The exporter will first go through the hierarchy of the scene and generate a list of exportable objects. Those objects are meshes, bones, and empty object(s) if they have anything attached to it. The exporter will also check if the SDK was initialized, a modeldef.xml was found, and if the scene contains a valid GUID and friendly name. If &amp;quot;&#039;&#039;Export Animations&#039;&#039;&amp;quot; was enabled in the export dialog, a list will be generated that contains information on every part that has an animation tag assigned to it.&amp;lt;/p&amp;gt;&lt;br /&gt;
# &#039;&#039;&#039;Writing the header&#039;&#039;&#039;&amp;lt;!--&lt;br /&gt;
 --&amp;gt;&amp;lt;p&amp;gt;The header of the .x file contains templates for mesh and material information. Since P3D and FSX models differ slightly, the templates are being written depending on the selected SDK.&amp;lt;/p&amp;gt;&lt;br /&gt;
# &#039;&#039;&#039;Outline of the scene&#039;s hierarchy&#039;&#039;&#039;&amp;lt;!--&lt;br /&gt;
 --&amp;gt;&amp;lt;p&amp;gt;The exporter will write a quick outline of the scene&#039;s objects into the .X file. This outline has no function but is informative to anyone who needs to debug any errors during the export.&amp;lt;/p&amp;gt;&lt;br /&gt;
# &#039;&#039;&#039;Writing scene information&#039;&#039;&#039;&amp;lt;!--&lt;br /&gt;
 --&amp;gt;&amp;lt;p&amp;gt;Next, the exporter will go through the list of eligible objects and encode the geometric information. This includes the position of the vertices, a list of polygons, mesh normals for each vertex, and UV coordinates.&amp;lt;/p&amp;gt;&lt;br /&gt;
## &#039;&#039;&#039;Analyzing mesh materials&#039;&#039;&#039;&amp;lt;!--&lt;br /&gt;
 --&amp;gt;&amp;lt;p&amp;gt;For each material, the exporter will analyze the node tree to find the relevant image texture nodes. If an image texture node cannot be found, or if the filename is empty, the corresponding texture type will be skipped by the exporter.&amp;lt;/p&amp;gt;&lt;br /&gt;
## &#039;&#039;&#039;Writing mesh material&#039;&#039;&#039;&amp;lt;!--&lt;br /&gt;
 --&amp;gt;&amp;lt;p&amp;gt;Once all data is collected, the material properties are being encoded in the .x file.&amp;lt;/p&amp;gt;&lt;br /&gt;
#&#039;&#039;&#039;Writing Animations&#039;&#039;&#039;&amp;lt;!--&lt;br /&gt;
 --&amp;gt;&amp;lt;p&amp;gt;If &amp;quot;&#039;&#039;Export animations and LODs&#039;&#039;&amp;quot; has been selected in the exporter window, a .xanim file is generated, which contains the animation data for all animated objects.&amp;lt;/p&amp;gt;&lt;br /&gt;
#&#039;&#039;&#039;Converting to MDL&#039;&#039;&#039;&amp;lt;!--&lt;br /&gt;
 --&amp;gt;&amp;lt;p&amp;gt;If &amp;quot;&#039;&#039;Export MDL&#039;&#039;&amp;quot; has been selected in the exporter window, the exporter will execute the XToMdl.exe of the selected SDK. The Blender system console will show the progress during this step of the export, however, note that the output is currently not logged in the log file that is generated by the exporter. If there is an issue with the .X file, or if the XToMdl.exe couldn&#039;t be found, an error will be shown in the Blender window.&amp;lt;/p&amp;gt;&lt;br /&gt;
#&#039;&#039;&#039;Export BGL&#039;&#039;&#039;&amp;lt;!--&lt;br /&gt;
 --&amp;gt;&amp;lt;p&amp;gt;BGL is a scenery file format that is being used in Flight Simulator. If &amp;quot;&#039;&#039;Create XML Scenery placement for this MDL&#039;&#039;&amp;quot; has been selected in the exporter window, the created .MDL format file will run through an application called bglcomp [which is an in-build application that comes with the Software Development (Kit)] to create the Flight Simulator use .BGL format file. This BGL format file can be used directly in the simulator later.&amp;lt;/p&amp;gt; &lt;br /&gt;
&lt;br /&gt;
If the export was successful, you&#039;ll find the .X and the .MDL file in the selected folder, ready to be imported into P3D/FSX.&lt;br /&gt;
&lt;br /&gt;
Please note that the exporter currently does not optimize your model! If you want to improve on the performance of your 3d asset, it is recommended to join all parts that share a material but don&#039;t have an animation or attachpoint assigned to it. Also note that the export process takes a long time to complete, please have the system console open to check up on the progress of the export.&lt;br /&gt;
&lt;br /&gt;
= Credits and license =&lt;br /&gt;
The addon in its current version is the hard work of many members of the fsdeveloper.com forum. The original FSX2Blender addon was developed by:&lt;br /&gt;
[https://www.fsdeveloper.com/forum/members/capt_x.6562/ Felix Owono-Ateba], [https://www.fsdeveloper.com/forum/members/ronh.1886/ Ron Haertel], [https://www.fsdeveloper.com/forum/members/krispy1001.11839/ Kris Pyatt] (2017) and [https://www.fsdeveloper.com/forum/members/manochvarma-raman.16466/ Manochvarma Raman] (2018)&lt;br /&gt;
This current incarnation of the addon uses most of the original algorithms, but with an updated UI and compatibility for Blender v2.8.x. Parts of the original exporter script have been rewritten to accommodate Blender&#039;s new material workflow and to add PBR support to the addon (P3D v4.4+ only). This work was done 2019/2020 by [https://www.fsdeveloper.com/forum/members/vitus.2026/ Otmar Nitsche]. Further additions to the material workflow were added by [https://www.fsdeveloper.com/forum/members/dave-hoeffgen.14361/ David Hoeffgen] in 2020.  The UI has been updated for Blender v3.x.x along with the adding of the Clear Coat map components (for P3D v5) by [https://www.fsdeveloper.com/forum/members/dave_w.16881/ Dave_W] &amp;amp; [https://www.fsdeveloper.com/forum/members/pyscen.1491/ Doug A] in November 2022.&lt;br /&gt;
&lt;br /&gt;
Special thanks go to [https://www.fsdeveloper.com/forum/members/arno.1/ Arno Gerretsen] and [https://www.fsdeveloper.com/forum/members/spotlope.39/ Bill Womack] for their input during the development and testing of the addon.&lt;br /&gt;
&lt;br /&gt;
The software is licensed under [http://www.gnu.org/licenses/gpl-3.0.html GNU General Public License (GNU-GPL-3)]. Feel free to use it as you see fit, both for freeware and commercial projects. If you have suggestions for changes, use the forum. If you would like to get involved in the development of the addon, contact any of the authors mentioned above to coordinate the effort.&lt;/div&gt;</summary>
		<author><name>Pyscen</name></author>
	</entry>
	<entry>
		<id>http://www.fsdeveloper.com/wiki/index.php?title=Blender2P3D/FSX&amp;diff=11355</id>
		<title>Blender2P3D/FSX</title>
		<link rel="alternate" type="text/html" href="http://www.fsdeveloper.com/wiki/index.php?title=Blender2P3D/FSX&amp;diff=11355"/>
		<updated>2022-12-03T19:21:59Z</updated>

		<summary type="html">&lt;p&gt;Pyscen: /* Credits and license */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{ambox&lt;br /&gt;
| type  = content&lt;br /&gt;
| imageleft = [[Image:40px-Emblem-Info.png|40px]]&lt;br /&gt;
| imageright = [[Image:Broom icon.jpg|40px]]&lt;br /&gt;
| style = width: 100%; color: black; background:#EFFFB0; font-style: italic&lt;br /&gt;
| text = The current version of the &#039;&#039;&#039;Blender2P3D/FSX&#039;&#039;&#039; addon is &#039;&#039;&#039;v1.0.2&#039;&#039;&#039;.  The &#039;&#039;&#039;Blender2P3D/FSX toolset&#039;&#039;&#039; is an addon for [http://www.blender.org/download/ Blender] which can be used for FSX (including FSX: SE) and P3D 3-D Modeling.|] }}&lt;br /&gt;
[[Category:Tools]]&lt;br /&gt;
[[Category:Blender]]&lt;br /&gt;
[[category:Modeling]]&lt;br /&gt;
[[Category:Aircraft Design]]&lt;br /&gt;
[[category:Scenery Design]]&lt;br /&gt;
[[Category:Terrain Design]]&lt;br /&gt;
[[Category:Airport Design]]&lt;br /&gt;
[[category:Texturing]]&lt;br /&gt;
[[category:SDK]]&lt;br /&gt;
[[category:Manuals]]&lt;br /&gt;
{{Infobox-Applicable-FSVersion&lt;br /&gt;
| MSFS= false&lt;br /&gt;
| FSXI = false&lt;br /&gt;
| P3D5 = true&lt;br /&gt;
| P3D4 = true&lt;br /&gt;
| P3D3 = true&lt;br /&gt;
| P3D2 = true&lt;br /&gt;
| P3D = true&lt;br /&gt;
| FSXA = true&lt;br /&gt;
| FSX = true&lt;br /&gt;
| FS2004 = unknown&lt;br /&gt;
| FS2002 = unknown&lt;br /&gt;
| XP11 = unknown&lt;br /&gt;
| XP10 = unknown&lt;br /&gt;
| XP9 = unknown&lt;br /&gt;
}}&lt;br /&gt;
This addon is a continuation of the [[Blender2FSX Toolset manual]] and it incorporates compatibility with the latest API for Blender version v3.x.x and above. The new toolset also features full support of PBR materials for Lockheed Martin&#039;s Prepar3D v4.4 and above, as well as some changes to the interface and file structure of the addon.&lt;br /&gt;
This wiki will help you install and use the new toolset.&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
= Installation =&lt;br /&gt;
== Requirements ==&lt;br /&gt;
* Windows 11 and 10 &lt;br /&gt;
&lt;br /&gt;
* Microsoft Flight Simulator X SDK &#039;&#039;&#039;&#039;&#039;including updates&#039;&#039;&#039; to SP2 or Acceleration&#039;&#039; or&lt;br /&gt;
&lt;br /&gt;
* Lockheed Martin Prepar3D SDK v1.x, v2.x, v3.x, &amp;amp; v4.x (&#039;&#039;FSX Steam Edition should use the Prepar3D SDK v1.x&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
* [http://www.blender.org/download/ Blender] (version: &#039;&#039;&#039;v3.x&#039;&#039;&#039; or above)&lt;br /&gt;
&lt;br /&gt;
Make sure that &#039;&#039;&#039;&#039;&#039;ALL&#039;&#039;&#039; SDKs&#039;&#039; that you are using are installed prior to installing/ activating this Toolset!&lt;br /&gt;
&lt;br /&gt;
== Setup ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:blender2p3dfsx_setup1.jpg&lt;br /&gt;
Image:blender2p3dfsx_setup2.jpg&lt;br /&gt;
Image:blender2p3dfsx_setup3.jpg&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
After downloading the add-on, open Blender 3.x.x and open the Preferences (Edit-&amp;gt;Preferences). Navigate to the &amp;quot;Add-ons&amp;quot; tab and click on &amp;quot;Install...&amp;quot;. &lt;br /&gt;
In the file manager, navigate to where you have downloaded the Toolset file, select it and click on &amp;quot;Install Add-on&amp;quot;. This will extract the content of the zip file to your Blender script folder (by default under %APPDATA%\Blender Foundation\Blender\&amp;lt;version number&amp;gt;\scripts\addons). Next, you need to activate the addon by clicking on the &#039;&#039;check-mark&#039;&#039; next to &amp;quot;3DView: P3D/FSX Toolset&amp;quot;. That should enable the addon and the various panels and properties. Close the Preferences window.&lt;br /&gt;
&lt;br /&gt;
To ensure that the addon was correctly installed, press &amp;quot;N&amp;quot; on your keyboard while the mouse pointer is in one of the main viewports. This should open the main panels of the addon under the tab named &amp;quot;P3D/FSX&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
= Using the Tools =&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
[[Image:Blender2p3dfsx setup4.jpg|thumb|right|P3D/FSX Toolset panels]]&lt;br /&gt;
Once installed, the Blender2P3D/FSX toolset will append the list of toolkit panels in your viewport. Press &amp;quot;N&amp;quot; to open or close the list of tools. There will be a new entry named &amp;quot;P3D/FSX&amp;quot;, which gives access to the tools of this addon. The different tools are organized in different panels, which are grouped by function.&lt;br /&gt;
The addon adds object properties to the scene. These properties are for instance the references to the various SDKs you can utilize or object properties like attached animations or scenery properties. &lt;br /&gt;
Furthermore, the addon will append the material parameters by P3D or FSX specific parameters.&lt;br /&gt;
Lastly, the addon extends the exporter capabilities and allows you to export your scene to an x-file format and from there calls XToMdl.exe to generate a Prapar3D/Flight Simulator X compatible 3d model.&lt;br /&gt;
&lt;br /&gt;
== Setting up your scene ==&lt;br /&gt;
To ensure that your 3d asset export properly to Prepar3D or Flight Simulator X, you must make sure to prepare and configure the Blender scene. To get started, open the toolset panels by pressing &amp;quot;N&amp;quot; on your keyboard with the main viewport in focus. This will open a list of panels you have currently activated in your Blender configuration. Click on the tab &amp;quot;P3D/FSX&amp;quot; to bring up the panels of the Blender2P3D/FSX toolset.&lt;br /&gt;
=== Configure the SDK ===&lt;br /&gt;
Firstly, go to the &#039;&#039;P3D/FSX Toolset Settings&#039;&#039; and select which SDK you would like to utilize. If &amp;quot;Auto Detect SDK path&amp;quot; is enabled, simply click on &amp;quot;Initialize the SDK&amp;quot;. The addon will then look up the file paths of the SDK in the Windows registry. This method should work in 99% of the cases, however, if the Addon cannot find the file paths, you can also use the &#039;&#039;Manually Find ModelDef file&#039;&#039; option to set up the path.&lt;br /&gt;
Please note that it is necessary to initialize the SDK every time you restart Blender, or load a new scene. This way you ensure that all entries of the modeldef.xml are properly loaded into Blender.&lt;br /&gt;
&lt;br /&gt;
=== Configure the scene ===&lt;br /&gt;
In order for your 3d asset to export properly, you have to ensure that both a GUID and a friendly name are assigned to your scene. To do so, open the &#039;&#039;P3D/FSX File Properties&#039;&#039; panel and type the friendly name in the first edit box. You can use the button &#039;&#039;Generate GUID&#039;&#039; to automatically generate a valid GUID for your scene. Alternatively, you can generate the GUID externally and copy and paste the string into the GUID edit box.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
== Scenery properties ==&lt;br /&gt;
[[image:Blender2P3DFSX Scenery.jpg|thumb|right|Scenery tool of the Blender2P3D/FSX addon.]]&lt;br /&gt;
[feel free to enter the information here.]&lt;br /&gt;
&lt;br /&gt;
=== Quicksave information ===&lt;br /&gt;
With the latest update of the toolkit, you&#039;ll be able to quicksave the location data of your scene. To do so, go to the &#039;&#039;Load/Save scenery data&#039;&#039; section, enter a location name and click on &#039;&#039;Add Location&#039;&#039;. This will save all settings of latitude, longitude, etc. into an XML file on your hard drive. To recall any of those previously saved datasets, click on &#039;&#039;Load Location&#039;&#039;, to open a list of names of previously saved locations. Select the location you wish to load and click on &#039;&#039;LOAD&#039;&#039;. This will populate all fields of the Scenery Tools with those from the XML file.&lt;br /&gt;
&lt;br /&gt;
Note that there is currently no interface to remove entries from the list. But if you&#039;d like to edit or update your quick-save list, you can find the XML file in the following location:&lt;br /&gt;
%APPDATA%\Blender Foundation\Blender\&amp;lt;version number&amp;gt;\config\p3d_locations.xml&lt;br /&gt;
&lt;br /&gt;
The addon will try to load the XML file whenever you initialize the SDK (see [[https://www.fsdeveloper.com/wiki/index.php?title=Blender2P3D/FSX#Setting_up_your_scene Setting up your scene]]). There will be a warning message in the system console of Blender if the file wasn&#039;t found on your hard drive. You can safely ignore this warning if you don&#039;t use this feature of the toolset.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Animations ==&lt;br /&gt;
[[Image:Blender2p3dfsx animation tool.jpg|thumb|left|The Animation tool of the Blender2P3D/FSX toolset.]]&lt;br /&gt;
To register an animation for a P3D/FSX asset, open the &#039;&#039;P3D/FSX Animation Tool&#039;&#039; panel. You will be presented with a list of animations, as found in the modeldef.xml file. To assign an animation to a selected object, choose it from the list and click on &#039;&#039;Assign&#039;&#039;. You can use the search function to filter the list for certain keywords, click on the little arrow at the bottom of the list to expose the search bar.&lt;br /&gt;
[[Image:Blender2p3dfsx object properties.jpg|thumb|right|Object properties for the Blender2P3D/FSX toolset.]]&lt;br /&gt;
Once an animation has been assigned, make sure to enter an animation length in the object&#039;s properties as well. Open the objects properties panel and scroll to the &#039;&#039;P3D/FSX Properties&#039;&#039; section. Here, you&#039;ll find the properties of the attached animation as well as a list of all utilized attachpoints for that object.&lt;br /&gt;
You can also delete an animation by clicking on the &#039;&#039;Clear&#039;&#039; button.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Attachpoints ==&lt;br /&gt;
&lt;br /&gt;
Open the Attach Tool to access the various options for attachpoints. You can activate or deactivate a number of different functions by clicking on the corresponding buttons in the list. The buttons turn blue when active. Don&#039;t forget to assign the selected attachpoint and its parameters to an object by selecting the object in the scene and clicking on &#039;&#039;Attach&#039;&#039; at the bottom of the panel.&lt;br /&gt;
To see what attachpoints are active for any given object in the scene, select the object and open the object properties. Under &#039;&#039;P3D/FSX Properties&#039;&#039;, you&#039;ll find a list of all attachpoints under the animation properties for the selected object.&lt;br /&gt;
&lt;br /&gt;
=== Effects ===&lt;br /&gt;
&lt;br /&gt;
[[Image:Blender2P3DFSX attach effect.jpg|thumb|left|Attachpoint properties for effects.]]&lt;br /&gt;
To attach an effect to an object in your scene, click on the &#039;&#039;Effect&#039;&#039; button in the P3D/FSX Attach Tool panel. This will extend the panel and allow you to specify the parameters of the effect you&#039;d like to attach.&lt;br /&gt;
* &#039;&#039;&#039;Name&#039;&#039;&#039;: set an attachpoint name for the object.&lt;br /&gt;
* &#039;&#039;&#039;Effect&#039;&#039;&#039;: type the filename of the effect you would like to attach to the object.&lt;br /&gt;
* &#039;&#039;&#039;Param&#039;&#039;&#039;: define paramters for the effect. Those can be, for instance, conditions for the effect to trigger. Refer to the P3D/FSX SDK for more information on valid syntax for this field.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Visibility ===&lt;br /&gt;
&lt;br /&gt;
[[Image:Blender2P3DFSX attach visibility.jpg|thumb|left|Attachpoint properties for visibility.]]&lt;br /&gt;
Add a visibility tag to the selected object by clicking on &#039;&#039;Visibility&#039;&#039; on the P3D/FSX Attach Tool panel. This will open a list of available visibility tags, which you can attach to a selected object in the scene using the &amp;quot;Attach&amp;quot; button.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== MouseRect ===&lt;br /&gt;
&lt;br /&gt;
[[Image:attach mouserect.jpg|thumb|left|Attachpoint properties for mouserects.]]&lt;br /&gt;
To add a mouserect to the selected object in the scene, click on &#039;&#039;Mouse Rect&#039;&#039;. This will reveal a dropdown list of all available mouserects, as defined in the modeldef.xml file.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
=== Platform ===&lt;br /&gt;
[[Image:Blender2P3DFSX attach platform.jpg|thumb|left|Attachpoint properties for platforms.]]&lt;br /&gt;
You can define an object as a &amp;quot;platform&amp;quot; by activating &#039;&#039;Platform&#039;&#039; in the P3D/FSX Attach Tool panel. Make sure to select a surface property for the platform in the dropdown list.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
=== No Crash ===&lt;br /&gt;
Enable the no crash flag for the selected object in the scene by clicking on &#039;&#039;No Crash&#039;&#039; in the P3D/FSX Attach Tool panel.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
=== Empty ===&lt;br /&gt;
[[Image:Blender2P3DFSX attach empty.jpg|thumb|left|Attachpoint properties for empty attachpoints.]]&lt;br /&gt;
You can also attach an empty attachpoint to an object in the scene by clicking on &#039;&#039;Empty&#039;&#039; in the P3D/FSX Attach Tool panel. This will enable you to assign a name for the attachpoint. These empty attachpoints can be used for instance to create various equipment for aircraft carriers. Simply assign one of the keywords to the object to trigger the wanted behavior of the object. Valid names are:&lt;br /&gt;
*attachpt_catapult_start_n,&lt;br /&gt;
*attachpt_catapult_end_n,&lt;br /&gt;
*attachpt_blast_shield_n,&lt;br /&gt;
*attachpt_runway_start,&lt;br /&gt;
*attachpt_runway_end,&lt;br /&gt;
*attachpt_runway_edg,&lt;br /&gt;
*attachpt_cable_n_1,&lt;br /&gt;
*attachpt_cable_n_2.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Material parameters ==&lt;br /&gt;
{{ambox&lt;br /&gt;
| type  = content&lt;br /&gt;
| imageleft = [[Image:40px-Emblem-Info.png|40px]]&lt;br /&gt;
| imageright = [[Image:Broom icon.jpg|40px]]&lt;br /&gt;
| style = width: 100%; color: black; font-weight: bold; background:#EFFFB0; font-style: italic&lt;br /&gt;
| text  = Please note that you should re-initialize your material if you are updating a scene from an older version of the Blender2P3D/FSX toolset. To do so, select your preferred option in the dropdown for the material mode selection. &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The P3D/FSX Blender toolset will extend the material properties to include flight simulator-specific parameters. Make sure to carefully go through the list of properties to make sure that your material is ready for export.&lt;br /&gt;
The most fundamental parameter is the main material mode. You can choose between &amp;quot;PBR Material&amp;quot;, &amp;quot;Specular Material&amp;quot; and &amp;quot;Disabled&amp;quot;. Note that any material with the mode being set to &amp;quot;disabled&amp;quot; will be skipped during the export process. Also, note that the PBR material is only available for models used in Prepar3D version 4.4 or higher. Therefore, if you are preparing a model for FSX or older versions of Prepar3d, make sure to have the material mode set to the Specular workflow.&lt;br /&gt;
&lt;br /&gt;
The P3D/FSX Blender toolset is making use of Blender&#039;s node tree and as a result, it is important that your materials comply with the conventions of the addon&#039;s exporter. Whenever you change between different material modes, a script will automatically replace the current node tree with one that is compatible with the chosen material mode. This means that currently, you will have to re-assign all textures every time you change the material mode!&lt;br /&gt;
&lt;br /&gt;
When assigning a new texture to any of the slots, a script will check if the texture is of the DDS format and if so, set up the node tree with a WYSIWYG representation of the simulator&#039;s shader. To do this, the addon will perform these two steps:&lt;br /&gt;
1. vertically flipping the UV for the texture node&lt;br /&gt;
2. reversing the red-in-alpha action for the normal map, meaning you can input a P3D/FSX conform normal map and it&#039;ll show up correctly in Blender.&lt;br /&gt;
&lt;br /&gt;
The new material handling also incorporates the detail map in the node tree and synchronizes the scaling of the detail map with the settings made in the Blender2P3D/FSX material panel.&lt;br /&gt;
&lt;br /&gt;
When exporting your scene, the exporter will run an analysis on all materials to extract the texture information. This is done in two ways, by checking what texture nodes connect to the relevant input nodes and by looking for specific node names. This way, it is possible to modify the node tree in Blender while retaining the ability to export the materials properly. The texture paths are searched for in the following manner:&lt;br /&gt;
1. Check if the (new) texture slots in the material panel are populated and use those if found.&lt;br /&gt;
2. If not, check the relevant input socket of the BSDF Principled shader node&lt;br /&gt;
3. follow all the links from that node and create a list of texture image nodes&lt;br /&gt;
4. if there are more than one texture image nodes directly or indirectly connected to the input socket, check the name of both and see if it matches&lt;br /&gt;
5. if there are NO texture image nodes connected to the input socket, search through ALL the texture image nodes of the graph, and check if the name matches.&lt;br /&gt;
&lt;br /&gt;
On the creation of the node tree, the texture image nodes will be given their corresponding names. Those are:&lt;br /&gt;
&amp;quot;diffuse&amp;quot; for the diffuse/albedo texture&lt;br /&gt;
&amp;quot;specular&amp;quot; for the specular texture&lt;br /&gt;
&amp;quot;metallic&amp;quot; for the metallic/smoothness/ao texture&lt;br /&gt;
&amp;quot;emissive&amp;quot; for the emissive/lightmap texture&lt;br /&gt;
&amp;quot;normal&amp;quot; for the normal/bump map texture&lt;br /&gt;
&amp;quot;clear-coat&amp;quot; for the amount/smoothness/normal x-component/normal y-component&lt;br /&gt;
&lt;br /&gt;
I suggest not deleting any of those texture nodes, in case you&#039;ll need them at a later stage. If you don&#039;t want a certain texture map to show up on your model, just disconnect the corresponding link.&lt;br /&gt;
&lt;br /&gt;
By default, the emissive image texture is not connected to anything. If you want to see the effects of your lightmap on the model in Blender, simply link the texture node with the input socket labeled &amp;quot;Emission&amp;quot;/&amp;quot;Emissive Color&amp;quot;. Note that the emissive map doesn&#039;t have to be linked with the base shader node in order for the lightmap texture to be found by the exporter!&lt;br /&gt;
&lt;br /&gt;
=== PBR Material mode ===&lt;br /&gt;
[[Image:Pbr shader.jpg|thumb|right|The node tree for PBR material.]]&lt;br /&gt;
When you switch to the PBR Material mode, the node tree will be populated with a &amp;quot;BSDF Principled&amp;quot; node and a number of nodes that are linked up with the principled&#039;s input sockets. You can revise the material at any point by removing nodes or links. You can also add logic blocks between existing links and observe the effects in the viewport. Keep in mind, however, that those types of changes will have no effect on the model when you export it to Prepar3D.&lt;br /&gt;
&lt;br /&gt;
==== Albedo/Diffuse Map ====&lt;br /&gt;
The Albedo/Diffuse map uses the &amp;quot;Base Color&amp;quot; input socket of the BSDF Principled node. By default, the Alpha channel of the texture node is linked with the Alpha input socket of the BSDF node. For all opaque materials, this should have no effect, but for transparent materials, it is important that the link remains.&lt;br /&gt;
&lt;br /&gt;
It is possible to modify the node tree to display the Ambient Occlusion channel of the metallic texture. To do that, add a &amp;quot;MixRGB&amp;quot; node to the node tree and switch the blend mode to &amp;quot;multiply&amp;quot;. Next, connect the Color channel from the albedo texture node to input Color1 of the mixRGB node, and connect the green channel (&amp;quot;G&amp;quot;) from the &amp;quot;separate RGB&amp;quot; node of the metallic node to the Color2 input of the mixRGB node. Lastly, connect the output of the mixRGB node to the Base Color input of the BSDF Principled Shader node.&lt;br /&gt;
&lt;br /&gt;
Make sure to disable Ambient occlusion in the scene render settings to not over-saturate the shading.&lt;br /&gt;
&lt;br /&gt;
==== Metallic Map ====&lt;br /&gt;
The metallic texture consists of three channels. The red channel represents the &amp;quot;metallicness&amp;quot; of the material, the alpha channel the &amp;quot;smoothness&amp;quot; and the green channel can contain an ambient occlusion map. Since Blender is using &amp;quot;roughness&amp;quot; rather than &amp;quot;smoothness&amp;quot;, it is necessary to invert the alpha channel of the metallic texture before plugging it into the BSDF Principled node. This is already done for you within Blender&#039;s shading editor (sometimes called the node editor) when you set up the material for PBR.&lt;br /&gt;
&lt;br /&gt;
Please note that the color space of the metallic node should be changed to &amp;quot;non-color&amp;quot;, once you assigned a texture to the node.&lt;br /&gt;
&lt;br /&gt;
By default, the AO map is omitted, see above if you want to display it in your scene.&lt;br /&gt;
&lt;br /&gt;
Note that for Prepar3Dv5, you can provide a reflection map in the blue channel of the metallic map, however, this channel won&#039;t be displayed in Blender. If you use the reflective channel, make sure to tick the &amp;quot;Metallic map has reflection&amp;quot; in the Metallic properties of the material.&lt;br /&gt;
&lt;br /&gt;
==== Clear Coat Map ====&lt;br /&gt;
The Clear Coat map is comprised of 2 or 3 textures that are packed in the channels within a single RGB or RGBA texture. The 2 required textures in a Clear coat map are the &amp;quot;Amount&amp;quot; and &amp;quot;Smoothness&amp;quot;. The 3rd, optionally, is the Clear Coat Normal map.  The Clear Coat map should not be used with any material that is metallic material. The Clear Coat map should be used on materials that are to appear as if they have been waxed or lacquered (such as automobiles, fine leather, and also, Banners).&lt;br /&gt;
&lt;br /&gt;
The Red Channel of the clear coat is the &amp;quot;Amount&amp;quot; of the clear coat (0.00 to 1.0). Pure black (matte) is represented as 0.00, pure white is 1.0 (maximum amount). In other words, this is the amount of wax or lacquer on the material.&lt;br /&gt;
&lt;br /&gt;
The Green Channel is the &amp;quot;Smoothness&amp;quot; of the Clear Coat. This is also represented as 0.00 to 1.0. Pure black is 0.00 and pure white is 1.0 (maximum smoothness) and gives you the maximum reflection.&lt;br /&gt;
&lt;br /&gt;
The numerical values for the &amp;quot;Amount&amp;quot; and &amp;quot;Smoothness&amp;quot; are for &amp;quot;baking&amp;quot; and procedural texture purposes.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; Within the Shading Editor in Blender (sometimes called the Node Editor), the &amp;quot;Smoothness&amp;quot; map (in the green channel) is being &amp;quot;inverted&amp;quot;. This is because Blender is looking for a &amp;quot;Roughness&amp;quot; map and P3D requires a &amp;quot;Smoothness&amp;quot; map. Using the &amp;quot;Smoothness&amp;quot; texture that is contained in the &amp;quot;Metallic&amp;quot; map will most likely not give you the &amp;quot;look&amp;quot; you were hoping for.&lt;br /&gt;
&lt;br /&gt;
The Clear Coat Normal map (placed in the Blue and Alpha Channels) consists of the x- and y-components of a standard normal map. The x-component (within a standard normal map, it&#039;s in the red Channel) is placed in the Blue channel.  The y-component (within a standard normal map, it&#039;s in the green channel) is placed in the Alpha Channel.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; Just like the Normal map used in P3D, the Clear Coat normal map is in the DirectX format, not OpenGL format  Be aware when &amp;quot;baking&amp;quot; within Blender, the OpenGL Format is used when creating normal maps.  &lt;br /&gt;
&lt;br /&gt;
=== Specular Material mode ===&lt;br /&gt;
[[Image:Specular shader.jpg|thumb|right|The node tree for specular material.]]&lt;br /&gt;
If you select &amp;quot;Specular Material&amp;quot; as the P3D/FSX material mode, the current node tree is removed and replaced. The main shader node will now be an &amp;quot;Eevee Specular&amp;quot; node. The node tree will be populated in a way that most closely represents the shader mechanics of FSX/P3D and all you need to do is add your texture files to the various texture image nodes. As with the PBR node tree, you can modify the Specular node tree in any way you wish - as long as the original Texture image nodes and the Eevee Specular node remain, the exporter will be able to pick up the correct texture paths.&lt;br /&gt;
&lt;br /&gt;
Please note that since it is a node specifically designed for the Eevee render engine, material created in this way won&#039;t render properly if you switch the viewport render mode to &amp;quot;Cycles&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
=== Normal maps for PBR and Specular material ===&lt;br /&gt;
Prepar3D and FSX use a non-standard approach to rendering normal maps and we took the approach on board when developing the node tree for the P3D/FSX material. If you&#039;re using non-DDS files (.PSD, .tga, .png, etc), the shader is set up in an industry-standard way, with the color node of the normal texture node being plugged indirectly into the normal map node of the graph. However, if you&#039;re using DDS files, the addon will change the node tree in a way that reflects the sim as closely as possible by reversing the mandatory red-in-alpha.&lt;br /&gt;
&lt;br /&gt;
Please note that the color space of the normal map will now automatically be changed to &amp;quot;non-color&amp;quot;, once you assigned a texture to the normal map slot.&lt;br /&gt;
&lt;br /&gt;
The legacy NVidia Photoshop plug-in, GIMP plug-in, and the SDK&#039;s Imagetool (FSX and P3D) all use the DirectX format for Normal maps. The latest NVidia plug-in, along with the standalone application, uses the OpenGL Format when creating Normal maps.  Most Normal maps &amp;quot;ready-made&amp;quot; can be changed to the DirectX format by inverting or flipping the &#039;y&#039;-component of the Normal map, however, go with what &amp;quot;looks&amp;quot; correct to you.&lt;br /&gt;
&lt;br /&gt;
=== Environment/Reflection map ===&lt;br /&gt;
Oppose to P3D, Blender is using a global reflection map in conjunction with reflective materials. Depending on your requirements, it might be necessary for you to utilize different reflection maps for different materials. To accommodate this, you can link any reflection map to any material, using the Parameter &amp;quot;Reflection map&amp;quot; under the P3D/FSX material properties. However, any change to the file or file path will not change anything about how reflections are presented in Blender.&lt;br /&gt;
If you would like to get an idea of how your reflection map works with your other material settings, you can manually change Blender&#039;s global reflection map. To do so, open the &amp;quot;World Properties&amp;quot; and under &amp;quot;Surface-&amp;gt;Color&amp;quot;, select &amp;quot;Environment Texture&amp;quot; as a new source for the world reflection map and navigate to your texture. Don&#039;t forget to change the render mode to &amp;quot;Viewport Shading&amp;quot;. Please note that changes to the world properties won&#039;t be taken into account when exporting your model to &amp;quot;.X&amp;quot; or &amp;quot;.MDL&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
=== Transparency ===&lt;br /&gt;
If you&#039;re working with PBR material, switching your material to transparent is simple. In the P3D/FSX material settings change the &amp;quot;Render mode&amp;quot; to &amp;quot;Masked&amp;quot;. The transparency value is taken from the Alpha channel of the Albedo texture node and will be visualized in the viewport. Note that switching from &amp;quot;Opaque&amp;quot; to &amp;quot;Masked&amp;quot; will also enable Backface culling by default, this is simply done for your convenience, but you can switch it off at any time with no effect on the P3D/FSX model itself.&lt;br /&gt;
&lt;br /&gt;
Transparency for Specular material is currently not automated in this way, so any changes to the &amp;quot;Framebuffer Blend&amp;quot; properties of the material will have no effect on how the model is displayed in Blender. These values are, however, taken into consideration when you export your model and should work as expected.&lt;br /&gt;
&lt;br /&gt;
= Exporting to .X/.MDL =&lt;br /&gt;
[[Image:Blender2P3DFSX Export1.jpg|thumb|Export options of the Blender2P3D/FSX toolset.]]&lt;br /&gt;
An essential element of the Blender2P3D/FSX toolset is the ability to export a Blender scene directly into the .mdl format. You can access the exporter by clicking on File-&amp;gt;Export-&amp;gt;DirectX for P3D/FSX (.X/.MDL). This will open the export dialog. On the right side of the window, you can choose various options for the export. Don&#039;t forget to enter a valid filename on the bottom of the screen before pressing &amp;quot;Export P3D/FSX .X file&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Note: I recommend opening the Blender console before starting the export process. At the moment the exporter won&#039;t give you any visual feedback on whether it&#039;s running or not, so checking on the console helps to make sure that everything is working smoothly. The console can be accessed through Window-&amp;gt;Toggle System Console.&lt;br /&gt;
&lt;br /&gt;
== Exporter options ==&lt;br /&gt;
&#039;&#039;&#039;Export only current selection&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
If this option is active, only the elements of your scene that are currently selected will be exported. This can be useful if you want to quickly check certain parts of the scene, without exporting everything at once.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Apply all modifiers&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
If this option is selected, every object in the scene will have its modifiers applied before being encoded into the .X file. It is important to have this option enabled, otherwise your model might not be displayed correctly in the sim.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Export animations and LOD&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
To make sure that the animations and LODs are being exported, this option should be enabled.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Skinned mesh&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
If there are any skinned meshes in you scene, make sure to enable this option. Otherwise, the skinned mesh animations are being omitted.&amp;lt;br/&amp;gt; &lt;br /&gt;
&#039;&#039;&#039;Export MDL&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
If this option is selected, the exporter will automatically call the XToMdl.exe converter once the .x file is written. Enable this option to export directly into the Prapar3D/FSX compatible 3d model format.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Create XML Scenery placement for this MDL&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
If this option is selected, the exporter will create an XML file that has all the scenery export information such as &#039;&#039;coordinates (latitude, longitude, altitude, pitch, bank, heading)&#039;&#039; and the &#039;&#039;scenery complexity&#039;&#039; of the scenery objects/model to be exported (by default &#039;&#039;Scenery Complexity = Normal&#039;&#039;). Then, it will convert the created &amp;quot;.MDL&amp;quot; format file into &amp;quot;.BGL&amp;quot; format file which then can be used directly in the simulator.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Create Sample XML Scenery Placement&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
If this option is selected, the exporter will create a SAMPLE XML file to show the developer how the scenery xml file should be written. &#039;&#039;Remember to only select this option if you wish to create the &amp;quot;.BGL&amp;quot; file manually/by your own&#039;&#039;.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Log File&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
If this option is checked, a log file will be generated in the same folder you export your scene to. The log file is a simple text file with the friendly name of the model [ex. Hangar_(date)_(time)_log.txt]. It can contain valuable information on the export progress if something goes wrong.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Use BMP&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
If selected, all texture filenames will be changed to &amp;lt;filename&amp;gt;.bmp.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Export process ==&lt;br /&gt;
The exporter will generate an .X file and - if selected - a .xanim file, which will hold the geometric information of your model, as well as the specs of your materials. Some of the properties of the model will be taken directly from the Blender scene, whereas some properties come from the custom properties that the Blender2P3D/FSX addon adds to objects and materials.&lt;br /&gt;
&lt;br /&gt;
The following list describes the operation of the exporter step-by-step.&lt;br /&gt;
# &#039;&#039;&#039;Collecting object Information&#039;&#039;&#039;&amp;lt;!--&lt;br /&gt;
 --&amp;gt;&amp;lt;p&amp;gt;The exporter will first go through the hierarchy of the scene and generate a list of exportable objects. Those objects are meshes, bones, and empty object(s) if they have anything attached to it. The exporter will also check if the SDK was initialized, a modeldef.xml was found, and if the scene contains a valid GUID and friendly name. If &amp;quot;&#039;&#039;Export Animations&#039;&#039;&amp;quot; was enabled in the export dialog, a list will be generated that contains information on every part that has an animation tag assigned to it.&amp;lt;/p&amp;gt;&lt;br /&gt;
# &#039;&#039;&#039;Writing the header&#039;&#039;&#039;&amp;lt;!--&lt;br /&gt;
 --&amp;gt;&amp;lt;p&amp;gt;The header of the .x file contains templates for mesh and material information. Since P3D and FSX models differ slightly, the templates are being written depending on the selected SDK.&amp;lt;/p&amp;gt;&lt;br /&gt;
# &#039;&#039;&#039;Outline of the scene&#039;s hierarchy&#039;&#039;&#039;&amp;lt;!--&lt;br /&gt;
 --&amp;gt;&amp;lt;p&amp;gt;The exporter will write a quick outline of the scene&#039;s objects into the .X file. This outline has no function but is informative to anyone who needs to debug any errors during the export.&amp;lt;/p&amp;gt;&lt;br /&gt;
# &#039;&#039;&#039;Writing scene information&#039;&#039;&#039;&amp;lt;!--&lt;br /&gt;
 --&amp;gt;&amp;lt;p&amp;gt;Next, the exporter will go through the list of eligible objects and encode the geometric information. This includes the position of the vertices, a list of polygons, mesh normals for each vertex, and UV coordinates.&amp;lt;/p&amp;gt;&lt;br /&gt;
## &#039;&#039;&#039;Analyzing mesh materials&#039;&#039;&#039;&amp;lt;!--&lt;br /&gt;
 --&amp;gt;&amp;lt;p&amp;gt;For each material, the exporter will analyze the node tree to find the relevant image texture nodes. If an image texture node cannot be found, or if the filename is empty, the corresponding texture type will be skipped by the exporter.&amp;lt;/p&amp;gt;&lt;br /&gt;
## &#039;&#039;&#039;Writing mesh material&#039;&#039;&#039;&amp;lt;!--&lt;br /&gt;
 --&amp;gt;&amp;lt;p&amp;gt;Once all data is collected, the material properties are being encoded in the .x file.&amp;lt;/p&amp;gt;&lt;br /&gt;
#&#039;&#039;&#039;Writing Animations&#039;&#039;&#039;&amp;lt;!--&lt;br /&gt;
 --&amp;gt;&amp;lt;p&amp;gt;If &amp;quot;&#039;&#039;Export animations and LODs&#039;&#039;&amp;quot; has been selected in the exporter window, a .xanim file is generated, which contains the animation data for all animated objects.&amp;lt;/p&amp;gt;&lt;br /&gt;
#&#039;&#039;&#039;Converting to MDL&#039;&#039;&#039;&amp;lt;!--&lt;br /&gt;
 --&amp;gt;&amp;lt;p&amp;gt;If &amp;quot;&#039;&#039;Export MDL&#039;&#039;&amp;quot; has been selected in the exporter window, the exporter will execute the XToMdl.exe of the selected SDK. The Blender system console will show the progress during this step of the export, however, note that the output is currently not logged in the log file that is generated by the exporter. If there is an issue with the .X file, or if the XToMdl.exe couldn&#039;t be found, an error will be shown in the Blender window.&amp;lt;/p&amp;gt;&lt;br /&gt;
#&#039;&#039;&#039;Export BGL&#039;&#039;&#039;&amp;lt;!--&lt;br /&gt;
 --&amp;gt;&amp;lt;p&amp;gt;BGL is a scenery file format that is being used in Flight Simulator. If &amp;quot;&#039;&#039;Create XML Scenery placement for this MDL&#039;&#039;&amp;quot; has been selected in the exporter window, the created .MDL format file will run through an application called bglcomp [which is an in-build application that comes with the Software Development (Kit)] to create the Flight Simulator use .BGL format file. This BGL format file can be used directly in the simulator later.&amp;lt;/p&amp;gt; &lt;br /&gt;
&lt;br /&gt;
If the export was successful, you&#039;ll find the .X and the .MDL file in the selected folder, ready to be imported into P3D/FSX.&lt;br /&gt;
&lt;br /&gt;
Please note that the exporter currently does not optimize your model! If you want to improve on the performance of your 3d asset, it is recommended to join all parts that share a material but don&#039;t have an animation or attachpoint assigned to it. Also note that the export process takes a long time to complete, please have the system console open to check up on the progress of the export.&lt;br /&gt;
&lt;br /&gt;
= Credits and license =&lt;br /&gt;
The addon in its current version is the hard work of many members of the fsdeveloper.com forum. The original FSX2Blender addon was developed by:&lt;br /&gt;
[https://www.fsdeveloper.com/forum/members/capt_x.6562/ Felix Owono-Ateba], [https://www.fsdeveloper.com/forum/members/ronh.1886/ Ron Haertel], [https://www.fsdeveloper.com/forum/members/krispy1001.11839/ Kris Pyatt] (2017) and [https://www.fsdeveloper.com/forum/members/manochvarma-raman.16466/ Manochvarma Raman] (2018)&lt;br /&gt;
This current incarnation of the addon uses most of the original algorithms, but with an updated UI and compatibility for Blender v2.8.x. Parts of the original exporter script have been rewritten to accommodate Blender&#039;s new material workflow and to add PBR support to the addon (P3D v4.4+ only). This work was done 2019/2020 by [https://www.fsdeveloper.com/forum/members/vitus.2026/ Otmar Nitsche]. Further additions to the material workflow were added by [https://www.fsdeveloper.com/forum/members/dave-hoeffgen.14361/ David Hoeffgen] in 2020.  The UI has been updated for Blender v3.x.x and added the Clear Coat map components (P3D v5) by [https://www.fsdeveloper.com/forum/members/dave_w.16881/ Dave_W] &amp;amp; [https://www.fsdeveloper.com/forum/members/pyscen.1491/ Doug A] in November 2022.&lt;br /&gt;
&lt;br /&gt;
Special thanks go to [https://www.fsdeveloper.com/forum/members/arno.1/ Arno Gerretsen] and [https://www.fsdeveloper.com/forum/members/spotlope.39/ Bill Womack] for their input during the development and testing of the addon.&lt;br /&gt;
&lt;br /&gt;
The software is licensed under [http://www.gnu.org/licenses/gpl-3.0.html GNU General Public License (GNU-GPL-3)]. Feel free to use it as you see fit, both for freeware and commercial projects. If you have suggestions for changes, use the forum. If you would like to get involved in the development of the addon, contact any of the authors mentioned above to coordinate the effort.&lt;/div&gt;</summary>
		<author><name>Pyscen</name></author>
	</entry>
	<entry>
		<id>http://www.fsdeveloper.com/wiki/index.php?title=Blender2P3D/FSX&amp;diff=11354</id>
		<title>Blender2P3D/FSX</title>
		<link rel="alternate" type="text/html" href="http://www.fsdeveloper.com/wiki/index.php?title=Blender2P3D/FSX&amp;diff=11354"/>
		<updated>2022-12-03T19:18:32Z</updated>

		<summary type="html">&lt;p&gt;Pyscen: /* Material parameters */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{ambox&lt;br /&gt;
| type  = content&lt;br /&gt;
| imageleft = [[Image:40px-Emblem-Info.png|40px]]&lt;br /&gt;
| imageright = [[Image:Broom icon.jpg|40px]]&lt;br /&gt;
| style = width: 100%; color: black; background:#EFFFB0; font-style: italic&lt;br /&gt;
| text = The current version of the &#039;&#039;&#039;Blender2P3D/FSX&#039;&#039;&#039; addon is &#039;&#039;&#039;v1.0.2&#039;&#039;&#039;.  The &#039;&#039;&#039;Blender2P3D/FSX toolset&#039;&#039;&#039; is an addon for [http://www.blender.org/download/ Blender] which can be used for FSX (including FSX: SE) and P3D 3-D Modeling.|] }}&lt;br /&gt;
[[Category:Tools]]&lt;br /&gt;
[[Category:Blender]]&lt;br /&gt;
[[category:Modeling]]&lt;br /&gt;
[[Category:Aircraft Design]]&lt;br /&gt;
[[category:Scenery Design]]&lt;br /&gt;
[[Category:Terrain Design]]&lt;br /&gt;
[[Category:Airport Design]]&lt;br /&gt;
[[category:Texturing]]&lt;br /&gt;
[[category:SDK]]&lt;br /&gt;
[[category:Manuals]]&lt;br /&gt;
{{Infobox-Applicable-FSVersion&lt;br /&gt;
| MSFS= false&lt;br /&gt;
| FSXI = false&lt;br /&gt;
| P3D5 = true&lt;br /&gt;
| P3D4 = true&lt;br /&gt;
| P3D3 = true&lt;br /&gt;
| P3D2 = true&lt;br /&gt;
| P3D = true&lt;br /&gt;
| FSXA = true&lt;br /&gt;
| FSX = true&lt;br /&gt;
| FS2004 = unknown&lt;br /&gt;
| FS2002 = unknown&lt;br /&gt;
| XP11 = unknown&lt;br /&gt;
| XP10 = unknown&lt;br /&gt;
| XP9 = unknown&lt;br /&gt;
}}&lt;br /&gt;
This addon is a continuation of the [[Blender2FSX Toolset manual]] and it incorporates compatibility with the latest API for Blender version v3.x.x and above. The new toolset also features full support of PBR materials for Lockheed Martin&#039;s Prepar3D v4.4 and above, as well as some changes to the interface and file structure of the addon.&lt;br /&gt;
This wiki will help you install and use the new toolset.&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
= Installation =&lt;br /&gt;
== Requirements ==&lt;br /&gt;
* Windows 11 and 10 &lt;br /&gt;
&lt;br /&gt;
* Microsoft Flight Simulator X SDK &#039;&#039;&#039;&#039;&#039;including updates&#039;&#039;&#039; to SP2 or Acceleration&#039;&#039; or&lt;br /&gt;
&lt;br /&gt;
* Lockheed Martin Prepar3D SDK v1.x, v2.x, v3.x, &amp;amp; v4.x (&#039;&#039;FSX Steam Edition should use the Prepar3D SDK v1.x&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
* [http://www.blender.org/download/ Blender] (version: &#039;&#039;&#039;v3.x&#039;&#039;&#039; or above)&lt;br /&gt;
&lt;br /&gt;
Make sure that &#039;&#039;&#039;&#039;&#039;ALL&#039;&#039;&#039; SDKs&#039;&#039; that you are using are installed prior to installing/ activating this Toolset!&lt;br /&gt;
&lt;br /&gt;
== Setup ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:blender2p3dfsx_setup1.jpg&lt;br /&gt;
Image:blender2p3dfsx_setup2.jpg&lt;br /&gt;
Image:blender2p3dfsx_setup3.jpg&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
After downloading the add-on, open Blender 3.x.x and open the Preferences (Edit-&amp;gt;Preferences). Navigate to the &amp;quot;Add-ons&amp;quot; tab and click on &amp;quot;Install...&amp;quot;. &lt;br /&gt;
In the file manager, navigate to where you have downloaded the Toolset file, select it and click on &amp;quot;Install Add-on&amp;quot;. This will extract the content of the zip file to your Blender script folder (by default under %APPDATA%\Blender Foundation\Blender\&amp;lt;version number&amp;gt;\scripts\addons). Next, you need to activate the addon by clicking on the &#039;&#039;check-mark&#039;&#039; next to &amp;quot;3DView: P3D/FSX Toolset&amp;quot;. That should enable the addon and the various panels and properties. Close the Preferences window.&lt;br /&gt;
&lt;br /&gt;
To ensure that the addon was correctly installed, press &amp;quot;N&amp;quot; on your keyboard while the mouse pointer is in one of the main viewports. This should open the main panels of the addon under the tab named &amp;quot;P3D/FSX&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
= Using the Tools =&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
[[Image:Blender2p3dfsx setup4.jpg|thumb|right|P3D/FSX Toolset panels]]&lt;br /&gt;
Once installed, the Blender2P3D/FSX toolset will append the list of toolkit panels in your viewport. Press &amp;quot;N&amp;quot; to open or close the list of tools. There will be a new entry named &amp;quot;P3D/FSX&amp;quot;, which gives access to the tools of this addon. The different tools are organized in different panels, which are grouped by function.&lt;br /&gt;
The addon adds object properties to the scene. These properties are for instance the references to the various SDKs you can utilize or object properties like attached animations or scenery properties. &lt;br /&gt;
Furthermore, the addon will append the material parameters by P3D or FSX specific parameters.&lt;br /&gt;
Lastly, the addon extends the exporter capabilities and allows you to export your scene to an x-file format and from there calls XToMdl.exe to generate a Prapar3D/Flight Simulator X compatible 3d model.&lt;br /&gt;
&lt;br /&gt;
== Setting up your scene ==&lt;br /&gt;
To ensure that your 3d asset export properly to Prepar3D or Flight Simulator X, you must make sure to prepare and configure the Blender scene. To get started, open the toolset panels by pressing &amp;quot;N&amp;quot; on your keyboard with the main viewport in focus. This will open a list of panels you have currently activated in your Blender configuration. Click on the tab &amp;quot;P3D/FSX&amp;quot; to bring up the panels of the Blender2P3D/FSX toolset.&lt;br /&gt;
=== Configure the SDK ===&lt;br /&gt;
Firstly, go to the &#039;&#039;P3D/FSX Toolset Settings&#039;&#039; and select which SDK you would like to utilize. If &amp;quot;Auto Detect SDK path&amp;quot; is enabled, simply click on &amp;quot;Initialize the SDK&amp;quot;. The addon will then look up the file paths of the SDK in the Windows registry. This method should work in 99% of the cases, however, if the Addon cannot find the file paths, you can also use the &#039;&#039;Manually Find ModelDef file&#039;&#039; option to set up the path.&lt;br /&gt;
Please note that it is necessary to initialize the SDK every time you restart Blender, or load a new scene. This way you ensure that all entries of the modeldef.xml are properly loaded into Blender.&lt;br /&gt;
&lt;br /&gt;
=== Configure the scene ===&lt;br /&gt;
In order for your 3d asset to export properly, you have to ensure that both a GUID and a friendly name are assigned to your scene. To do so, open the &#039;&#039;P3D/FSX File Properties&#039;&#039; panel and type the friendly name in the first edit box. You can use the button &#039;&#039;Generate GUID&#039;&#039; to automatically generate a valid GUID for your scene. Alternatively, you can generate the GUID externally and copy and paste the string into the GUID edit box.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
== Scenery properties ==&lt;br /&gt;
[[image:Blender2P3DFSX Scenery.jpg|thumb|right|Scenery tool of the Blender2P3D/FSX addon.]]&lt;br /&gt;
[feel free to enter the information here.]&lt;br /&gt;
&lt;br /&gt;
=== Quicksave information ===&lt;br /&gt;
With the latest update of the toolkit, you&#039;ll be able to quicksave the location data of your scene. To do so, go to the &#039;&#039;Load/Save scenery data&#039;&#039; section, enter a location name and click on &#039;&#039;Add Location&#039;&#039;. This will save all settings of latitude, longitude, etc. into an XML file on your hard drive. To recall any of those previously saved datasets, click on &#039;&#039;Load Location&#039;&#039;, to open a list of names of previously saved locations. Select the location you wish to load and click on &#039;&#039;LOAD&#039;&#039;. This will populate all fields of the Scenery Tools with those from the XML file.&lt;br /&gt;
&lt;br /&gt;
Note that there is currently no interface to remove entries from the list. But if you&#039;d like to edit or update your quick-save list, you can find the XML file in the following location:&lt;br /&gt;
%APPDATA%\Blender Foundation\Blender\&amp;lt;version number&amp;gt;\config\p3d_locations.xml&lt;br /&gt;
&lt;br /&gt;
The addon will try to load the XML file whenever you initialize the SDK (see [[https://www.fsdeveloper.com/wiki/index.php?title=Blender2P3D/FSX#Setting_up_your_scene Setting up your scene]]). There will be a warning message in the system console of Blender if the file wasn&#039;t found on your hard drive. You can safely ignore this warning if you don&#039;t use this feature of the toolset.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Animations ==&lt;br /&gt;
[[Image:Blender2p3dfsx animation tool.jpg|thumb|left|The Animation tool of the Blender2P3D/FSX toolset.]]&lt;br /&gt;
To register an animation for a P3D/FSX asset, open the &#039;&#039;P3D/FSX Animation Tool&#039;&#039; panel. You will be presented with a list of animations, as found in the modeldef.xml file. To assign an animation to a selected object, choose it from the list and click on &#039;&#039;Assign&#039;&#039;. You can use the search function to filter the list for certain keywords, click on the little arrow at the bottom of the list to expose the search bar.&lt;br /&gt;
[[Image:Blender2p3dfsx object properties.jpg|thumb|right|Object properties for the Blender2P3D/FSX toolset.]]&lt;br /&gt;
Once an animation has been assigned, make sure to enter an animation length in the object&#039;s properties as well. Open the objects properties panel and scroll to the &#039;&#039;P3D/FSX Properties&#039;&#039; section. Here, you&#039;ll find the properties of the attached animation as well as a list of all utilized attachpoints for that object.&lt;br /&gt;
You can also delete an animation by clicking on the &#039;&#039;Clear&#039;&#039; button.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Attachpoints ==&lt;br /&gt;
&lt;br /&gt;
Open the Attach Tool to access the various options for attachpoints. You can activate or deactivate a number of different functions by clicking on the corresponding buttons in the list. The buttons turn blue when active. Don&#039;t forget to assign the selected attachpoint and its parameters to an object by selecting the object in the scene and clicking on &#039;&#039;Attach&#039;&#039; at the bottom of the panel.&lt;br /&gt;
To see what attachpoints are active for any given object in the scene, select the object and open the object properties. Under &#039;&#039;P3D/FSX Properties&#039;&#039;, you&#039;ll find a list of all attachpoints under the animation properties for the selected object.&lt;br /&gt;
&lt;br /&gt;
=== Effects ===&lt;br /&gt;
&lt;br /&gt;
[[Image:Blender2P3DFSX attach effect.jpg|thumb|left|Attachpoint properties for effects.]]&lt;br /&gt;
To attach an effect to an object in your scene, click on the &#039;&#039;Effect&#039;&#039; button in the P3D/FSX Attach Tool panel. This will extend the panel and allow you to specify the parameters of the effect you&#039;d like to attach.&lt;br /&gt;
* &#039;&#039;&#039;Name&#039;&#039;&#039;: set an attachpoint name for the object.&lt;br /&gt;
* &#039;&#039;&#039;Effect&#039;&#039;&#039;: type the filename of the effect you would like to attach to the object.&lt;br /&gt;
* &#039;&#039;&#039;Param&#039;&#039;&#039;: define paramters for the effect. Those can be, for instance, conditions for the effect to trigger. Refer to the P3D/FSX SDK for more information on valid syntax for this field.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Visibility ===&lt;br /&gt;
&lt;br /&gt;
[[Image:Blender2P3DFSX attach visibility.jpg|thumb|left|Attachpoint properties for visibility.]]&lt;br /&gt;
Add a visibility tag to the selected object by clicking on &#039;&#039;Visibility&#039;&#039; on the P3D/FSX Attach Tool panel. This will open a list of available visibility tags, which you can attach to a selected object in the scene using the &amp;quot;Attach&amp;quot; button.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== MouseRect ===&lt;br /&gt;
&lt;br /&gt;
[[Image:attach mouserect.jpg|thumb|left|Attachpoint properties for mouserects.]]&lt;br /&gt;
To add a mouserect to the selected object in the scene, click on &#039;&#039;Mouse Rect&#039;&#039;. This will reveal a dropdown list of all available mouserects, as defined in the modeldef.xml file.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
=== Platform ===&lt;br /&gt;
[[Image:Blender2P3DFSX attach platform.jpg|thumb|left|Attachpoint properties for platforms.]]&lt;br /&gt;
You can define an object as a &amp;quot;platform&amp;quot; by activating &#039;&#039;Platform&#039;&#039; in the P3D/FSX Attach Tool panel. Make sure to select a surface property for the platform in the dropdown list.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
=== No Crash ===&lt;br /&gt;
Enable the no crash flag for the selected object in the scene by clicking on &#039;&#039;No Crash&#039;&#039; in the P3D/FSX Attach Tool panel.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
=== Empty ===&lt;br /&gt;
[[Image:Blender2P3DFSX attach empty.jpg|thumb|left|Attachpoint properties for empty attachpoints.]]&lt;br /&gt;
You can also attach an empty attachpoint to an object in the scene by clicking on &#039;&#039;Empty&#039;&#039; in the P3D/FSX Attach Tool panel. This will enable you to assign a name for the attachpoint. These empty attachpoints can be used for instance to create various equipment for aircraft carriers. Simply assign one of the keywords to the object to trigger the wanted behavior of the object. Valid names are:&lt;br /&gt;
*attachpt_catapult_start_n,&lt;br /&gt;
*attachpt_catapult_end_n,&lt;br /&gt;
*attachpt_blast_shield_n,&lt;br /&gt;
*attachpt_runway_start,&lt;br /&gt;
*attachpt_runway_end,&lt;br /&gt;
*attachpt_runway_edg,&lt;br /&gt;
*attachpt_cable_n_1,&lt;br /&gt;
*attachpt_cable_n_2.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Material parameters ==&lt;br /&gt;
{{ambox&lt;br /&gt;
| type  = content&lt;br /&gt;
| imageleft = [[Image:40px-Emblem-Info.png|40px]]&lt;br /&gt;
| imageright = [[Image:Broom icon.jpg|40px]]&lt;br /&gt;
| style = width: 100%; color: black; font-weight: bold; background:#EFFFB0; font-style: italic&lt;br /&gt;
| text  = Please note that you should re-initialize your material if you are updating a scene from an older version of the Blender2P3D/FSX toolset. To do so, select your preferred option in the dropdown for the material mode selection. &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The P3D/FSX Blender toolset will extend the material properties to include flight simulator-specific parameters. Make sure to carefully go through the list of properties to make sure that your material is ready for export.&lt;br /&gt;
The most fundamental parameter is the main material mode. You can choose between &amp;quot;PBR Material&amp;quot;, &amp;quot;Specular Material&amp;quot; and &amp;quot;Disabled&amp;quot;. Note that any material with the mode being set to &amp;quot;disabled&amp;quot; will be skipped during the export process. Also, note that the PBR material is only available for models used in Prepar3D version 4.4 or higher. Therefore, if you are preparing a model for FSX or older versions of Prepar3d, make sure to have the material mode set to the Specular workflow.&lt;br /&gt;
&lt;br /&gt;
The P3D/FSX Blender toolset is making use of Blender&#039;s node tree and as a result, it is important that your materials comply with the conventions of the addon&#039;s exporter. Whenever you change between different material modes, a script will automatically replace the current node tree with one that is compatible with the chosen material mode. This means that currently, you will have to re-assign all textures every time you change the material mode!&lt;br /&gt;
&lt;br /&gt;
When assigning a new texture to any of the slots, a script will check if the texture is of the DDS format and if so, set up the node tree with a WYSIWYG representation of the simulator&#039;s shader. To do this, the addon will perform these two steps:&lt;br /&gt;
1. vertically flipping the UV for the texture node&lt;br /&gt;
2. reversing the red-in-alpha action for the normal map, meaning you can input a P3D/FSX conform normal map and it&#039;ll show up correctly in Blender.&lt;br /&gt;
&lt;br /&gt;
The new material handling also incorporates the detail map in the node tree and synchronizes the scaling of the detail map with the settings made in the Blender2P3D/FSX material panel.&lt;br /&gt;
&lt;br /&gt;
When exporting your scene, the exporter will run an analysis on all materials to extract the texture information. This is done in two ways, by checking what texture nodes connect to the relevant input nodes and by looking for specific node names. This way, it is possible to modify the node tree in Blender while retaining the ability to export the materials properly. The texture paths are searched for in the following manner:&lt;br /&gt;
1. Check if the (new) texture slots in the material panel are populated and use those if found.&lt;br /&gt;
2. If not, check the relevant input socket of the BSDF Principled shader node&lt;br /&gt;
3. follow all the links from that node and create a list of texture image nodes&lt;br /&gt;
4. if there are more than one texture image nodes directly or indirectly connected to the input socket, check the name of both and see if it matches&lt;br /&gt;
5. if there are NO texture image nodes connected to the input socket, search through ALL the texture image nodes of the graph, and check if the name matches.&lt;br /&gt;
&lt;br /&gt;
On the creation of the node tree, the texture image nodes will be given their corresponding names. Those are:&lt;br /&gt;
&amp;quot;diffuse&amp;quot; for the diffuse/albedo texture&lt;br /&gt;
&amp;quot;specular&amp;quot; for the specular texture&lt;br /&gt;
&amp;quot;metallic&amp;quot; for the metallic/smoothness/ao texture&lt;br /&gt;
&amp;quot;emissive&amp;quot; for the emissive/lightmap texture&lt;br /&gt;
&amp;quot;normal&amp;quot; for the normal/bump map texture&lt;br /&gt;
&amp;quot;clear-coat&amp;quot; for the amount/smoothness/normal x-component/normal y-component&lt;br /&gt;
&lt;br /&gt;
I suggest not deleting any of those texture nodes, in case you&#039;ll need them at a later stage. If you don&#039;t want a certain texture map to show up on your model, just disconnect the corresponding link.&lt;br /&gt;
&lt;br /&gt;
By default, the emissive image texture is not connected to anything. If you want to see the effects of your lightmap on the model in Blender, simply link the texture node with the input socket labeled &amp;quot;Emission&amp;quot;/&amp;quot;Emissive Color&amp;quot;. Note that the emissive map doesn&#039;t have to be linked with the base shader node in order for the lightmap texture to be found by the exporter!&lt;br /&gt;
&lt;br /&gt;
=== PBR Material mode ===&lt;br /&gt;
[[Image:Pbr shader.jpg|thumb|right|The node tree for PBR material.]]&lt;br /&gt;
When you switch to the PBR Material mode, the node tree will be populated with a &amp;quot;BSDF Principled&amp;quot; node and a number of nodes that are linked up with the principled&#039;s input sockets. You can revise the material at any point by removing nodes or links. You can also add logic blocks between existing links and observe the effects in the viewport. Keep in mind, however, that those types of changes will have no effect on the model when you export it to Prepar3D.&lt;br /&gt;
&lt;br /&gt;
==== Albedo/Diffuse Map ====&lt;br /&gt;
The Albedo/Diffuse map uses the &amp;quot;Base Color&amp;quot; input socket of the BSDF Principled node. By default, the Alpha channel of the texture node is linked with the Alpha input socket of the BSDF node. For all opaque materials, this should have no effect, but for transparent materials, it is important that the link remains.&lt;br /&gt;
&lt;br /&gt;
It is possible to modify the node tree to display the Ambient Occlusion channel of the metallic texture. To do that, add a &amp;quot;MixRGB&amp;quot; node to the node tree and switch the blend mode to &amp;quot;multiply&amp;quot;. Next, connect the Color channel from the albedo texture node to input Color1 of the mixRGB node, and connect the green channel (&amp;quot;G&amp;quot;) from the &amp;quot;separate RGB&amp;quot; node of the metallic node to the Color2 input of the mixRGB node. Lastly, connect the output of the mixRGB node to the Base Color input of the BSDF Principled Shader node.&lt;br /&gt;
&lt;br /&gt;
Make sure to disable Ambient occlusion in the scene render settings to not over-saturate the shading.&lt;br /&gt;
&lt;br /&gt;
==== Metallic Map ====&lt;br /&gt;
The metallic texture consists of three channels. The red channel represents the &amp;quot;metallicness&amp;quot; of the material, the alpha channel the &amp;quot;smoothness&amp;quot; and the green channel can contain an ambient occlusion map. Since Blender is using &amp;quot;roughness&amp;quot; rather than &amp;quot;smoothness&amp;quot;, it is necessary to invert the alpha channel of the metallic texture before plugging it into the BSDF Principled node. This is already done for you within Blender&#039;s shading editor (sometimes called the node editor) when you set up the material for PBR.&lt;br /&gt;
&lt;br /&gt;
Please note that the color space of the metallic node should be changed to &amp;quot;non-color&amp;quot;, once you assigned a texture to the node.&lt;br /&gt;
&lt;br /&gt;
By default, the AO map is omitted, see above if you want to display it in your scene.&lt;br /&gt;
&lt;br /&gt;
Note that for Prepar3Dv5, you can provide a reflection map in the blue channel of the metallic map, however, this channel won&#039;t be displayed in Blender. If you use the reflective channel, make sure to tick the &amp;quot;Metallic map has reflection&amp;quot; in the Metallic properties of the material.&lt;br /&gt;
&lt;br /&gt;
==== Clear Coat Map ====&lt;br /&gt;
The Clear Coat map is comprised of 2 or 3 textures that are packed in the channels within a single RGB or RGBA texture. The 2 required textures in a Clear coat map are the &amp;quot;Amount&amp;quot; and &amp;quot;Smoothness&amp;quot;. The 3rd, optionally, is the Clear Coat Normal map.  The Clear Coat map should not be used with any material that is metallic material. The Clear Coat map should be used on materials that are to appear as if they have been waxed or lacquered (such as automobiles, fine leather, and also, Banners).&lt;br /&gt;
&lt;br /&gt;
The Red Channel of the clear coat is the &amp;quot;Amount&amp;quot; of the clear coat (0.00 to 1.0). Pure black (matte) is represented as 0.00, pure white is 1.0 (maximum amount). In other words, this is the amount of wax or lacquer on the material.&lt;br /&gt;
&lt;br /&gt;
The Green Channel is the &amp;quot;Smoothness&amp;quot; of the Clear Coat. This is also represented as 0.00 to 1.0. Pure black is 0.00 and pure white is 1.0 (maximum smoothness) and gives you the maximum reflection.&lt;br /&gt;
&lt;br /&gt;
The numerical values for the &amp;quot;Amount&amp;quot; and &amp;quot;Smoothness&amp;quot; are for &amp;quot;baking&amp;quot; and procedural texture purposes.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; Within the Shading Editor in Blender (sometimes called the Node Editor), the &amp;quot;Smoothness&amp;quot; map (in the green channel) is being &amp;quot;inverted&amp;quot;. This is because Blender is looking for a &amp;quot;Roughness&amp;quot; map and P3D requires a &amp;quot;Smoothness&amp;quot; map. Using the &amp;quot;Smoothness&amp;quot; texture that is contained in the &amp;quot;Metallic&amp;quot; map will most likely not give you the &amp;quot;look&amp;quot; you were hoping for.&lt;br /&gt;
&lt;br /&gt;
The Clear Coat Normal map (placed in the Blue and Alpha Channels) consists of the x- and y-components of a standard normal map. The x-component (within a standard normal map, it&#039;s in the red Channel) is placed in the Blue channel.  The y-component (within a standard normal map, it&#039;s in the green channel) is placed in the Alpha Channel.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; Just like the Normal map used in P3D, the Clear Coat normal map is in the DirectX format, not OpenGL format  Be aware when &amp;quot;baking&amp;quot; within Blender, the OpenGL Format is used when creating normal maps.  &lt;br /&gt;
&lt;br /&gt;
=== Specular Material mode ===&lt;br /&gt;
[[Image:Specular shader.jpg|thumb|right|The node tree for specular material.]]&lt;br /&gt;
If you select &amp;quot;Specular Material&amp;quot; as the P3D/FSX material mode, the current node tree is removed and replaced. The main shader node will now be an &amp;quot;Eevee Specular&amp;quot; node. The node tree will be populated in a way that most closely represents the shader mechanics of FSX/P3D and all you need to do is add your texture files to the various texture image nodes. As with the PBR node tree, you can modify the Specular node tree in any way you wish - as long as the original Texture image nodes and the Eevee Specular node remain, the exporter will be able to pick up the correct texture paths.&lt;br /&gt;
&lt;br /&gt;
Please note that since it is a node specifically designed for the Eevee render engine, material created in this way won&#039;t render properly if you switch the viewport render mode to &amp;quot;Cycles&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
=== Normal maps for PBR and Specular material ===&lt;br /&gt;
Prepar3D and FSX use a non-standard approach to rendering normal maps and we took the approach on board when developing the node tree for the P3D/FSX material. If you&#039;re using non-DDS files (.PSD, .tga, .png, etc), the shader is set up in an industry-standard way, with the color node of the normal texture node being plugged indirectly into the normal map node of the graph. However, if you&#039;re using DDS files, the addon will change the node tree in a way that reflects the sim as closely as possible by reversing the mandatory red-in-alpha.&lt;br /&gt;
&lt;br /&gt;
Please note that the color space of the normal map will now automatically be changed to &amp;quot;non-color&amp;quot;, once you assigned a texture to the normal map slot.&lt;br /&gt;
&lt;br /&gt;
The legacy NVidia Photoshop plug-in, GIMP plug-in, and the SDK&#039;s Imagetool (FSX and P3D) all use the DirectX format for Normal maps. The latest NVidia plug-in, along with the standalone application, uses the OpenGL Format when creating Normal maps.  Most Normal maps &amp;quot;ready-made&amp;quot; can be changed to the DirectX format by inverting or flipping the &#039;y&#039;-component of the Normal map, however, go with what &amp;quot;looks&amp;quot; correct to you.&lt;br /&gt;
&lt;br /&gt;
=== Environment/Reflection map ===&lt;br /&gt;
Oppose to P3D, Blender is using a global reflection map in conjunction with reflective materials. Depending on your requirements, it might be necessary for you to utilize different reflection maps for different materials. To accommodate this, you can link any reflection map to any material, using the Parameter &amp;quot;Reflection map&amp;quot; under the P3D/FSX material properties. However, any change to the file or file path will not change anything about how reflections are presented in Blender.&lt;br /&gt;
If you would like to get an idea of how your reflection map works with your other material settings, you can manually change Blender&#039;s global reflection map. To do so, open the &amp;quot;World Properties&amp;quot; and under &amp;quot;Surface-&amp;gt;Color&amp;quot;, select &amp;quot;Environment Texture&amp;quot; as a new source for the world reflection map and navigate to your texture. Don&#039;t forget to change the render mode to &amp;quot;Viewport Shading&amp;quot;. Please note that changes to the world properties won&#039;t be taken into account when exporting your model to &amp;quot;.X&amp;quot; or &amp;quot;.MDL&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
=== Transparency ===&lt;br /&gt;
If you&#039;re working with PBR material, switching your material to transparent is simple. In the P3D/FSX material settings change the &amp;quot;Render mode&amp;quot; to &amp;quot;Masked&amp;quot;. The transparency value is taken from the Alpha channel of the Albedo texture node and will be visualized in the viewport. Note that switching from &amp;quot;Opaque&amp;quot; to &amp;quot;Masked&amp;quot; will also enable Backface culling by default, this is simply done for your convenience, but you can switch it off at any time with no effect on the P3D/FSX model itself.&lt;br /&gt;
&lt;br /&gt;
Transparency for Specular material is currently not automated in this way, so any changes to the &amp;quot;Framebuffer Blend&amp;quot; properties of the material will have no effect on how the model is displayed in Blender. These values are, however, taken into consideration when you export your model and should work as expected.&lt;br /&gt;
&lt;br /&gt;
= Exporting to .X/.MDL =&lt;br /&gt;
[[Image:Blender2P3DFSX Export1.jpg|thumb|Export options of the Blender2P3D/FSX toolset.]]&lt;br /&gt;
An essential element of the Blender2P3D/FSX toolset is the ability to export a Blender scene directly into the .mdl format. You can access the exporter by clicking on File-&amp;gt;Export-&amp;gt;DirectX for P3D/FSX (.X/.MDL). This will open the export dialog. On the right side of the window, you can choose various options for the export. Don&#039;t forget to enter a valid filename on the bottom of the screen before pressing &amp;quot;Export P3D/FSX .X file&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Note: I recommend opening the Blender console before starting the export process. At the moment the exporter won&#039;t give you any visual feedback on whether it&#039;s running or not, so checking on the console helps to make sure that everything is working smoothly. The console can be accessed through Window-&amp;gt;Toggle System Console.&lt;br /&gt;
&lt;br /&gt;
== Exporter options ==&lt;br /&gt;
&#039;&#039;&#039;Export only current selection&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
If this option is active, only the elements of your scene that are currently selected will be exported. This can be useful if you want to quickly check certain parts of the scene, without exporting everything at once.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Apply all modifiers&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
If this option is selected, every object in the scene will have its modifiers applied before being encoded into the .X file. It is important to have this option enabled, otherwise your model might not be displayed correctly in the sim.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Export animations and LOD&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
To make sure that the animations and LODs are being exported, this option should be enabled.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Skinned mesh&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
If there are any skinned meshes in you scene, make sure to enable this option. Otherwise, the skinned mesh animations are being omitted.&amp;lt;br/&amp;gt; &lt;br /&gt;
&#039;&#039;&#039;Export MDL&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
If this option is selected, the exporter will automatically call the XToMdl.exe converter once the .x file is written. Enable this option to export directly into the Prapar3D/FSX compatible 3d model format.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Create XML Scenery placement for this MDL&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
If this option is selected, the exporter will create an XML file that has all the scenery export information such as &#039;&#039;coordinates (latitude, longitude, altitude, pitch, bank, heading)&#039;&#039; and the &#039;&#039;scenery complexity&#039;&#039; of the scenery objects/model to be exported (by default &#039;&#039;Scenery Complexity = Normal&#039;&#039;). Then, it will convert the created &amp;quot;.MDL&amp;quot; format file into &amp;quot;.BGL&amp;quot; format file which then can be used directly in the simulator.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Create Sample XML Scenery Placement&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
If this option is selected, the exporter will create a SAMPLE XML file to show the developer how the scenery xml file should be written. &#039;&#039;Remember to only select this option if you wish to create the &amp;quot;.BGL&amp;quot; file manually/by your own&#039;&#039;.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Log File&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
If this option is checked, a log file will be generated in the same folder you export your scene to. The log file is a simple text file with the friendly name of the model [ex. Hangar_(date)_(time)_log.txt]. It can contain valuable information on the export progress if something goes wrong.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Use BMP&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
If selected, all texture filenames will be changed to &amp;lt;filename&amp;gt;.bmp.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Export process ==&lt;br /&gt;
The exporter will generate an .X file and - if selected - a .xanim file, which will hold the geometric information of your model, as well as the specs of your materials. Some of the properties of the model will be taken directly from the Blender scene, whereas some properties come from the custom properties that the Blender2P3D/FSX addon adds to objects and materials.&lt;br /&gt;
&lt;br /&gt;
The following list describes the operation of the exporter step-by-step.&lt;br /&gt;
# &#039;&#039;&#039;Collecting object Information&#039;&#039;&#039;&amp;lt;!--&lt;br /&gt;
 --&amp;gt;&amp;lt;p&amp;gt;The exporter will first go through the hierarchy of the scene and generate a list of exportable objects. Those objects are meshes, bones, and empty object(s) if they have anything attached to it. The exporter will also check if the SDK was initialized, a modeldef.xml was found, and if the scene contains a valid GUID and friendly name. If &amp;quot;&#039;&#039;Export Animations&#039;&#039;&amp;quot; was enabled in the export dialog, a list will be generated that contains information on every part that has an animation tag assigned to it.&amp;lt;/p&amp;gt;&lt;br /&gt;
# &#039;&#039;&#039;Writing the header&#039;&#039;&#039;&amp;lt;!--&lt;br /&gt;
 --&amp;gt;&amp;lt;p&amp;gt;The header of the .x file contains templates for mesh and material information. Since P3D and FSX models differ slightly, the templates are being written depending on the selected SDK.&amp;lt;/p&amp;gt;&lt;br /&gt;
# &#039;&#039;&#039;Outline of the scene&#039;s hierarchy&#039;&#039;&#039;&amp;lt;!--&lt;br /&gt;
 --&amp;gt;&amp;lt;p&amp;gt;The exporter will write a quick outline of the scene&#039;s objects into the .X file. This outline has no function but is informative to anyone who needs to debug any errors during the export.&amp;lt;/p&amp;gt;&lt;br /&gt;
# &#039;&#039;&#039;Writing scene information&#039;&#039;&#039;&amp;lt;!--&lt;br /&gt;
 --&amp;gt;&amp;lt;p&amp;gt;Next, the exporter will go through the list of eligible objects and encode the geometric information. This includes the position of the vertices, a list of polygons, mesh normals for each vertex, and UV coordinates.&amp;lt;/p&amp;gt;&lt;br /&gt;
## &#039;&#039;&#039;Analyzing mesh materials&#039;&#039;&#039;&amp;lt;!--&lt;br /&gt;
 --&amp;gt;&amp;lt;p&amp;gt;For each material, the exporter will analyze the node tree to find the relevant image texture nodes. If an image texture node cannot be found, or if the filename is empty, the corresponding texture type will be skipped by the exporter.&amp;lt;/p&amp;gt;&lt;br /&gt;
## &#039;&#039;&#039;Writing mesh material&#039;&#039;&#039;&amp;lt;!--&lt;br /&gt;
 --&amp;gt;&amp;lt;p&amp;gt;Once all data is collected, the material properties are being encoded in the .x file.&amp;lt;/p&amp;gt;&lt;br /&gt;
#&#039;&#039;&#039;Writing Animations&#039;&#039;&#039;&amp;lt;!--&lt;br /&gt;
 --&amp;gt;&amp;lt;p&amp;gt;If &amp;quot;&#039;&#039;Export animations and LODs&#039;&#039;&amp;quot; has been selected in the exporter window, a .xanim file is generated, which contains the animation data for all animated objects.&amp;lt;/p&amp;gt;&lt;br /&gt;
#&#039;&#039;&#039;Converting to MDL&#039;&#039;&#039;&amp;lt;!--&lt;br /&gt;
 --&amp;gt;&amp;lt;p&amp;gt;If &amp;quot;&#039;&#039;Export MDL&#039;&#039;&amp;quot; has been selected in the exporter window, the exporter will execute the XToMdl.exe of the selected SDK. The Blender system console will show the progress during this step of the export, however, note that the output is currently not logged in the log file that is generated by the exporter. If there is an issue with the .X file, or if the XToMdl.exe couldn&#039;t be found, an error will be shown in the Blender window.&amp;lt;/p&amp;gt;&lt;br /&gt;
#&#039;&#039;&#039;Export BGL&#039;&#039;&#039;&amp;lt;!--&lt;br /&gt;
 --&amp;gt;&amp;lt;p&amp;gt;BGL is a scenery file format that is being used in Flight Simulator. If &amp;quot;&#039;&#039;Create XML Scenery placement for this MDL&#039;&#039;&amp;quot; has been selected in the exporter window, the created .MDL format file will run through an application called bglcomp [which is an in-build application that comes with the Software Development (Kit)] to create the Flight Simulator use .BGL format file. This BGL format file can be used directly in the simulator later.&amp;lt;/p&amp;gt; &lt;br /&gt;
&lt;br /&gt;
If the export was successful, you&#039;ll find the .X and the .MDL file in the selected folder, ready to be imported into P3D/FSX.&lt;br /&gt;
&lt;br /&gt;
Please note that the exporter currently does not optimize your model! If you want to improve on the performance of your 3d asset, it is recommended to join all parts that share a material but don&#039;t have an animation or attachpoint assigned to it. Also note that the export process takes a long time to complete, please have the system console open to check up on the progress of the export.&lt;br /&gt;
&lt;br /&gt;
= Credits and license =&lt;br /&gt;
The addon in its current version is the hard work of many members of the fsdeveloper.com forum. The original FSX2Blender addon was developed by:&lt;br /&gt;
[https://www.fsdeveloper.com/forum/members/capt_x.6562/ Felix Owono-Ateba], [https://www.fsdeveloper.com/forum/members/ronh.1886/ Ron Haertel], [https://www.fsdeveloper.com/forum/members/krispy1001.11839/ Kris Pyatt] (2017) and [https://www.fsdeveloper.com/forum/members/manochvarma-raman.16466/ Manochvarma Raman] (2018)&lt;br /&gt;
This current incarnation of the addon uses most of the original algorithms, but with an updated UI and compatibility for Blender v2.8.x. Parts of the original exporter script have been rewritten to accommodate Blender&#039;s new material workflow and to add PBR support to the addon (P3D v4.4+ only). This work was done 2019/2020 by [https://www.fsdeveloper.com/forum/members/vitus.2026/ Otmar Nitsche]. Further additions to the material workflow were added by [https://www.fsdeveloper.com/forum/members/dave-hoeffgen.14361/ David Hoeffgen] in 2020.  The UI and the Clear Coat map components (P3D v5) were updated/ added for Blender v3.x.x by [https://www.fsdeveloper.com/forum/members/dave_w.16881/ Dave_W] &amp;amp; [https://www.fsdeveloper.com/forum/members/pyscen.1491/ Doug A] in November 2022.&lt;br /&gt;
&lt;br /&gt;
Special thanks go to [https://www.fsdeveloper.com/forum/members/arno.1/ Arno Gerretsen] and [https://www.fsdeveloper.com/forum/members/spotlope.39/ Bill Womack] for their input during the development and testing of the addon.&lt;br /&gt;
&lt;br /&gt;
The software is licensed under [http://www.gnu.org/licenses/gpl-3.0.html GNU General Public License (GNU-GPL-3)]. Feel free to use it as you see fit, both for freeware and commercial projects. If you have suggestions for changes, use the forum. If you would like to get involved in the development of the addon, contact any of the authors mentioned above to coordinate the effort.&lt;/div&gt;</summary>
		<author><name>Pyscen</name></author>
	</entry>
	<entry>
		<id>http://www.fsdeveloper.com/wiki/index.php?title=Blender2P3D/FSX&amp;diff=11353</id>
		<title>Blender2P3D/FSX</title>
		<link rel="alternate" type="text/html" href="http://www.fsdeveloper.com/wiki/index.php?title=Blender2P3D/FSX&amp;diff=11353"/>
		<updated>2022-12-03T19:14:56Z</updated>

		<summary type="html">&lt;p&gt;Pyscen: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{ambox&lt;br /&gt;
| type  = content&lt;br /&gt;
| imageleft = [[Image:40px-Emblem-Info.png|40px]]&lt;br /&gt;
| imageright = [[Image:Broom icon.jpg|40px]]&lt;br /&gt;
| style = width: 100%; color: black; background:#EFFFB0; font-style: italic&lt;br /&gt;
| text = The current version of the &#039;&#039;&#039;Blender2P3D/FSX&#039;&#039;&#039; addon is &#039;&#039;&#039;v1.0.2&#039;&#039;&#039;.  The &#039;&#039;&#039;Blender2P3D/FSX toolset&#039;&#039;&#039; is an addon for [http://www.blender.org/download/ Blender] which can be used for FSX (including FSX: SE) and P3D 3-D Modeling.|] }}&lt;br /&gt;
[[Category:Tools]]&lt;br /&gt;
[[Category:Blender]]&lt;br /&gt;
[[category:Modeling]]&lt;br /&gt;
[[Category:Aircraft Design]]&lt;br /&gt;
[[category:Scenery Design]]&lt;br /&gt;
[[Category:Terrain Design]]&lt;br /&gt;
[[Category:Airport Design]]&lt;br /&gt;
[[category:Texturing]]&lt;br /&gt;
[[category:SDK]]&lt;br /&gt;
[[category:Manuals]]&lt;br /&gt;
{{Infobox-Applicable-FSVersion&lt;br /&gt;
| MSFS= false&lt;br /&gt;
| FSXI = false&lt;br /&gt;
| P3D5 = true&lt;br /&gt;
| P3D4 = true&lt;br /&gt;
| P3D3 = true&lt;br /&gt;
| P3D2 = true&lt;br /&gt;
| P3D = true&lt;br /&gt;
| FSXA = true&lt;br /&gt;
| FSX = true&lt;br /&gt;
| FS2004 = unknown&lt;br /&gt;
| FS2002 = unknown&lt;br /&gt;
| XP11 = unknown&lt;br /&gt;
| XP10 = unknown&lt;br /&gt;
| XP9 = unknown&lt;br /&gt;
}}&lt;br /&gt;
This addon is a continuation of the [[Blender2FSX Toolset manual]] and it incorporates compatibility with the latest API for Blender version v3.x.x and above. The new toolset also features full support of PBR materials for Lockheed Martin&#039;s Prepar3D v4.4 and above, as well as some changes to the interface and file structure of the addon.&lt;br /&gt;
This wiki will help you install and use the new toolset.&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
= Installation =&lt;br /&gt;
== Requirements ==&lt;br /&gt;
* Windows 11 and 10 &lt;br /&gt;
&lt;br /&gt;
* Microsoft Flight Simulator X SDK &#039;&#039;&#039;&#039;&#039;including updates&#039;&#039;&#039; to SP2 or Acceleration&#039;&#039; or&lt;br /&gt;
&lt;br /&gt;
* Lockheed Martin Prepar3D SDK v1.x, v2.x, v3.x, &amp;amp; v4.x (&#039;&#039;FSX Steam Edition should use the Prepar3D SDK v1.x&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
* [http://www.blender.org/download/ Blender] (version: &#039;&#039;&#039;v3.x&#039;&#039;&#039; or above)&lt;br /&gt;
&lt;br /&gt;
Make sure that &#039;&#039;&#039;&#039;&#039;ALL&#039;&#039;&#039; SDKs&#039;&#039; that you are using are installed prior to installing/ activating this Toolset!&lt;br /&gt;
&lt;br /&gt;
== Setup ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:blender2p3dfsx_setup1.jpg&lt;br /&gt;
Image:blender2p3dfsx_setup2.jpg&lt;br /&gt;
Image:blender2p3dfsx_setup3.jpg&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
After downloading the add-on, open Blender 3.x.x and open the Preferences (Edit-&amp;gt;Preferences). Navigate to the &amp;quot;Add-ons&amp;quot; tab and click on &amp;quot;Install...&amp;quot;. &lt;br /&gt;
In the file manager, navigate to where you have downloaded the Toolset file, select it and click on &amp;quot;Install Add-on&amp;quot;. This will extract the content of the zip file to your Blender script folder (by default under %APPDATA%\Blender Foundation\Blender\&amp;lt;version number&amp;gt;\scripts\addons). Next, you need to activate the addon by clicking on the &#039;&#039;check-mark&#039;&#039; next to &amp;quot;3DView: P3D/FSX Toolset&amp;quot;. That should enable the addon and the various panels and properties. Close the Preferences window.&lt;br /&gt;
&lt;br /&gt;
To ensure that the addon was correctly installed, press &amp;quot;N&amp;quot; on your keyboard while the mouse pointer is in one of the main viewports. This should open the main panels of the addon under the tab named &amp;quot;P3D/FSX&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
= Using the Tools =&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
[[Image:Blender2p3dfsx setup4.jpg|thumb|right|P3D/FSX Toolset panels]]&lt;br /&gt;
Once installed, the Blender2P3D/FSX toolset will append the list of toolkit panels in your viewport. Press &amp;quot;N&amp;quot; to open or close the list of tools. There will be a new entry named &amp;quot;P3D/FSX&amp;quot;, which gives access to the tools of this addon. The different tools are organized in different panels, which are grouped by function.&lt;br /&gt;
The addon adds object properties to the scene. These properties are for instance the references to the various SDKs you can utilize or object properties like attached animations or scenery properties. &lt;br /&gt;
Furthermore, the addon will append the material parameters by P3D or FSX specific parameters.&lt;br /&gt;
Lastly, the addon extends the exporter capabilities and allows you to export your scene to an x-file format and from there calls XToMdl.exe to generate a Prapar3D/Flight Simulator X compatible 3d model.&lt;br /&gt;
&lt;br /&gt;
== Setting up your scene ==&lt;br /&gt;
To ensure that your 3d asset export properly to Prepar3D or Flight Simulator X, you must make sure to prepare and configure the Blender scene. To get started, open the toolset panels by pressing &amp;quot;N&amp;quot; on your keyboard with the main viewport in focus. This will open a list of panels you have currently activated in your Blender configuration. Click on the tab &amp;quot;P3D/FSX&amp;quot; to bring up the panels of the Blender2P3D/FSX toolset.&lt;br /&gt;
=== Configure the SDK ===&lt;br /&gt;
Firstly, go to the &#039;&#039;P3D/FSX Toolset Settings&#039;&#039; and select which SDK you would like to utilize. If &amp;quot;Auto Detect SDK path&amp;quot; is enabled, simply click on &amp;quot;Initialize the SDK&amp;quot;. The addon will then look up the file paths of the SDK in the Windows registry. This method should work in 99% of the cases, however, if the Addon cannot find the file paths, you can also use the &#039;&#039;Manually Find ModelDef file&#039;&#039; option to set up the path.&lt;br /&gt;
Please note that it is necessary to initialize the SDK every time you restart Blender, or load a new scene. This way you ensure that all entries of the modeldef.xml are properly loaded into Blender.&lt;br /&gt;
&lt;br /&gt;
=== Configure the scene ===&lt;br /&gt;
In order for your 3d asset to export properly, you have to ensure that both a GUID and a friendly name are assigned to your scene. To do so, open the &#039;&#039;P3D/FSX File Properties&#039;&#039; panel and type the friendly name in the first edit box. You can use the button &#039;&#039;Generate GUID&#039;&#039; to automatically generate a valid GUID for your scene. Alternatively, you can generate the GUID externally and copy and paste the string into the GUID edit box.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
== Scenery properties ==&lt;br /&gt;
[[image:Blender2P3DFSX Scenery.jpg|thumb|right|Scenery tool of the Blender2P3D/FSX addon.]]&lt;br /&gt;
[feel free to enter the information here.]&lt;br /&gt;
&lt;br /&gt;
=== Quicksave information ===&lt;br /&gt;
With the latest update of the toolkit, you&#039;ll be able to quicksave the location data of your scene. To do so, go to the &#039;&#039;Load/Save scenery data&#039;&#039; section, enter a location name and click on &#039;&#039;Add Location&#039;&#039;. This will save all settings of latitude, longitude, etc. into an XML file on your hard drive. To recall any of those previously saved datasets, click on &#039;&#039;Load Location&#039;&#039;, to open a list of names of previously saved locations. Select the location you wish to load and click on &#039;&#039;LOAD&#039;&#039;. This will populate all fields of the Scenery Tools with those from the XML file.&lt;br /&gt;
&lt;br /&gt;
Note that there is currently no interface to remove entries from the list. But if you&#039;d like to edit or update your quick-save list, you can find the XML file in the following location:&lt;br /&gt;
%APPDATA%\Blender Foundation\Blender\&amp;lt;version number&amp;gt;\config\p3d_locations.xml&lt;br /&gt;
&lt;br /&gt;
The addon will try to load the XML file whenever you initialize the SDK (see [[https://www.fsdeveloper.com/wiki/index.php?title=Blender2P3D/FSX#Setting_up_your_scene Setting up your scene]]). There will be a warning message in the system console of Blender if the file wasn&#039;t found on your hard drive. You can safely ignore this warning if you don&#039;t use this feature of the toolset.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Animations ==&lt;br /&gt;
[[Image:Blender2p3dfsx animation tool.jpg|thumb|left|The Animation tool of the Blender2P3D/FSX toolset.]]&lt;br /&gt;
To register an animation for a P3D/FSX asset, open the &#039;&#039;P3D/FSX Animation Tool&#039;&#039; panel. You will be presented with a list of animations, as found in the modeldef.xml file. To assign an animation to a selected object, choose it from the list and click on &#039;&#039;Assign&#039;&#039;. You can use the search function to filter the list for certain keywords, click on the little arrow at the bottom of the list to expose the search bar.&lt;br /&gt;
[[Image:Blender2p3dfsx object properties.jpg|thumb|right|Object properties for the Blender2P3D/FSX toolset.]]&lt;br /&gt;
Once an animation has been assigned, make sure to enter an animation length in the object&#039;s properties as well. Open the objects properties panel and scroll to the &#039;&#039;P3D/FSX Properties&#039;&#039; section. Here, you&#039;ll find the properties of the attached animation as well as a list of all utilized attachpoints for that object.&lt;br /&gt;
You can also delete an animation by clicking on the &#039;&#039;Clear&#039;&#039; button.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Attachpoints ==&lt;br /&gt;
&lt;br /&gt;
Open the Attach Tool to access the various options for attachpoints. You can activate or deactivate a number of different functions by clicking on the corresponding buttons in the list. The buttons turn blue when active. Don&#039;t forget to assign the selected attachpoint and its parameters to an object by selecting the object in the scene and clicking on &#039;&#039;Attach&#039;&#039; at the bottom of the panel.&lt;br /&gt;
To see what attachpoints are active for any given object in the scene, select the object and open the object properties. Under &#039;&#039;P3D/FSX Properties&#039;&#039;, you&#039;ll find a list of all attachpoints under the animation properties for the selected object.&lt;br /&gt;
&lt;br /&gt;
=== Effects ===&lt;br /&gt;
&lt;br /&gt;
[[Image:Blender2P3DFSX attach effect.jpg|thumb|left|Attachpoint properties for effects.]]&lt;br /&gt;
To attach an effect to an object in your scene, click on the &#039;&#039;Effect&#039;&#039; button in the P3D/FSX Attach Tool panel. This will extend the panel and allow you to specify the parameters of the effect you&#039;d like to attach.&lt;br /&gt;
* &#039;&#039;&#039;Name&#039;&#039;&#039;: set an attachpoint name for the object.&lt;br /&gt;
* &#039;&#039;&#039;Effect&#039;&#039;&#039;: type the filename of the effect you would like to attach to the object.&lt;br /&gt;
* &#039;&#039;&#039;Param&#039;&#039;&#039;: define paramters for the effect. Those can be, for instance, conditions for the effect to trigger. Refer to the P3D/FSX SDK for more information on valid syntax for this field.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Visibility ===&lt;br /&gt;
&lt;br /&gt;
[[Image:Blender2P3DFSX attach visibility.jpg|thumb|left|Attachpoint properties for visibility.]]&lt;br /&gt;
Add a visibility tag to the selected object by clicking on &#039;&#039;Visibility&#039;&#039; on the P3D/FSX Attach Tool panel. This will open a list of available visibility tags, which you can attach to a selected object in the scene using the &amp;quot;Attach&amp;quot; button.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== MouseRect ===&lt;br /&gt;
&lt;br /&gt;
[[Image:attach mouserect.jpg|thumb|left|Attachpoint properties for mouserects.]]&lt;br /&gt;
To add a mouserect to the selected object in the scene, click on &#039;&#039;Mouse Rect&#039;&#039;. This will reveal a dropdown list of all available mouserects, as defined in the modeldef.xml file.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
=== Platform ===&lt;br /&gt;
[[Image:Blender2P3DFSX attach platform.jpg|thumb|left|Attachpoint properties for platforms.]]&lt;br /&gt;
You can define an object as a &amp;quot;platform&amp;quot; by activating &#039;&#039;Platform&#039;&#039; in the P3D/FSX Attach Tool panel. Make sure to select a surface property for the platform in the dropdown list.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
=== No Crash ===&lt;br /&gt;
Enable the no crash flag for the selected object in the scene by clicking on &#039;&#039;No Crash&#039;&#039; in the P3D/FSX Attach Tool panel.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
=== Empty ===&lt;br /&gt;
[[Image:Blender2P3DFSX attach empty.jpg|thumb|left|Attachpoint properties for empty attachpoints.]]&lt;br /&gt;
You can also attach an empty attachpoint to an object in the scene by clicking on &#039;&#039;Empty&#039;&#039; in the P3D/FSX Attach Tool panel. This will enable you to assign a name for the attachpoint. These empty attachpoints can be used for instance to create various equipment for aircraft carriers. Simply assign one of the keywords to the object to trigger the wanted behavior of the object. Valid names are:&lt;br /&gt;
*attachpt_catapult_start_n,&lt;br /&gt;
*attachpt_catapult_end_n,&lt;br /&gt;
*attachpt_blast_shield_n,&lt;br /&gt;
*attachpt_runway_start,&lt;br /&gt;
*attachpt_runway_end,&lt;br /&gt;
*attachpt_runway_edg,&lt;br /&gt;
*attachpt_cable_n_1,&lt;br /&gt;
*attachpt_cable_n_2.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Material parameters ==&lt;br /&gt;
{{ambox&lt;br /&gt;
| type  = content&lt;br /&gt;
| imageleft = [[Image:40px-Emblem-Info.png|40px]]&lt;br /&gt;
| imageright = [[Image:Broom icon.jpg|40px]]&lt;br /&gt;
| style = width: 100%; color: black; font-weight: bold; background:#EFFFB0; font-style: italic&lt;br /&gt;
| text  = &amp;lt;small&amp;gt;Please note that you should re-initialize your material if you are updating a scene from an older version of the Blender2P3D/FSX toolset. To do so, select your preferred option in the dropdown for the material mode selection. &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The P3D/FSX Blender toolset will extend the material properties to include flight simulator-specific parameters. Make sure to carefully go through the list of properties to make sure that your material is ready for export.&lt;br /&gt;
The most fundamental parameter is the main material mode. You can choose between &amp;quot;PBR Material&amp;quot;, &amp;quot;Specular Material&amp;quot; and &amp;quot;Disabled&amp;quot;. Note that any material with the mode being set to &amp;quot;disabled&amp;quot; will be skipped during the export process. Also, note that the PBR material is only available for models used in Prepar3D version 4.4 or higher. Therefore, if you are preparing a model for FSX or older versions of Prepar3d, make sure to have the material mode set to the Specular workflow.&lt;br /&gt;
&lt;br /&gt;
The P3D/FSX Blender toolset is making use of Blender&#039;s node tree and as a result, it is important that your materials comply with the conventions of the addon&#039;s exporter. Whenever you change between different material modes, a script will automatically replace the current node tree with one that is compatible with the chosen material mode. This means that currently, you will have to re-assign all textures every time you change the material mode!&lt;br /&gt;
&lt;br /&gt;
When assigning a new texture to any of the slots, a script will check if the texture is of the DDS format and if so, set up the node tree with a WYSIWYG representation of the simulator&#039;s shader. To do this, the addon will perform these two steps:&lt;br /&gt;
1. vertically flipping the UV for the texture node&lt;br /&gt;
2. reversing the red-in-alpha action for the normal map, meaning you can input a P3D/FSX conform normal map and it&#039;ll show up correctly in Blender.&lt;br /&gt;
&lt;br /&gt;
The new material handling also incorporates the detail map in the node tree and synchronizes the scaling of the detail map with the settings made in the Blender2P3D/FSX material panel.&lt;br /&gt;
&lt;br /&gt;
When exporting your scene, the exporter will run an analysis on all materials to extract the texture information. This is done in two ways, by checking what texture nodes connect to the relevant input nodes and by looking for specific node names. This way, it is possible to modify the node tree in Blender while retaining the ability to export the materials properly. The texture paths are searched for in the following manner:&lt;br /&gt;
1. Check if the (new) texture slots in the material panel are populated and use those if found.&lt;br /&gt;
2. If not, check the relevant input socket of the BSDF Principled shader node&lt;br /&gt;
3. follow all the links from that node and create a list of texture image nodes&lt;br /&gt;
4. if there are more than one texture image nodes directly or indirectly connected to the input socket, check the name of both and see if it matches&lt;br /&gt;
5. if there are NO texture image nodes connected to the input socket, search through ALL the texture image nodes of the graph, and check if the name matches.&lt;br /&gt;
&lt;br /&gt;
On the creation of the node tree, the texture image nodes will be given their corresponding names. Those are:&lt;br /&gt;
&amp;quot;diffuse&amp;quot; for the diffuse/albedo texture&lt;br /&gt;
&amp;quot;specular&amp;quot; for the specular texture&lt;br /&gt;
&amp;quot;metallic&amp;quot; for the metallic/smoothness/ao texture&lt;br /&gt;
&amp;quot;emissive&amp;quot; for the emissive/lightmap texture&lt;br /&gt;
&amp;quot;normal&amp;quot; for the normal/bump map texture&lt;br /&gt;
&amp;quot;clear-coat&amp;quot; for the amount/smoothness/normal x-component/normal y-component&lt;br /&gt;
&lt;br /&gt;
I suggest not deleting any of those texture nodes, in case you&#039;ll need them at a later stage. If you don&#039;t want a certain texture map to show up on your model, just disconnect the corresponding link.&lt;br /&gt;
&lt;br /&gt;
By default, the emissive image texture is not connected to anything. If you want to see the effects of your lightmap on the model in Blender, simply link the texture node with the input socket labeled &amp;quot;Emission&amp;quot;/&amp;quot;Emissive Color&amp;quot;. Note that the emissive map doesn&#039;t have to be linked with the base shader node in order for the lightmap texture to be found by the exporter!&lt;br /&gt;
&lt;br /&gt;
=== PBR Material mode ===&lt;br /&gt;
[[Image:Pbr shader.jpg|thumb|right|The node tree for PBR material.]]&lt;br /&gt;
When you switch to the PBR Material mode, the node tree will be populated with a &amp;quot;BSDF Principled&amp;quot; node and a number of nodes that are linked up with the principled&#039;s input sockets. You can revise the material at any point by removing nodes or links. You can also add logic blocks between existing links and observe the effects in the viewport. Keep in mind, however, that those types of changes will have no effect on the model when you export it to Prepar3D.&lt;br /&gt;
&lt;br /&gt;
==== Albedo/Diffuse Map ====&lt;br /&gt;
The Albedo/Diffuse map uses the &amp;quot;Base Color&amp;quot; input socket of the BSDF Principled node. By default, the Alpha channel of the texture node is linked with the Alpha input socket of the BSDF node. For all opaque materials, this should have no effect, but for transparent materials, it is important that the link remains.&lt;br /&gt;
&lt;br /&gt;
It is possible to modify the node tree to display the Ambient Occlusion channel of the metallic texture. To do that, add a &amp;quot;MixRGB&amp;quot; node to the node tree and switch the blend mode to &amp;quot;multiply&amp;quot;. Next, connect the Color channel from the albedo texture node to input Color1 of the mixRGB node, and connect the green channel (&amp;quot;G&amp;quot;) from the &amp;quot;separate RGB&amp;quot; node of the metallic node to the Color2 input of the mixRGB node. Lastly, connect the output of the mixRGB node to the Base Color input of the BSDF Principled Shader node.&lt;br /&gt;
&lt;br /&gt;
Make sure to disable Ambient occlusion in the scene render settings to not over-saturate the shading.&lt;br /&gt;
&lt;br /&gt;
==== Metallic Map ====&lt;br /&gt;
The metallic texture consists of three channels. The red channel represents the &amp;quot;metallicness&amp;quot; of the material, the alpha channel the &amp;quot;smoothness&amp;quot; and the green channel can contain an ambient occlusion map. Since Blender is using &amp;quot;roughness&amp;quot; rather than &amp;quot;smoothness&amp;quot;, it is necessary to invert the alpha channel of the metallic texture before plugging it into the BSDF Principled node. This is already done for you within Blender&#039;s shading editor (sometimes called the node editor) when you set up the material for PBR.&lt;br /&gt;
&lt;br /&gt;
Please note that the color space of the metallic node should be changed to &amp;quot;non-color&amp;quot;, once you assigned a texture to the node.&lt;br /&gt;
&lt;br /&gt;
By default, the AO map is omitted, see above if you want to display it in your scene.&lt;br /&gt;
&lt;br /&gt;
Note that for Prepar3Dv5, you can provide a reflection map in the blue channel of the metallic map, however, this channel won&#039;t be displayed in Blender. If you use the reflective channel, make sure to tick the &amp;quot;Metallic map has reflection&amp;quot; in the Metallic properties of the material.&lt;br /&gt;
&lt;br /&gt;
==== Clear Coat Map ====&lt;br /&gt;
The Clear Coat map is comprised of 2 or 3 textures that are packed in the channels within a single RGB or RGBA texture. The 2 required textures in a Clear coat map are the &amp;quot;Amount&amp;quot; and &amp;quot;Smoothness&amp;quot;. The 3rd, optionally, is the Clear Coat Normal map.  The Clear Coat map should not be used with any material that is metallic material. The Clear Coat map should be used on materials that are to appear as if they have been waxed or lacquered (such as automobiles, fine leather, and also, Banners).&lt;br /&gt;
&lt;br /&gt;
The Red Channel of the clear coat is the &amp;quot;Amount&amp;quot; of the clear coat (0.00 to 1.0). Pure black (matte) is represented as 0.00, pure white is 1.0 (maximum amount). In other words, this is the amount of wax or lacquer on the material.&lt;br /&gt;
&lt;br /&gt;
The Green Channel is the &amp;quot;Smoothness&amp;quot; of the Clear Coat. This is also represented as 0.00 to 1.0. Pure black is 0.00 and pure white is 1.0 (maximum smoothness) and gives you the maximum reflection.&lt;br /&gt;
&lt;br /&gt;
The numerical values for the &amp;quot;Amount&amp;quot; and &amp;quot;Smoothness&amp;quot; are for &amp;quot;baking&amp;quot; and procedural texture purposes.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; Within the Shading Editor in Blender (sometimes called the Node Editor), the &amp;quot;Smoothness&amp;quot; map (in the green channel) is being &amp;quot;inverted&amp;quot;. This is because Blender is looking for a &amp;quot;Roughness&amp;quot; map and P3D requires a &amp;quot;Smoothness&amp;quot; map. Using the &amp;quot;Smoothness&amp;quot; texture that is contained in the &amp;quot;Metallic&amp;quot; map will most likely not give you the &amp;quot;look&amp;quot; you were hoping for.&lt;br /&gt;
&lt;br /&gt;
The Clear Coat Normal map (placed in the Blue and Alpha Channels) consists of the x- and y-components of a standard normal map. The x-component (within a standard normal map, it&#039;s in the red Channel) is placed in the Blue channel.  The y-component (within a standard normal map, it&#039;s in the green channel) is placed in the Alpha Channel.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; Just like the Normal map used in P3D, the Clear Coat normal map is in the DirectX format, not OpenGL format  Be aware when &amp;quot;baking&amp;quot; within Blender, the OpenGL Format is used when creating normal maps.  &lt;br /&gt;
&lt;br /&gt;
=== Specular Material mode ===&lt;br /&gt;
[[Image:Specular shader.jpg|thumb|right|The node tree for specular material.]]&lt;br /&gt;
If you select &amp;quot;Specular Material&amp;quot; as the P3D/FSX material mode, the current node tree is removed and replaced. The main shader node will now be an &amp;quot;Eevee Specular&amp;quot; node. The node tree will be populated in a way that most closely represents the shader mechanics of FSX/P3D and all you need to do is add your texture files to the various texture image nodes. As with the PBR node tree, you can modify the Specular node tree in any way you wish - as long as the original Texture image nodes and the Eevee Specular node remain, the exporter will be able to pick up the correct texture paths.&lt;br /&gt;
&lt;br /&gt;
Please note that since it is a node specifically designed for the Eevee render engine, material created in this way won&#039;t render properly if you switch the viewport render mode to &amp;quot;Cycles&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
=== Normal maps for PBR and Specular material ===&lt;br /&gt;
Prepar3D and FSX use a non-standard approach to rendering normal maps and we took the approach on board when developing the node tree for the P3D/FSX material. If you&#039;re using non-DDS files (.PSD, .tga, .png, etc), the shader is set up in an industry-standard way, with the color node of the normal texture node being plugged indirectly into the normal map node of the graph. However, if you&#039;re using DDS files, the addon will change the node tree in a way that reflects the sim as closely as possible by reversing the mandatory red-in-alpha.&lt;br /&gt;
&lt;br /&gt;
Please note that the color space of the normal map will now automatically be changed to &amp;quot;non-color&amp;quot;, once you assigned a texture to the normal map slot.&lt;br /&gt;
&lt;br /&gt;
The legacy NVidia Photoshop plug-in, GIMP plug-in, and the SDK&#039;s Imagetool (FSX and P3D) all use the DirectX format for Normal maps. The latest NVidia plug-in, along with the standalone application, uses the OpenGL Format when creating Normal maps.  Most Normal maps &amp;quot;ready-made&amp;quot; can be changed to the DirectX format by inverting or flipping the &#039;y&#039;-component of the Normal map, however, go with what &amp;quot;looks&amp;quot; correct to you.&lt;br /&gt;
&lt;br /&gt;
=== Environment/Reflection map ===&lt;br /&gt;
Oppose to P3D, Blender is using a global reflection map in conjunction with reflective materials. Depending on your requirements, it might be necessary for you to utilize different reflection maps for different materials. To accommodate this, you can link any reflection map to any material, using the Parameter &amp;quot;Reflection map&amp;quot; under the P3D/FSX material properties. However, any change to the file or file path will not change anything about how reflections are presented in Blender.&lt;br /&gt;
If you would like to get an idea of how your reflection map works with your other material settings, you can manually change Blender&#039;s global reflection map. To do so, open the &amp;quot;World Properties&amp;quot; and under &amp;quot;Surface-&amp;gt;Color&amp;quot;, select &amp;quot;Environment Texture&amp;quot; as a new source for the world reflection map and navigate to your texture. Don&#039;t forget to change the render mode to &amp;quot;Viewport Shading&amp;quot;. Please note that changes to the world properties won&#039;t be taken into account when exporting your model to &amp;quot;.X&amp;quot; or &amp;quot;.MDL&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
=== Transparency ===&lt;br /&gt;
If you&#039;re working with PBR material, switching your material to transparent is simple. In the P3D/FSX material settings change the &amp;quot;Render mode&amp;quot; to &amp;quot;Masked&amp;quot;. The transparency value is taken from the Alpha channel of the Albedo texture node and will be visualized in the viewport. Note that switching from &amp;quot;Opaque&amp;quot; to &amp;quot;Masked&amp;quot; will also enable Backface culling by default, this is simply done for your convenience, but you can switch it off at any time with no effect on the P3D/FSX model itself.&lt;br /&gt;
&lt;br /&gt;
Transparency for Specular material is currently not automated in this way, so any changes to the &amp;quot;Framebuffer Blend&amp;quot; properties of the material will have no effect on how the model is displayed in Blender. These values are, however, taken into consideration when you export your model and should work as expected.&lt;br /&gt;
&lt;br /&gt;
= Exporting to .X/.MDL =&lt;br /&gt;
[[Image:Blender2P3DFSX Export1.jpg|thumb|Export options of the Blender2P3D/FSX toolset.]]&lt;br /&gt;
An essential element of the Blender2P3D/FSX toolset is the ability to export a Blender scene directly into the .mdl format. You can access the exporter by clicking on File-&amp;gt;Export-&amp;gt;DirectX for P3D/FSX (.X/.MDL). This will open the export dialog. On the right side of the window, you can choose various options for the export. Don&#039;t forget to enter a valid filename on the bottom of the screen before pressing &amp;quot;Export P3D/FSX .X file&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Note: I recommend opening the Blender console before starting the export process. At the moment the exporter won&#039;t give you any visual feedback on whether it&#039;s running or not, so checking on the console helps to make sure that everything is working smoothly. The console can be accessed through Window-&amp;gt;Toggle System Console.&lt;br /&gt;
&lt;br /&gt;
== Exporter options ==&lt;br /&gt;
&#039;&#039;&#039;Export only current selection&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
If this option is active, only the elements of your scene that are currently selected will be exported. This can be useful if you want to quickly check certain parts of the scene, without exporting everything at once.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Apply all modifiers&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
If this option is selected, every object in the scene will have its modifiers applied before being encoded into the .X file. It is important to have this option enabled, otherwise your model might not be displayed correctly in the sim.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Export animations and LOD&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
To make sure that the animations and LODs are being exported, this option should be enabled.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Skinned mesh&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
If there are any skinned meshes in you scene, make sure to enable this option. Otherwise, the skinned mesh animations are being omitted.&amp;lt;br/&amp;gt; &lt;br /&gt;
&#039;&#039;&#039;Export MDL&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
If this option is selected, the exporter will automatically call the XToMdl.exe converter once the .x file is written. Enable this option to export directly into the Prapar3D/FSX compatible 3d model format.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Create XML Scenery placement for this MDL&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
If this option is selected, the exporter will create an XML file that has all the scenery export information such as &#039;&#039;coordinates (latitude, longitude, altitude, pitch, bank, heading)&#039;&#039; and the &#039;&#039;scenery complexity&#039;&#039; of the scenery objects/model to be exported (by default &#039;&#039;Scenery Complexity = Normal&#039;&#039;). Then, it will convert the created &amp;quot;.MDL&amp;quot; format file into &amp;quot;.BGL&amp;quot; format file which then can be used directly in the simulator.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Create Sample XML Scenery Placement&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
If this option is selected, the exporter will create a SAMPLE XML file to show the developer how the scenery xml file should be written. &#039;&#039;Remember to only select this option if you wish to create the &amp;quot;.BGL&amp;quot; file manually/by your own&#039;&#039;.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Log File&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
If this option is checked, a log file will be generated in the same folder you export your scene to. The log file is a simple text file with the friendly name of the model [ex. Hangar_(date)_(time)_log.txt]. It can contain valuable information on the export progress if something goes wrong.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Use BMP&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
If selected, all texture filenames will be changed to &amp;lt;filename&amp;gt;.bmp.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Export process ==&lt;br /&gt;
The exporter will generate an .X file and - if selected - a .xanim file, which will hold the geometric information of your model, as well as the specs of your materials. Some of the properties of the model will be taken directly from the Blender scene, whereas some properties come from the custom properties that the Blender2P3D/FSX addon adds to objects and materials.&lt;br /&gt;
&lt;br /&gt;
The following list describes the operation of the exporter step-by-step.&lt;br /&gt;
# &#039;&#039;&#039;Collecting object Information&#039;&#039;&#039;&amp;lt;!--&lt;br /&gt;
 --&amp;gt;&amp;lt;p&amp;gt;The exporter will first go through the hierarchy of the scene and generate a list of exportable objects. Those objects are meshes, bones, and empty object(s) if they have anything attached to it. The exporter will also check if the SDK was initialized, a modeldef.xml was found, and if the scene contains a valid GUID and friendly name. If &amp;quot;&#039;&#039;Export Animations&#039;&#039;&amp;quot; was enabled in the export dialog, a list will be generated that contains information on every part that has an animation tag assigned to it.&amp;lt;/p&amp;gt;&lt;br /&gt;
# &#039;&#039;&#039;Writing the header&#039;&#039;&#039;&amp;lt;!--&lt;br /&gt;
 --&amp;gt;&amp;lt;p&amp;gt;The header of the .x file contains templates for mesh and material information. Since P3D and FSX models differ slightly, the templates are being written depending on the selected SDK.&amp;lt;/p&amp;gt;&lt;br /&gt;
# &#039;&#039;&#039;Outline of the scene&#039;s hierarchy&#039;&#039;&#039;&amp;lt;!--&lt;br /&gt;
 --&amp;gt;&amp;lt;p&amp;gt;The exporter will write a quick outline of the scene&#039;s objects into the .X file. This outline has no function but is informative to anyone who needs to debug any errors during the export.&amp;lt;/p&amp;gt;&lt;br /&gt;
# &#039;&#039;&#039;Writing scene information&#039;&#039;&#039;&amp;lt;!--&lt;br /&gt;
 --&amp;gt;&amp;lt;p&amp;gt;Next, the exporter will go through the list of eligible objects and encode the geometric information. This includes the position of the vertices, a list of polygons, mesh normals for each vertex, and UV coordinates.&amp;lt;/p&amp;gt;&lt;br /&gt;
## &#039;&#039;&#039;Analyzing mesh materials&#039;&#039;&#039;&amp;lt;!--&lt;br /&gt;
 --&amp;gt;&amp;lt;p&amp;gt;For each material, the exporter will analyze the node tree to find the relevant image texture nodes. If an image texture node cannot be found, or if the filename is empty, the corresponding texture type will be skipped by the exporter.&amp;lt;/p&amp;gt;&lt;br /&gt;
## &#039;&#039;&#039;Writing mesh material&#039;&#039;&#039;&amp;lt;!--&lt;br /&gt;
 --&amp;gt;&amp;lt;p&amp;gt;Once all data is collected, the material properties are being encoded in the .x file.&amp;lt;/p&amp;gt;&lt;br /&gt;
#&#039;&#039;&#039;Writing Animations&#039;&#039;&#039;&amp;lt;!--&lt;br /&gt;
 --&amp;gt;&amp;lt;p&amp;gt;If &amp;quot;&#039;&#039;Export animations and LODs&#039;&#039;&amp;quot; has been selected in the exporter window, a .xanim file is generated, which contains the animation data for all animated objects.&amp;lt;/p&amp;gt;&lt;br /&gt;
#&#039;&#039;&#039;Converting to MDL&#039;&#039;&#039;&amp;lt;!--&lt;br /&gt;
 --&amp;gt;&amp;lt;p&amp;gt;If &amp;quot;&#039;&#039;Export MDL&#039;&#039;&amp;quot; has been selected in the exporter window, the exporter will execute the XToMdl.exe of the selected SDK. The Blender system console will show the progress during this step of the export, however, note that the output is currently not logged in the log file that is generated by the exporter. If there is an issue with the .X file, or if the XToMdl.exe couldn&#039;t be found, an error will be shown in the Blender window.&amp;lt;/p&amp;gt;&lt;br /&gt;
#&#039;&#039;&#039;Export BGL&#039;&#039;&#039;&amp;lt;!--&lt;br /&gt;
 --&amp;gt;&amp;lt;p&amp;gt;BGL is a scenery file format that is being used in Flight Simulator. If &amp;quot;&#039;&#039;Create XML Scenery placement for this MDL&#039;&#039;&amp;quot; has been selected in the exporter window, the created .MDL format file will run through an application called bglcomp [which is an in-build application that comes with the Software Development (Kit)] to create the Flight Simulator use .BGL format file. This BGL format file can be used directly in the simulator later.&amp;lt;/p&amp;gt; &lt;br /&gt;
&lt;br /&gt;
If the export was successful, you&#039;ll find the .X and the .MDL file in the selected folder, ready to be imported into P3D/FSX.&lt;br /&gt;
&lt;br /&gt;
Please note that the exporter currently does not optimize your model! If you want to improve on the performance of your 3d asset, it is recommended to join all parts that share a material but don&#039;t have an animation or attachpoint assigned to it. Also note that the export process takes a long time to complete, please have the system console open to check up on the progress of the export.&lt;br /&gt;
&lt;br /&gt;
= Credits and license =&lt;br /&gt;
The addon in its current version is the hard work of many members of the fsdeveloper.com forum. The original FSX2Blender addon was developed by:&lt;br /&gt;
[https://www.fsdeveloper.com/forum/members/capt_x.6562/ Felix Owono-Ateba], [https://www.fsdeveloper.com/forum/members/ronh.1886/ Ron Haertel], [https://www.fsdeveloper.com/forum/members/krispy1001.11839/ Kris Pyatt] (2017) and [https://www.fsdeveloper.com/forum/members/manochvarma-raman.16466/ Manochvarma Raman] (2018)&lt;br /&gt;
This current incarnation of the addon uses most of the original algorithms, but with an updated UI and compatibility for Blender v2.8.x. Parts of the original exporter script have been rewritten to accommodate Blender&#039;s new material workflow and to add PBR support to the addon (P3D v4.4+ only). This work was done 2019/2020 by [https://www.fsdeveloper.com/forum/members/vitus.2026/ Otmar Nitsche]. Further additions to the material workflow were added by [https://www.fsdeveloper.com/forum/members/dave-hoeffgen.14361/ David Hoeffgen] in 2020.  The UI and the Clear Coat map components (P3D v5) were updated/ added for Blender v3.x.x by [https://www.fsdeveloper.com/forum/members/dave_w.16881/ Dave_W] &amp;amp; [https://www.fsdeveloper.com/forum/members/pyscen.1491/ Doug A] in November 2022.&lt;br /&gt;
&lt;br /&gt;
Special thanks go to [https://www.fsdeveloper.com/forum/members/arno.1/ Arno Gerretsen] and [https://www.fsdeveloper.com/forum/members/spotlope.39/ Bill Womack] for their input during the development and testing of the addon.&lt;br /&gt;
&lt;br /&gt;
The software is licensed under [http://www.gnu.org/licenses/gpl-3.0.html GNU General Public License (GNU-GPL-3)]. Feel free to use it as you see fit, both for freeware and commercial projects. If you have suggestions for changes, use the forum. If you would like to get involved in the development of the addon, contact any of the authors mentioned above to coordinate the effort.&lt;/div&gt;</summary>
		<author><name>Pyscen</name></author>
	</entry>
	<entry>
		<id>http://www.fsdeveloper.com/wiki/index.php?title=Blender2P3D/FSX&amp;diff=11352</id>
		<title>Blender2P3D/FSX</title>
		<link rel="alternate" type="text/html" href="http://www.fsdeveloper.com/wiki/index.php?title=Blender2P3D/FSX&amp;diff=11352"/>
		<updated>2022-12-03T19:10:52Z</updated>

		<summary type="html">&lt;p&gt;Pyscen: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{ambox&lt;br /&gt;
| type  = content&lt;br /&gt;
| imageleft = [[Image:40px-Emblem-Info.png|40px]]&lt;br /&gt;
| imageright = [[Image:Broom icon.jpg|40px]]&lt;br /&gt;
| style = width: 100%; color: black; background:#EFFFB0; font-style: italic&lt;br /&gt;
| text = The current version of the &#039;&#039;&#039;Blender2P3D/FSX&#039;&#039;&#039; addon is &#039;&#039;&#039;v1.0.2&#039;&#039;&#039;.  The &#039;&#039;&#039;Blender2P3D/FSX toolset&#039;&#039;&#039; is an addon for [http://www.blender.org/download/ Blender].|] }}&lt;br /&gt;
[[Category:Tools]]&lt;br /&gt;
[[Category:Blender]]&lt;br /&gt;
[[category:Modeling]]&lt;br /&gt;
[[Category:Aircraft Design]]&lt;br /&gt;
[[category:Scenery Design]]&lt;br /&gt;
[[Category:Terrain Design]]&lt;br /&gt;
[[Category:Airport Design]]&lt;br /&gt;
[[category:Texturing]]&lt;br /&gt;
[[category:SDK]]&lt;br /&gt;
[[category:Manuals]]&lt;br /&gt;
{{Infobox-Applicable-FSVersion&lt;br /&gt;
| MSFS= false&lt;br /&gt;
| FSXI = false&lt;br /&gt;
| P3D5 = true&lt;br /&gt;
| P3D4 = true&lt;br /&gt;
| P3D3 = true&lt;br /&gt;
| P3D2 = true&lt;br /&gt;
| P3D = true&lt;br /&gt;
| FSXA = true&lt;br /&gt;
| FSX = true&lt;br /&gt;
| FS2004 = unknown&lt;br /&gt;
| FS2002 = unknown&lt;br /&gt;
| XP11 = unknown&lt;br /&gt;
| XP10 = unknown&lt;br /&gt;
| XP9 = unknown&lt;br /&gt;
}}&lt;br /&gt;
This addon is a continuation of the [[Blender2FSX Toolset manual]] and it incorporates compatibility with the latest API for Blender version v3.x.x and above. The new toolset also features full support of PBR materials for Lockheed Martin&#039;s Prepar3D v4.4 and above, as well as some changes to the interface and file structure of the addon.&lt;br /&gt;
This wiki will help you install and use the new toolset.&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
= Installation =&lt;br /&gt;
== Requirements ==&lt;br /&gt;
* Windows 11 and 10 &lt;br /&gt;
&lt;br /&gt;
* Microsoft Flight Simulator X SDK &#039;&#039;&#039;&#039;&#039;including updates&#039;&#039;&#039; to SP2 or Acceleration&#039;&#039; or&lt;br /&gt;
&lt;br /&gt;
* Lockheed Martin Prepar3D SDK v1.x, v2.x, v3.x, &amp;amp; v4.x (&#039;&#039;FSX Steam Edition should use the Prepar3D SDK v1.x&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
* [http://www.blender.org/download/ Blender] (version: &#039;&#039;&#039;v3.x&#039;&#039;&#039; or above)&lt;br /&gt;
&lt;br /&gt;
Make sure that &#039;&#039;&#039;&#039;&#039;ALL&#039;&#039;&#039; SDKs&#039;&#039; that you are using are installed prior to installing/ activating this Toolset!&lt;br /&gt;
&lt;br /&gt;
== Setup ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:blender2p3dfsx_setup1.jpg&lt;br /&gt;
Image:blender2p3dfsx_setup2.jpg&lt;br /&gt;
Image:blender2p3dfsx_setup3.jpg&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
After downloading the add-on, open Blender 3.x.x and open the Preferences (Edit-&amp;gt;Preferences). Navigate to the &amp;quot;Add-ons&amp;quot; tab and click on &amp;quot;Install...&amp;quot;. &lt;br /&gt;
In the file manager, navigate to where you have downloaded the Toolset file, select it and click on &amp;quot;Install Add-on&amp;quot;. This will extract the content of the zip file to your Blender script folder (by default under %APPDATA%\Blender Foundation\Blender\&amp;lt;version number&amp;gt;\scripts\addons). Next, you need to activate the addon by clicking on the &#039;&#039;check-mark&#039;&#039; next to &amp;quot;3DView: P3D/FSX Toolset&amp;quot;. That should enable the addon and the various panels and properties. Close the Preferences window.&lt;br /&gt;
&lt;br /&gt;
To ensure that the addon was correctly installed, press &amp;quot;N&amp;quot; on your keyboard while the mouse pointer is in one of the main viewports. This should open the main panels of the addon under the tab named &amp;quot;P3D/FSX&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
= Using the Tools =&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
[[Image:Blender2p3dfsx setup4.jpg|thumb|right|P3D/FSX Toolset panels]]&lt;br /&gt;
Once installed, the Blender2P3D/FSX toolset will append the list of toolkit panels in your viewport. Press &amp;quot;N&amp;quot; to open or close the list of tools. There will be a new entry named &amp;quot;P3D/FSX&amp;quot;, which gives access to the tools of this addon. The different tools are organized in different panels, which are grouped by function.&lt;br /&gt;
The addon adds object properties to the scene. These properties are for instance the references to the various SDKs you can utilize or object properties like attached animations or scenery properties. &lt;br /&gt;
Furthermore, the addon will append the material parameters by P3D or FSX specific parameters.&lt;br /&gt;
Lastly, the addon extends the exporter capabilities and allows you to export your scene to an x-file format and from there calls XToMdl.exe to generate a Prapar3D/Flight Simulator X compatible 3d model.&lt;br /&gt;
&lt;br /&gt;
== Setting up your scene ==&lt;br /&gt;
To ensure that your 3d asset export properly to Prepar3D or Flight Simulator X, you must make sure to prepare and configure the Blender scene. To get started, open the toolset panels by pressing &amp;quot;N&amp;quot; on your keyboard with the main viewport in focus. This will open a list of panels you have currently activated in your Blender configuration. Click on the tab &amp;quot;P3D/FSX&amp;quot; to bring up the panels of the Blender2P3D/FSX toolset.&lt;br /&gt;
=== Configure the SDK ===&lt;br /&gt;
Firstly, go to the &#039;&#039;P3D/FSX Toolset Settings&#039;&#039; and select which SDK you would like to utilize. If &amp;quot;Auto Detect SDK path&amp;quot; is enabled, simply click on &amp;quot;Initialize the SDK&amp;quot;. The addon will then look up the file paths of the SDK in the Windows registry. This method should work in 99% of the cases, however, if the Addon cannot find the file paths, you can also use the &#039;&#039;Manually Find ModelDef file&#039;&#039; option to set up the path.&lt;br /&gt;
Please note that it is necessary to initialize the SDK every time you restart Blender, or load a new scene. This way you ensure that all entries of the modeldef.xml are properly loaded into Blender.&lt;br /&gt;
&lt;br /&gt;
=== Configure the scene ===&lt;br /&gt;
In order for your 3d asset to export properly, you have to ensure that both a GUID and a friendly name are assigned to your scene. To do so, open the &#039;&#039;P3D/FSX File Properties&#039;&#039; panel and type the friendly name in the first edit box. You can use the button &#039;&#039;Generate GUID&#039;&#039; to automatically generate a valid GUID for your scene. Alternatively, you can generate the GUID externally and copy and paste the string into the GUID edit box.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
== Scenery properties ==&lt;br /&gt;
[[image:Blender2P3DFSX Scenery.jpg|thumb|right|Scenery tool of the Blender2P3D/FSX addon.]]&lt;br /&gt;
[feel free to enter the information here.]&lt;br /&gt;
&lt;br /&gt;
=== Quicksave information ===&lt;br /&gt;
With the latest update of the toolkit, you&#039;ll be able to quicksave the location data of your scene. To do so, go to the &#039;&#039;Load/Save scenery data&#039;&#039; section, enter a location name and click on &#039;&#039;Add Location&#039;&#039;. This will save all settings of latitude, longitude, etc. into an XML file on your hard drive. To recall any of those previously saved datasets, click on &#039;&#039;Load Location&#039;&#039;, to open a list of names of previously saved locations. Select the location you wish to load and click on &#039;&#039;LOAD&#039;&#039;. This will populate all fields of the Scenery Tools with those from the XML file.&lt;br /&gt;
&lt;br /&gt;
Note that there is currently no interface to remove entries from the list. But if you&#039;d like to edit or update your quick-save list, you can find the XML file in the following location:&lt;br /&gt;
%APPDATA%\Blender Foundation\Blender\&amp;lt;version number&amp;gt;\config\p3d_locations.xml&lt;br /&gt;
&lt;br /&gt;
The addon will try to load the XML file whenever you initialize the SDK (see [[https://www.fsdeveloper.com/wiki/index.php?title=Blender2P3D/FSX#Setting_up_your_scene Setting up your scene]]). There will be a warning message in the system console of Blender if the file wasn&#039;t found on your hard drive. You can safely ignore this warning if you don&#039;t use this feature of the toolset.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Animations ==&lt;br /&gt;
[[Image:Blender2p3dfsx animation tool.jpg|thumb|left|The Animation tool of the Blender2P3D/FSX toolset.]]&lt;br /&gt;
To register an animation for a P3D/FSX asset, open the &#039;&#039;P3D/FSX Animation Tool&#039;&#039; panel. You will be presented with a list of animations, as found in the modeldef.xml file. To assign an animation to a selected object, choose it from the list and click on &#039;&#039;Assign&#039;&#039;. You can use the search function to filter the list for certain keywords, click on the little arrow on the bottom of the list to expose the search bar.&lt;br /&gt;
[[Image:Blender2p3dfsx object properties.jpg|thumb|right|Object properties for the Blender2P3D/FSX toolset.]]&lt;br /&gt;
Once an animation has been assigned, make sure to enter an animation length in the object&#039;s properties as well. Open the objects properties panel and scroll to the &#039;&#039;P3D/FSX Properties&#039;&#039; section. Here, you&#039;ll find the properties of the attached animation as well as a list of all utilized attachpoints for that object.&lt;br /&gt;
You can also delete an animation by clicking on the &#039;&#039;Clear&#039;&#039; button.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Attachpoints ==&lt;br /&gt;
Open the Attach Tool to access the various options for attachpoints. You can activate or deactivate a number of different functions by clicking on the corresponding buttons in the list. The buttons turn blue when active. Don&#039;t forget to assign the selected attachpoint and its parameters to an object by selecting the object in the scene and clicking on &#039;&#039;Attach&#039;&#039; on the bottom of the panel.&lt;br /&gt;
To see what attachpoints are active for any given object in the scene, select the object and open the object properties. Under &#039;&#039;P3D/FSX Properties&#039;&#039;, you&#039;ll find a list of all attachpoints under the animation properties for the selected object.&lt;br /&gt;
=== Effects ===&lt;br /&gt;
[[Image:Blender2P3DFSX attach effect.jpg|thumb|left|Attachpoint properties for effects.]]&lt;br /&gt;
To attach an effect to an object in your scene, click on the &#039;&#039;Effect&#039;&#039; button in the P3D/FSX Attach Tool panel. This will extend the panel and allow you to specify the parameters of the effect you&#039;d like to attach.&lt;br /&gt;
* &#039;&#039;&#039;Name&#039;&#039;&#039;: set an attachpoint name for the object.&lt;br /&gt;
* &#039;&#039;&#039;Effect&#039;&#039;&#039;: type the filename of the effect you would like to attach to the object.&lt;br /&gt;
* &#039;&#039;&#039;Param&#039;&#039;&#039;: define paramters for the effect. Those can be, for instance, conditions for the effect to trigger. Refer to the P3D/FSX SDK for more information on valid syntax for this field.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
=== Visibility ===&lt;br /&gt;
[[Image:Blender2P3DFSX attach visibility.jpg|thumb|left|Attachpoint properties for visibility.]]&lt;br /&gt;
Add a visibility tag to the selected object by clicking on &#039;&#039;Visibility&#039;&#039; on the P3D/FSX Attach Tool panel. This will open a list of available visibility tags, which you can attach to a selected object in the scene using the &amp;quot;Attach&amp;quot; button.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== MouseRect ===&lt;br /&gt;
[[Image:attach mouserect.jpg|thumb|left|Attachpoint properties for mouserects.]]&lt;br /&gt;
To add a mouserect to the selected object in the scene, click on &#039;&#039;Mouse Rect&#039;&#039;. This will reveal a dropdown list of all available mouserects, as defined in the modeldef.xml file.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
=== Platform ===&lt;br /&gt;
[[Image:Blender2P3DFSX attach platform.jpg|thumb|left|Attachpoint properties for platforms.]]&lt;br /&gt;
You can define an object as a &amp;quot;platform&amp;quot; by activating &#039;&#039;Platform&#039;&#039; in the P3D/FSX Attach Tool panel. Make sure to select a surface property for the platform in the dropdown list.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
=== No Crash ===&lt;br /&gt;
Enable the no crash flag for the selected object in the scene by clicking on &#039;&#039;No Crash&#039;&#039; in the P3D/FSX Attach Tool panel.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
=== Empty ===&lt;br /&gt;
[[Image:Blender2P3DFSX attach empty.jpg|thumb|left|Attachpoint properties for empty attachpoints.]]&lt;br /&gt;
You can also attach an empty attachpoint to an object in the scene by clicking on &#039;&#039;Empty&#039;&#039; in the P3D/FSX Attach Tool panel. This will enable you to assign a name for the attachpoint. These empty attachpoints can be used for instance to create various equipment for aircraft carriers. Simply assign one of the keywords to the object to trigger the wanted behavior of the object. Valid names are:&lt;br /&gt;
*attachpt_catapult_start_n,&lt;br /&gt;
*attachpt_catapult_end_n,&lt;br /&gt;
*attachpt_blast_shield_n,&lt;br /&gt;
*attachpt_runway_start,&lt;br /&gt;
*attachpt_runway_end,&lt;br /&gt;
*attachpt_runway_edg,&lt;br /&gt;
*attachpt_cable_n_1,&lt;br /&gt;
*attachpt_cable_n_2.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Material parameters ==&lt;br /&gt;
{{ambox&lt;br /&gt;
| type  = content&lt;br /&gt;
| imageleft = [[Image:40px-Emblem-Info.png|40px]]&lt;br /&gt;
| imageright = [[Image:Broom icon.jpg|40px]]&lt;br /&gt;
| style = width: 100%; color: black; font-weight: bold; background:#EFFFB0; font-style: italic&lt;br /&gt;
| text  = &amp;lt;small&amp;gt;Please note that you should re-initialize your material if you are updating a scene from an older version of the Blender2P3D/FSX toolset. To do so, select your preferred option in the dropdown for the material mode selection. &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The P3D/FSX Blender toolset will extend the material properties to include flight simulator-specific parameters. Make sure to carefully go through the list of properties to make sure that your material is ready for export.&lt;br /&gt;
The most fundamental parameter is the main material mode. You can choose between &amp;quot;PBR Material&amp;quot;, &amp;quot;Specular Material&amp;quot; and &amp;quot;Disabled&amp;quot;. Note that any material with the mode being set to &amp;quot;disabled&amp;quot; will be skipped during the export process. Also, note that the PBR material is only available for models used in Prepar3D version 4.4 or higher. Therefore, if you are preparing a model for FSX or older versions of Prepar3d, make sure to have the material mode set to the Specular workflow.&lt;br /&gt;
&lt;br /&gt;
The P3D/FSX Blender toolset is making use of Blender&#039;s node tree and as a result, it is important that your materials comply with the conventions of the addon&#039;s exporter. Whenever you change between different material modes, a script will automatically replace the current node tree with one that is compatible with the chosen material mode. This means that currently, you will have to re-assign all textures every time you change the material mode!&lt;br /&gt;
&lt;br /&gt;
When assigning a new texture to any of the slots, a script will check if the texture is of the DDS format and if so, set up the node tree with a WYSIWYG representation of the simulator&#039;s shader. To do this, the addon will perform these two steps:&lt;br /&gt;
1. vertically flipping the UV for the texture node&lt;br /&gt;
2. reversing the red-in-alpha action for the normal map, meaning you can input a P3D/FSX conform normal map and it&#039;ll show up correctly in Blender.&lt;br /&gt;
&lt;br /&gt;
The new material handling also incorporates the detail map in the node tree and synchronizes the scaling of the detail map with the settings made in the Blender2P3D/FSX material panel.&lt;br /&gt;
&lt;br /&gt;
When exporting your scene, the exporter will run an analysis on all materials to extract the texture information. This is done in two ways, by checking what texture nodes connect to the relevant input nodes and by looking for specific node names. This way, it is possible to modify the node tree in Blender while retaining the ability to export the materials properly. The texture paths are searched for in the following manner:&lt;br /&gt;
1. Check if the (new) texture slots in the material panel are populated and use those if found.&lt;br /&gt;
2. If not, check the relevant input socket of the BSDF Principled shader node&lt;br /&gt;
3. follow all the links from that node and create a list of texture image nodes&lt;br /&gt;
4. if there are more than one texture image nodes directly or indirectly connected to the input socket, check the name of both and see if it matches&lt;br /&gt;
5. if there are NO texture image nodes connected to the input socket, search through ALL the texture image nodes of the graph, and check if the name matches.&lt;br /&gt;
&lt;br /&gt;
On the creation of the node tree, the texture image nodes will be given their corresponding names. Those are:&lt;br /&gt;
&amp;quot;diffuse&amp;quot; for the diffuse/albedo texture&lt;br /&gt;
&amp;quot;specular&amp;quot; for the specular texture&lt;br /&gt;
&amp;quot;metallic&amp;quot; for the metallic/smoothness/ao texture&lt;br /&gt;
&amp;quot;emissive&amp;quot; for the emissive/lightmap texture&lt;br /&gt;
&amp;quot;normal&amp;quot; for the normal/bump map texture&lt;br /&gt;
&amp;quot;clear-coat&amp;quot; for the amount/smoothness/normal x-component/normal y-component&lt;br /&gt;
&lt;br /&gt;
I suggest not deleting any of those texture nodes, in case you&#039;ll need them at a later stage. If you don&#039;t want a certain texture map to show up on your model, just disconnect the corresponding link.&lt;br /&gt;
&lt;br /&gt;
By default, the emissive image texture is not connected to anything. If you want to see the effects of your lightmap on the model in Blender, simply link the texture node with the input socket labeled &amp;quot;Emission&amp;quot;/&amp;quot;Emissive Color&amp;quot;. Note that the emissive map doesn&#039;t have to be linked with the base shader node in order for the lightmap texture to be found by the exporter!&lt;br /&gt;
&lt;br /&gt;
=== PBR Material mode ===&lt;br /&gt;
[[Image:Pbr shader.jpg|thumb|right|The node tree for PBR material.]]&lt;br /&gt;
When you switch to the PBR Material mode, the node tree will be populated with a &amp;quot;BSDF Principled&amp;quot; node and a number of nodes that are linked up with the principled&#039;s input sockets. You can revise the material at any point by removing nodes or links. You can also add logic blocks between existing links and observe the effects in the viewport. Keep in mind, however, that those types of changes will have no effect on the model when you export it to Prepar3D.&lt;br /&gt;
&lt;br /&gt;
==== Albedo/Diffuse Map ====&lt;br /&gt;
The Albedo/Diffuse map uses the &amp;quot;Base Color&amp;quot; input socket of the BSDF Principled node. By default, the Alpha channel of the texture node is linked with the Alpha input socket of the BSDF node. For all opaque materials, this should have no effect, but for transparent materials, it is important that the link remains.&lt;br /&gt;
&lt;br /&gt;
It is possible to modify the node tree to display the Ambient Occlusion channel of the metallic texture. To do that, add a &amp;quot;MixRGB&amp;quot; node to the node tree and switch the blend mode to &amp;quot;multiply&amp;quot;. Next, connect the Color channel from the albedo texture node to input Color1 of the mixRGB node, and connect the green channel (&amp;quot;G&amp;quot;) from the &amp;quot;separate RGB&amp;quot; node of the metallic node to the Color2 input of the mixRGB node. Lastly, connect the output of the mixRGB node to the Base Color input of the BSDF Principled Shader node.&lt;br /&gt;
&lt;br /&gt;
Make sure to disable Ambient occlusion in the scene render settings to not over-saturate the shading.&lt;br /&gt;
&lt;br /&gt;
==== Metallic Map ====&lt;br /&gt;
The metallic texture consists of three channels. The red channel represents the &amp;quot;metallicness&amp;quot; of the material, the alpha channel the &amp;quot;smoothness&amp;quot; and the green channel can contain an ambient occlusion map. Since Blender is using &amp;quot;roughness&amp;quot; rather than &amp;quot;smoothness&amp;quot;, it is necessary to invert the alpha channel of the metallic texture before plugging it into the BSDF Principled node. This is already done for you within Blender&#039;s shading editor (sometimes called the node editor) when you set up the material for PBR.&lt;br /&gt;
&lt;br /&gt;
Please note that the color space of the metallic node should be changed to &amp;quot;non-color&amp;quot;, once you assigned a texture to the node.&lt;br /&gt;
&lt;br /&gt;
By default, the AO map is omitted, see above if you want to display it in your scene.&lt;br /&gt;
&lt;br /&gt;
Note that for Prepar3Dv5, you can provide a reflection map in the blue channel of the metallic map, however, this channel won&#039;t be displayed in Blender. If you use the reflective channel, make sure to tick the &amp;quot;Metallic map has reflection&amp;quot; in the Metallic properties of the material.&lt;br /&gt;
&lt;br /&gt;
==== Clear Coat Map ====&lt;br /&gt;
The Clear Coat map is comprised of 2 or 3 textures that are packed in the channels within a single RGB or RGBA texture. The 2 required textures in a Clear coat map are the &amp;quot;Amount&amp;quot; and &amp;quot;Smoothness&amp;quot;. The 3rd, optionally, is the Clear Coat Normal map.  The Clear Coat map should not be used with any material that is metallic material. The Clear Coat map should be used on materials that are to appear as if they have been waxed or lacquered (such as automobiles, fine leather, and also, Banners).&lt;br /&gt;
&lt;br /&gt;
The Red Channel of the clear coat is the &amp;quot;Amount&amp;quot; of the clear coat (0.00 to 1.0). Pure black (matte) is represented as 0.00, pure white is 1.0 (maximum amount). In other words, this is the amount of wax or lacquer on the material.&lt;br /&gt;
&lt;br /&gt;
The Green Channel is the &amp;quot;Smoothness&amp;quot; of the Clear Coat. This is also represented as 0.00 to 1.0. Pure black is 0.00 and pure white is 1.0 (maximum smoothness) and gives you the maximum reflection.&lt;br /&gt;
&lt;br /&gt;
The numerical values for the &amp;quot;Amount&amp;quot; and &amp;quot;Smoothness&amp;quot; are for &amp;quot;baking&amp;quot; and procedural texture purposes.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; Within the Shading Editor in Blender (sometimes called the Node Editor), the &amp;quot;Smoothness&amp;quot; map (in the green channel) is being &amp;quot;inverted&amp;quot;. This is because Blender is looking for a &amp;quot;Roughness&amp;quot; map and P3D requires a &amp;quot;Smoothness&amp;quot; map. Using the &amp;quot;Smoothness&amp;quot; texture that is contained in the &amp;quot;Metallic&amp;quot; map will most likely not give you the &amp;quot;look&amp;quot; you were hoping for.&lt;br /&gt;
&lt;br /&gt;
The Clear Coat Normal map (placed in the Blue and Alpha Channels) consists of the x- and y-components of a standard normal map. The x-component (within a standard normal map, it&#039;s in the red Channel) is placed in the Blue channel.  The y-component (within a standard normal map, it&#039;s in the green channel) is placed in the Alpha Channel.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; Just like the Normal map used in P3D, the Clear Coat normal map is in the DirectX format, not OpenGL format  Be aware when &amp;quot;baking&amp;quot; within Blender, the OpenGL Format is used when creating normal maps.  &lt;br /&gt;
&lt;br /&gt;
=== Specular Material mode ===&lt;br /&gt;
[[Image:Specular shader.jpg|thumb|right|The node tree for specular material.]]&lt;br /&gt;
If you select &amp;quot;Specular Material&amp;quot; as the P3D/FSX material mode, the current node tree is removed and replaced. The main shader node will now be an &amp;quot;Eevee Specular&amp;quot; node. The node tree will be populated in a way that most closely represents the shader mechanics of FSX/P3D and all you need to do is add your texture files to the various texture image nodes. As with the PBR node tree, you can modify the Specular node tree in any way you wish - as long as the original Texture image nodes and the Eevee Specular node remain, the exporter will be able to pick up the correct texture paths.&lt;br /&gt;
&lt;br /&gt;
Please note that since it is a node specifically designed for the Eevee render engine, material created in this way won&#039;t render properly if you switch the viewport render mode to &amp;quot;Cycles&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
=== Normal maps for PBR and Specular material ===&lt;br /&gt;
Prepar3D and FSX use a non-standard approach to rendering normal maps and we took the approach on board when developing the node tree for the P3D/FSX material. If you&#039;re using non-DDS files (.PSD, .tga, .png, etc), the shader is set up in an industry-standard way, with the color node of the normal texture node being plugged indirectly into the normal map node of the graph. However, if you&#039;re using DDS files, the addon will change the node tree in a way that reflects the sim as closely as possible by reversing the mandatory red-in-alpha.&lt;br /&gt;
&lt;br /&gt;
Please note that the color space of the normal map will now automatically be changed to &amp;quot;non-color&amp;quot;, once you assigned a texture to the normal map slot.&lt;br /&gt;
&lt;br /&gt;
The legacy NVidia Photoshop plug-in, GIMP plug-in, and the SDK&#039;s Imagetool (FSX and P3D) all use the DirectX format for Normal maps. The latest NVidia plug-in, along with the standalone application, uses the OpenGL Format when creating Normal maps.  Most Normal maps &amp;quot;ready-made&amp;quot; can be changed to the DirectX format by inverting or flipping the &#039;y&#039;-component of the Normal map, however, go with what &amp;quot;looks&amp;quot; correct to you.&lt;br /&gt;
&lt;br /&gt;
=== Environment/Reflection map ===&lt;br /&gt;
Oppose to P3D, Blender is using a global reflection map in conjunction with reflective materials. Depending on your requirements, it might be necessary for you to utilize different reflection maps for different materials. To accommodate this, you can link any reflection map to any material, using the Parameter &amp;quot;Reflection map&amp;quot; under the P3D/FSX material properties. However, any change to the file or file path will not change anything about how reflections are presented in Blender.&lt;br /&gt;
If you would like to get an idea of how your reflection map works with your other material settings, you can manually change Blender&#039;s global reflection map. To do so, open the &amp;quot;World Properties&amp;quot; and under &amp;quot;Surface-&amp;gt;Color&amp;quot;, select &amp;quot;Environment Texture&amp;quot; as a new source for the world reflection map and navigate to your texture. Don&#039;t forget to change the render mode to &amp;quot;Viewport Shading&amp;quot;. Please note that changes to the world properties won&#039;t be taken into account when exporting your model to &amp;quot;.X&amp;quot; or &amp;quot;.MDL&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
=== Transparency ===&lt;br /&gt;
If you&#039;re working with PBR material, switching your material to transparent is simple. In the P3D/FSX material settings change the &amp;quot;Render mode&amp;quot; to &amp;quot;Masked&amp;quot;. The transparency value is taken from the Alpha channel of the Albedo texture node and will be visualized in the viewport. Note that switching from &amp;quot;Opaque&amp;quot; to &amp;quot;Masked&amp;quot; will also enable Backface culling by default, this is simply done for your convenience, but you can switch it off at any time with no effect on the P3D/FSX model itself.&lt;br /&gt;
&lt;br /&gt;
Transparency for Specular material is currently not automated in this way, so any changes to the &amp;quot;Framebuffer Blend&amp;quot; properties of the material will have no effect on how the model is displayed in Blender. These values are, however, taken into consideration when you export your model and should work as expected.&lt;br /&gt;
&lt;br /&gt;
= Exporting to .X/.MDL =&lt;br /&gt;
[[Image:Blender2P3DFSX Export1.jpg|thumb|Export options of the Blender2P3D/FSX toolset.]]&lt;br /&gt;
An essential element of the Blender2P3D/FSX toolset is the ability to export a Blender scene directly into the .mdl format. You can access the exporter by clicking on File-&amp;gt;Export-&amp;gt;DirectX for P3D/FSX (.X/.MDL). This will open the export dialog. On the right side of the window, you can choose various options for the export. Don&#039;t forget to enter a valid filename on the bottom of the screen before pressing &amp;quot;Export P3D/FSX .X file&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Note: I recommend opening the Blender console before starting the export process. At the moment the exporter won&#039;t give you any visual feedback on whether it&#039;s running or not, so checking on the console helps to make sure that everything is working smoothly. The console can be accessed through Window-&amp;gt;Toggle System Console.&lt;br /&gt;
&lt;br /&gt;
== Exporter options ==&lt;br /&gt;
&#039;&#039;&#039;Export only current selection&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
If this option is active, only the elements of your scene that are currently selected will be exported. This can be useful if you want to quickly check certain parts of the scene, without exporting everything at once.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Apply all modifiers&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
If this option is selected, every object in the scene will have its modifiers applied before being encoded into the .X file. It is important to have this option enabled, otherwise your model might not be displayed correctly in the sim.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Export animations and LOD&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
To make sure that the animations and LODs are being exported, this option should be enabled.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Skinned mesh&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
If there are any skinned meshes in you scene, make sure to enable this option. Otherwise, the skinned mesh animations are being omitted.&amp;lt;br/&amp;gt; &lt;br /&gt;
&#039;&#039;&#039;Export MDL&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
If this option is selected, the exporter will automatically call the XToMdl.exe converter once the .x file is written. Enable this option to export directly into the Prapar3D/FSX compatible 3d model format.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Create XML Scenery placement for this MDL&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
If this option is selected, the exporter will create an XML file that has all the scenery export information such as &#039;&#039;coordinates (latitude, longitude, altitude, pitch, bank, heading)&#039;&#039; and the &#039;&#039;scenery complexity&#039;&#039; of the scenery objects/model to be exported (by default &#039;&#039;Scenery Complexity = Normal&#039;&#039;). Then, it will convert the created &amp;quot;.MDL&amp;quot; format file into &amp;quot;.BGL&amp;quot; format file which then can be used directly in the simulator.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Create Sample XML Scenery Placement&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
If this option is selected, the exporter will create a SAMPLE XML file to show the developer how the scenery xml file should be written. &#039;&#039;Remember to only select this option if you wish to create the &amp;quot;.BGL&amp;quot; file manually/by your own&#039;&#039;.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Log File&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
If this option is checked, a log file will be generated in the same folder you export your scene to. The log file is a simple text file with the friendly name of the model [ex. Hangar_(date)_(time)_log.txt]. It can contain valuable information on the export progress if something goes wrong.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Use BMP&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
If selected, all texture filenames will be changed to &amp;lt;filename&amp;gt;.bmp.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Export process ==&lt;br /&gt;
The exporter will generate an .X file and - if selected - a .xanim file, which will hold the geometric information of your model, as well as the specs of your materials. Some of the properties of the model will be taken directly from the Blender scene, whereas some properties come from the custom properties that the Blender2P3D/FSX addon adds to objects and materials.&lt;br /&gt;
&lt;br /&gt;
The following list describes the operation of the exporter step-by-step.&lt;br /&gt;
# &#039;&#039;&#039;Collecting object Information&#039;&#039;&#039;&amp;lt;!--&lt;br /&gt;
 --&amp;gt;&amp;lt;p&amp;gt;The exporter will first go through the hierarchy of the scene and generate a list of exportable objects. Those objects are meshes, bones, and empty object(s) if they have anything attached to it. The exporter will also check if the SDK was initialized, a modeldef.xml was found, and if the scene contains a valid GUID and friendly name. If &amp;quot;&#039;&#039;Export Animations&#039;&#039;&amp;quot; was enabled in the export dialog, a list will be generated that contains information on every part that has an animation tag assigned to it.&amp;lt;/p&amp;gt;&lt;br /&gt;
# &#039;&#039;&#039;Writing the header&#039;&#039;&#039;&amp;lt;!--&lt;br /&gt;
 --&amp;gt;&amp;lt;p&amp;gt;The header of the .x file contains templates for mesh and material information. Since P3D and FSX models differ slightly, the templates are being written depending on the selected SDK.&amp;lt;/p&amp;gt;&lt;br /&gt;
# &#039;&#039;&#039;Outline of the scene&#039;s hierarchy&#039;&#039;&#039;&amp;lt;!--&lt;br /&gt;
 --&amp;gt;&amp;lt;p&amp;gt;The exporter will write a quick outline of the scene&#039;s objects into the .X file. This outline has no function but is informative to anyone who needs to debug any errors during the export.&amp;lt;/p&amp;gt;&lt;br /&gt;
# &#039;&#039;&#039;Writing scene information&#039;&#039;&#039;&amp;lt;!--&lt;br /&gt;
 --&amp;gt;&amp;lt;p&amp;gt;Next, the exporter will go through the list of eligible objects and encode the geometric information. This includes the position of the vertices, a list of polygons, mesh normals for each vertex, and UV coordinates.&amp;lt;/p&amp;gt;&lt;br /&gt;
## &#039;&#039;&#039;Analyzing mesh materials&#039;&#039;&#039;&amp;lt;!--&lt;br /&gt;
 --&amp;gt;&amp;lt;p&amp;gt;For each material, the exporter will analyze the node tree to find the relevant image texture nodes. If an image texture node cannot be found, or if the filename is empty, the corresponding texture type will be skipped by the exporter.&amp;lt;/p&amp;gt;&lt;br /&gt;
## &#039;&#039;&#039;Writing mesh material&#039;&#039;&#039;&amp;lt;!--&lt;br /&gt;
 --&amp;gt;&amp;lt;p&amp;gt;Once all data is collected, the material properties are being encoded in the .x file.&amp;lt;/p&amp;gt;&lt;br /&gt;
#&#039;&#039;&#039;Writing Animations&#039;&#039;&#039;&amp;lt;!--&lt;br /&gt;
 --&amp;gt;&amp;lt;p&amp;gt;If &amp;quot;&#039;&#039;Export animations and LODs&#039;&#039;&amp;quot; has been selected in the exporter window, a .xanim file is generated, which contains the animation data for all animated objects.&amp;lt;/p&amp;gt;&lt;br /&gt;
#&#039;&#039;&#039;Converting to MDL&#039;&#039;&#039;&amp;lt;!--&lt;br /&gt;
 --&amp;gt;&amp;lt;p&amp;gt;If &amp;quot;&#039;&#039;Export MDL&#039;&#039;&amp;quot; has been selected in the exporter window, the exporter will execute the XToMdl.exe of the selected SDK. The Blender system console will show the progress during this step of the export, however, note that the output is currently not logged in the log file that is generated by the exporter. If there is an issue with the .X file, or if the XToMdl.exe couldn&#039;t be found, an error will be shown in the Blender window.&amp;lt;/p&amp;gt;&lt;br /&gt;
#&#039;&#039;&#039;Export BGL&#039;&#039;&#039;&amp;lt;!--&lt;br /&gt;
 --&amp;gt;&amp;lt;p&amp;gt;BGL is a scenery file format that is being used in Flight Simulator. If &amp;quot;&#039;&#039;Create XML Scenery placement for this MDL&#039;&#039;&amp;quot; has been selected in the exporter window, the created .MDL format file will run through an application called bglcomp [which is an in-build application that comes with the Software Development (Kit)] to create the Flight Simulator use .BGL format file. This BGL format file can be used directly in the simulator later.&amp;lt;/p&amp;gt; &lt;br /&gt;
&lt;br /&gt;
If the export was successful, you&#039;ll find the .X and the .MDL file in the selected folder, ready to be imported into P3D/FSX.&lt;br /&gt;
&lt;br /&gt;
Please note that the exporter currently does not optimize your model! If you want to improve on the performance of your 3d asset, it is recommended to join all parts that share a material but don&#039;t have an animation or attachpoint assigned to it. Also note that the export process takes a long time to complete, please have the system console open to check up on the progress of the export.&lt;br /&gt;
&lt;br /&gt;
= Credits and license =&lt;br /&gt;
The addon in its current version is the hard work of many members of the fsdeveloper.com forum. The original FSX2Blender addon was developed by:&lt;br /&gt;
[https://www.fsdeveloper.com/forum/members/capt_x.6562/ Felix Owono-Ateba], [https://www.fsdeveloper.com/forum/members/ronh.1886/ Ron Haertel], [https://www.fsdeveloper.com/forum/members/krispy1001.11839/ Kris Pyatt] (2017) and [https://www.fsdeveloper.com/forum/members/manochvarma-raman.16466/ Manochvarma Raman] (2018)&lt;br /&gt;
This current incarnation of the addon uses most of the original algorithms, but with an updated UI and compatibility for Blender v2.8.x. Parts of the original exporter script have been rewritten to accommodate Blender&#039;s new material workflow and to add PBR support to the addon (P3D v4.4+ only). This work was done 2019/2020 by [https://www.fsdeveloper.com/forum/members/vitus.2026/ Otmar Nitsche]. Further additions to the material workflow were added by [https://www.fsdeveloper.com/forum/members/dave-hoeffgen.14361/ David Hoeffgen] in 2020.  The UI and the Clear Coat map components (P3D v5) were updated/ added for Blender v3.x.x by [https://www.fsdeveloper.com/forum/members/dave_w.16881/ Dave_W] &amp;amp; [https://www.fsdeveloper.com/forum/members/pyscen.1491/ Doug A] in November 2022.&lt;br /&gt;
&lt;br /&gt;
Special thanks go to [https://www.fsdeveloper.com/forum/members/arno.1/ Arno Gerretsen] and [https://www.fsdeveloper.com/forum/members/spotlope.39/ Bill Womack] for their input during the development and testing of the addon.&lt;br /&gt;
&lt;br /&gt;
The software is licensed under [http://www.gnu.org/licenses/gpl-3.0.html GNU General Public License (GNU-GPL-3)]. Feel free to use it as you see fit, both for freeware and commercial projects. If you have suggestions for changes, use the forum. If you would like to get involved in the development of the addon, contact any of the authors mentioned above to coordinate the effort.&lt;/div&gt;</summary>
		<author><name>Pyscen</name></author>
	</entry>
	<entry>
		<id>http://www.fsdeveloper.com/wiki/index.php?title=Blender2P3D/FSX&amp;diff=11351</id>
		<title>Blender2P3D/FSX</title>
		<link rel="alternate" type="text/html" href="http://www.fsdeveloper.com/wiki/index.php?title=Blender2P3D/FSX&amp;diff=11351"/>
		<updated>2022-12-03T19:08:34Z</updated>

		<summary type="html">&lt;p&gt;Pyscen: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{ambox&lt;br /&gt;
| type  = content&lt;br /&gt;
| imageleft = [[Image:40px-Emblem-Info.png|40px]]&lt;br /&gt;
| imageright = [[Image:Broom icon.jpg|40px]]&lt;br /&gt;
| style = width: 100%; color: black; background:#EFFFB0; font-style: italic&lt;br /&gt;
| text = The current version of the &#039;&#039;&#039;Blender2P3D/FSX&#039;&#039;&#039; addon is &#039;&#039;&#039;v1.0.2&#039;&#039;&#039;.  The &#039;&#039;&#039;Blender2P3D/FSX toolset&#039;&#039;&#039; is an addon for [http://www.blender.org/download/ Blender].|] }}&lt;br /&gt;
[[Category:Tools]]&lt;br /&gt;
[[Category:Blender]]&lt;br /&gt;
[[category:Modeling]]{&lt;br /&gt;
[[Category:Aircraft Design]]&lt;br /&gt;
[[category:Scenery Design]]&lt;br /&gt;
[[Category:Terrain Design]]&lt;br /&gt;
[[Category:Airport Design]]&lt;br /&gt;
[[category:Texturing]]&lt;br /&gt;
[[category:SDK]]&lt;br /&gt;
[[category:Manuals]]&lt;br /&gt;
{{Infobox-Applicable-FSVersion&lt;br /&gt;
| MSFS= false&lt;br /&gt;
| FSXI = false&lt;br /&gt;
| P3D5 = true&lt;br /&gt;
| P3D4 = true&lt;br /&gt;
| P3D3 = true&lt;br /&gt;
| P3D2 = true&lt;br /&gt;
| P3D = true&lt;br /&gt;
| FSXSE = FSXA&lt;br /&gt;
| FSXA = true&lt;br /&gt;
| FSX = true&lt;br /&gt;
| FS2004 = unknown&lt;br /&gt;
| FS2002 = unknown&lt;br /&gt;
| XP11 = unknown&lt;br /&gt;
| XP10 = unknown&lt;br /&gt;
| XP9 = unknown&lt;br /&gt;
}}&lt;br /&gt;
This addon is a continuation of the [[Blender2FSX Toolset manual]] and it incorporates compatibility with the latest API for Blender version v3.x.x and above. The new toolset also features full support of PBR materials for Lockheed Martin&#039;s Prepar3D v4.4 and above, as well as some changes to the interface and file structure of the addon.&lt;br /&gt;
This wiki will help you install and use the new toolset.&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
= Installation =&lt;br /&gt;
== Requirements ==&lt;br /&gt;
* Windows 11 and 10 &lt;br /&gt;
&lt;br /&gt;
* Microsoft Flight Simulator X SDK &#039;&#039;&#039;&#039;&#039;including updates&#039;&#039;&#039; to SP2 or Acceleration&#039;&#039; or&lt;br /&gt;
&lt;br /&gt;
* Lockheed Martin Prepar3D SDK v1.x, v2.x, v3.x, &amp;amp; v4.x (&#039;&#039;FSX Steam Edition should use the Prepar3D SDK v1.x&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
* [http://www.blender.org/download/ Blender] (version: &#039;&#039;&#039;v3.x&#039;&#039;&#039; or above)&lt;br /&gt;
&lt;br /&gt;
Make sure that &#039;&#039;&#039;&#039;&#039;ALL&#039;&#039;&#039; SDKs&#039;&#039; that you are using are installed prior to installing/ activating this Toolset!&lt;br /&gt;
&lt;br /&gt;
== Setup ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:blender2p3dfsx_setup1.jpg&lt;br /&gt;
Image:blender2p3dfsx_setup2.jpg&lt;br /&gt;
Image:blender2p3dfsx_setup3.jpg&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
After downloading the add-on, open Blender 3.x.x and open the Preferences (Edit-&amp;gt;Preferences). Navigate to the &amp;quot;Add-ons&amp;quot; tab and click on &amp;quot;Install...&amp;quot;. &lt;br /&gt;
In the file manager, navigate to where you have downloaded the Toolset file, select it and click on &amp;quot;Install Add-on&amp;quot;. This will extract the content of the zip file to your Blender script folder (by default under %APPDATA%\Blender Foundation\Blender\&amp;lt;version number&amp;gt;\scripts\addons). Next, you need to activate the addon by clicking on the &#039;&#039;check-mark&#039;&#039; next to &amp;quot;3DView: P3D/FSX Toolset&amp;quot;. That should enable the addon and the various panels and properties. Close the Preferences window.&lt;br /&gt;
&lt;br /&gt;
To ensure that the addon was correctly installed, press &amp;quot;N&amp;quot; on your keyboard while the mouse pointer is in one of the main viewports. This should open the main panels of the addon under the tab named &amp;quot;P3D/FSX&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
= Using the Tools =&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
[[Image:Blender2p3dfsx setup4.jpg|thumb|right|P3D/FSX Toolset panels]]&lt;br /&gt;
Once installed, the Blender2P3D/FSX toolset will append the list of toolkit panels in your viewport. Press &amp;quot;N&amp;quot; to open or close the list of tools. There will be a new entry named &amp;quot;P3D/FSX&amp;quot;, which gives access to the tools of this addon. The different tools are organized in different panels, which are grouped by function.&lt;br /&gt;
The addon adds object properties to the scene. These properties are for instance the references to the various SDKs you can utilize or object properties like attached animations or scenery properties. &lt;br /&gt;
Furthermore, the addon will append the material parameters by P3D or FSX specific parameters.&lt;br /&gt;
Lastly, the addon extends the exporter capabilities and allows you to export your scene to an x-file format and from there calls XToMdl.exe to generate a Prapar3D/Flight Simulator X compatible 3d model.&lt;br /&gt;
&lt;br /&gt;
== Setting up your scene ==&lt;br /&gt;
To ensure that your 3d asset export properly to Prepar3D or Flight Simulator X, you must make sure to prepare and configure the Blender scene. To get started, open the toolset panels by pressing &amp;quot;N&amp;quot; on your keyboard with the main viewport in focus. This will open a list of panels you have currently activated in your Blender configuration. Click on the tab &amp;quot;P3D/FSX&amp;quot; to bring up the panels of the Blender2P3D/FSX toolset.&lt;br /&gt;
=== Configure the SDK ===&lt;br /&gt;
Firstly, go to the &#039;&#039;P3D/FSX Toolset Settings&#039;&#039; and select which SDK you would like to utilize. If &amp;quot;Auto Detect SDK path&amp;quot; is enabled, simply click on &amp;quot;Initialize the SDK&amp;quot;. The addon will then look up the file paths of the SDK in the Windows registry. This method should work in 99% of the cases, however, if the Addon cannot find the file paths, you can also use the &#039;&#039;Manually Find ModelDef file&#039;&#039; option to set up the path.&lt;br /&gt;
Please note that it is necessary to initialize the SDK every time you restart Blender, or load a new scene. This way you ensure that all entries of the modeldef.xml are properly loaded into Blender.&lt;br /&gt;
&lt;br /&gt;
=== Configure the scene ===&lt;br /&gt;
In order for your 3d asset to export properly, you have to ensure that both a GUID and a friendly name are assigned to your scene. To do so, open the &#039;&#039;P3D/FSX File Properties&#039;&#039; panel and type the friendly name in the first edit box. You can use the button &#039;&#039;Generate GUID&#039;&#039; to automatically generate a valid GUID for your scene. Alternatively, you can generate the GUID externally and copy and paste the string into the GUID edit box.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
== Scenery properties ==&lt;br /&gt;
[[image:Blender2P3DFSX Scenery.jpg|thumb|right|Scenery tool of the Blender2P3D/FSX addon.]]&lt;br /&gt;
[feel free to enter the information here.]&lt;br /&gt;
&lt;br /&gt;
=== Quicksave information ===&lt;br /&gt;
With the latest update of the toolkit, you&#039;ll be able to quicksave the location data of your scene. To do so, go to the &#039;&#039;Load/Save scenery data&#039;&#039; section, enter a location name and click on &#039;&#039;Add Location&#039;&#039;. This will save all settings of latitude, longitude, etc. into an XML file on your hard drive. To recall any of those previously saved datasets, click on &#039;&#039;Load Location&#039;&#039;, to open a list of names of previously saved locations. Select the location you wish to load and click on &#039;&#039;LOAD&#039;&#039;. This will populate all fields of the Scenery Tools with those from the XML file.&lt;br /&gt;
&lt;br /&gt;
Note that there is currently no interface to remove entries from the list. But if you&#039;d like to edit or update your quick-save list, you can find the XML file in the following location:&lt;br /&gt;
%APPDATA%\Blender Foundation\Blender\&amp;lt;version number&amp;gt;\config\p3d_locations.xml&lt;br /&gt;
&lt;br /&gt;
The addon will try to load the XML file whenever you initialize the SDK (see [[https://www.fsdeveloper.com/wiki/index.php?title=Blender2P3D/FSX#Setting_up_your_scene Setting up your scene]]). There will be a warning message in the system console of Blender if the file wasn&#039;t found on your hard drive. You can safely ignore this warning if you don&#039;t use this feature of the toolset.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Animations ==&lt;br /&gt;
[[Image:Blender2p3dfsx animation tool.jpg|thumb|left|The Animation tool of the Blender2P3D/FSX toolset.]]&lt;br /&gt;
To register an animation for a P3D/FSX asset, open the &#039;&#039;P3D/FSX Animation Tool&#039;&#039; panel. You will be presented with a list of animations, as found in the modeldef.xml file. To assign an animation to a selected object, choose it from the list and click on &#039;&#039;Assign&#039;&#039;. You can use the search function to filter the list for certain keywords, click on the little arrow on the bottom of the list to expose the search bar.&lt;br /&gt;
[[Image:Blender2p3dfsx object properties.jpg|thumb|right|Object properties for the Blender2P3D/FSX toolset.]]&lt;br /&gt;
Once an animation has been assigned, make sure to enter an animation length in the object&#039;s properties as well. Open the objects properties panel and scroll to the &#039;&#039;P3D/FSX Properties&#039;&#039; section. Here, you&#039;ll find the properties of the attached animation as well as a list of all utilized attachpoints for that object.&lt;br /&gt;
You can also delete an animation by clicking on the &#039;&#039;Clear&#039;&#039; button.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Attachpoints ==&lt;br /&gt;
Open the Attach Tool to access the various options for attachpoints. You can activate or deactivate a number of different functions by clicking on the corresponding buttons in the list. The buttons turn blue when active. Don&#039;t forget to assign the selected attachpoint and its parameters to an object by selecting the object in the scene and clicking on &#039;&#039;Attach&#039;&#039; on the bottom of the panel.&lt;br /&gt;
To see what attachpoints are active for any given object in the scene, select the object and open the object properties. Under &#039;&#039;P3D/FSX Properties&#039;&#039;, you&#039;ll find a list of all attachpoints under the animation properties for the selected object.&lt;br /&gt;
=== Effects ===&lt;br /&gt;
[[Image:Blender2P3DFSX attach effect.jpg|thumb|left|Attachpoint properties for effects.]]&lt;br /&gt;
To attach an effect to an object in your scene, click on the &#039;&#039;Effect&#039;&#039; button in the P3D/FSX Attach Tool panel. This will extend the panel and allow you to specify the parameters of the effect you&#039;d like to attach.&lt;br /&gt;
* &#039;&#039;&#039;Name&#039;&#039;&#039;: set an attachpoint name for the object.&lt;br /&gt;
* &#039;&#039;&#039;Effect&#039;&#039;&#039;: type the filename of the effect you would like to attach to the object.&lt;br /&gt;
* &#039;&#039;&#039;Param&#039;&#039;&#039;: define paramters for the effect. Those can be, for instance, conditions for the effect to trigger. Refer to the P3D/FSX SDK for more information on valid syntax for this field.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
=== Visibility ===&lt;br /&gt;
[[Image:Blender2P3DFSX attach visibility.jpg|thumb|left|Attachpoint properties for visibility.]]&lt;br /&gt;
Add a visibility tag to the selected object by clicking on &#039;&#039;Visibility&#039;&#039; on the P3D/FSX Attach Tool panel. This will open a list of available visibility tags, which you can attach to a selected object in the scene using the &amp;quot;Attach&amp;quot; button.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== MouseRect ===&lt;br /&gt;
[[Image:attach mouserect.jpg|thumb|left|Attachpoint properties for mouserects.]]&lt;br /&gt;
To add a mouserect to the selected object in the scene, click on &#039;&#039;Mouse Rect&#039;&#039;. This will reveal a dropdown list of all available mouserects, as defined in the modeldef.xml file.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
=== Platform ===&lt;br /&gt;
[[Image:Blender2P3DFSX attach platform.jpg|thumb|left|Attachpoint properties for platforms.]]&lt;br /&gt;
You can define an object as a &amp;quot;platform&amp;quot; by activating &#039;&#039;Platform&#039;&#039; in the P3D/FSX Attach Tool panel. Make sure to select a surface property for the platform in the dropdown list.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
=== No Crash ===&lt;br /&gt;
Enable the no crash flag for the selected object in the scene by clicking on &#039;&#039;No Crash&#039;&#039; in the P3D/FSX Attach Tool panel.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
=== Empty ===&lt;br /&gt;
[[Image:Blender2P3DFSX attach empty.jpg|thumb|left|Attachpoint properties for empty attachpoints.]]&lt;br /&gt;
You can also attach an empty attachpoint to an object in the scene by clicking on &#039;&#039;Empty&#039;&#039; in the P3D/FSX Attach Tool panel. This will enable you to assign a name for the attachpoint. These empty attachpoints can be used for instance to create various equipment for aircraft carriers. Simply assign one of the keywords to the object to trigger the wanted behavior of the object. Valid names are:&lt;br /&gt;
*attachpt_catapult_start_n,&lt;br /&gt;
*attachpt_catapult_end_n,&lt;br /&gt;
*attachpt_blast_shield_n,&lt;br /&gt;
*attachpt_runway_start,&lt;br /&gt;
*attachpt_runway_end,&lt;br /&gt;
*attachpt_runway_edg,&lt;br /&gt;
*attachpt_cable_n_1,&lt;br /&gt;
*attachpt_cable_n_2.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Material parameters ==&lt;br /&gt;
{{ambox&lt;br /&gt;
| type  = content&lt;br /&gt;
| imageleft = [[Image:40px-Emblem-Info.png|40px]]&lt;br /&gt;
| imageright = [[Image:Broom icon.jpg|40px]]&lt;br /&gt;
| style = width: 100%; color: black; font-weight: bold; background:#EFFFB0; font-style: italic&lt;br /&gt;
| text  = &amp;lt;small&amp;gt;Please note that you should re-initialize your material if you are updating a scene from an older version of the Blender2P3D/FSX toolset. To do so, select your preferred option in the dropdown for the material mode selection. &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The P3D/FSX Blender toolset will extend the material properties to include flight simulator-specific parameters. Make sure to carefully go through the list of properties to make sure that your material is ready for export.&lt;br /&gt;
The most fundamental parameter is the main material mode. You can choose between &amp;quot;PBR Material&amp;quot;, &amp;quot;Specular Material&amp;quot; and &amp;quot;Disabled&amp;quot;. Note that any material with the mode being set to &amp;quot;disabled&amp;quot; will be skipped during the export process. Also, note that the PBR material is only available for models used in Prepar3D version 4.4 or higher. Therefore, if you are preparing a model for FSX or older versions of Prepar3d, make sure to have the material mode set to the Specular workflow.&lt;br /&gt;
&lt;br /&gt;
The P3D/FSX Blender toolset is making use of Blender&#039;s node tree and as a result, it is important that your materials comply with the conventions of the addon&#039;s exporter. Whenever you change between different material modes, a script will automatically replace the current node tree with one that is compatible with the chosen material mode. This means that currently, you will have to re-assign all textures every time you change the material mode!&lt;br /&gt;
&lt;br /&gt;
When assigning a new texture to any of the slots, a script will check if the texture is of the DDS format and if so, set up the node tree with a WYSIWYG representation of the simulator&#039;s shader. To do this, the addon will perform these two steps:&lt;br /&gt;
1. vertically flipping the UV for the texture node&lt;br /&gt;
2. reversing the red-in-alpha action for the normal map, meaning you can input a P3D/FSX conform normal map and it&#039;ll show up correctly in Blender.&lt;br /&gt;
&lt;br /&gt;
The new material handling also incorporates the detail map in the node tree and synchronizes the scaling of the detail map with the settings made in the Blender2P3D/FSX material panel.&lt;br /&gt;
&lt;br /&gt;
When exporting your scene, the exporter will run an analysis on all materials to extract the texture information. This is done in two ways, by checking what texture nodes connect to the relevant input nodes and by looking for specific node names. This way, it is possible to modify the node tree in Blender while retaining the ability to export the materials properly. The texture paths are searched for in the following manner:&lt;br /&gt;
1. Check if the (new) texture slots in the material panel are populated and use those if found.&lt;br /&gt;
2. If not, check the relevant input socket of the BSDF Principled shader node&lt;br /&gt;
3. follow all the links from that node and create a list of texture image nodes&lt;br /&gt;
4. if there are more than one texture image nodes directly or indirectly connected to the input socket, check the name of both and see if it matches&lt;br /&gt;
5. if there are NO texture image nodes connected to the input socket, search through ALL the texture image nodes of the graph, and check if the name matches.&lt;br /&gt;
&lt;br /&gt;
On the creation of the node tree, the texture image nodes will be given their corresponding names. Those are:&lt;br /&gt;
&amp;quot;diffuse&amp;quot; for the diffuse/albedo texture&lt;br /&gt;
&amp;quot;specular&amp;quot; for the specular texture&lt;br /&gt;
&amp;quot;metallic&amp;quot; for the metallic/smoothness/ao texture&lt;br /&gt;
&amp;quot;emissive&amp;quot; for the emissive/lightmap texture&lt;br /&gt;
&amp;quot;normal&amp;quot; for the normal/bump map texture&lt;br /&gt;
&amp;quot;clear-coat&amp;quot; for the amount/smoothness/normal x-component/normal y-component&lt;br /&gt;
&lt;br /&gt;
I suggest not deleting any of those texture nodes, in case you&#039;ll need them at a later stage. If you don&#039;t want a certain texture map to show up on your model, just disconnect the corresponding link.&lt;br /&gt;
&lt;br /&gt;
By default, the emissive image texture is not connected to anything. If you want to see the effects of your lightmap on the model in Blender, simply link the texture node with the input socket labeled &amp;quot;Emission&amp;quot;/&amp;quot;Emissive Color&amp;quot;. Note that the emissive map doesn&#039;t have to be linked with the base shader node in order for the lightmap texture to be found by the exporter!&lt;br /&gt;
&lt;br /&gt;
=== PBR Material mode ===&lt;br /&gt;
[[Image:Pbr shader.jpg|thumb|right|The node tree for PBR material.]]&lt;br /&gt;
When you switch to the PBR Material mode, the node tree will be populated with a &amp;quot;BSDF Principled&amp;quot; node and a number of nodes that are linked up with the principled&#039;s input sockets. You can revise the material at any point by removing nodes or links. You can also add logic blocks between existing links and observe the effects in the viewport. Keep in mind, however, that those types of changes will have no effect on the model when you export it to Prepar3D.&lt;br /&gt;
&lt;br /&gt;
==== Albedo/Diffuse Map ====&lt;br /&gt;
The Albedo/Diffuse map uses the &amp;quot;Base Color&amp;quot; input socket of the BSDF Principled node. By default, the Alpha channel of the texture node is linked with the Alpha input socket of the BSDF node. For all opaque materials, this should have no effect, but for transparent materials, it is important that the link remains.&lt;br /&gt;
&lt;br /&gt;
It is possible to modify the node tree to display the Ambient Occlusion channel of the metallic texture. To do that, add a &amp;quot;MixRGB&amp;quot; node to the node tree and switch the blend mode to &amp;quot;multiply&amp;quot;. Next, connect the Color channel from the albedo texture node to input Color1 of the mixRGB node, and connect the green channel (&amp;quot;G&amp;quot;) from the &amp;quot;separate RGB&amp;quot; node of the metallic node to the Color2 input of the mixRGB node. Lastly, connect the output of the mixRGB node to the Base Color input of the BSDF Principled Shader node.&lt;br /&gt;
&lt;br /&gt;
Make sure to disable Ambient occlusion in the scene render settings to not over-saturate the shading.&lt;br /&gt;
&lt;br /&gt;
==== Metallic Map ====&lt;br /&gt;
The metallic texture consists of three channels. The red channel represents the &amp;quot;metallicness&amp;quot; of the material, the alpha channel the &amp;quot;smoothness&amp;quot; and the green channel can contain an ambient occlusion map. Since Blender is using &amp;quot;roughness&amp;quot; rather than &amp;quot;smoothness&amp;quot;, it is necessary to invert the alpha channel of the metallic texture before plugging it into the BSDF Principled node. This is already done for you within Blender&#039;s shading editor (sometimes called the node editor) when you set up the material for PBR.&lt;br /&gt;
&lt;br /&gt;
Please note that the color space of the metallic node should be changed to &amp;quot;non-color&amp;quot;, once you assigned a texture to the node.&lt;br /&gt;
&lt;br /&gt;
By default, the AO map is omitted, see above if you want to display it in your scene.&lt;br /&gt;
&lt;br /&gt;
Note that for Prepar3Dv5, you can provide a reflection map in the blue channel of the metallic map, however, this channel won&#039;t be displayed in Blender. If you use the reflective channel, make sure to tick the &amp;quot;Metallic map has reflection&amp;quot; in the Metallic properties of the material.&lt;br /&gt;
&lt;br /&gt;
==== Clear Coat Map ====&lt;br /&gt;
The Clear Coat map is comprised of 2 or 3 textures that are packed in the channels within a single RGB or RGBA texture. The 2 required textures in a Clear coat map are the &amp;quot;Amount&amp;quot; and &amp;quot;Smoothness&amp;quot;. The 3rd, optionally, is the Clear Coat Normal map.  The Clear Coat map should not be used with any material that is metallic material. The Clear Coat map should be used on materials that are to appear as if they have been waxed or lacquered (such as automobiles, fine leather, and also, Banners).&lt;br /&gt;
&lt;br /&gt;
The Red Channel of the clear coat is the &amp;quot;Amount&amp;quot; of the clear coat (0.00 to 1.0). Pure black (matte) is represented as 0.00, pure white is 1.0 (maximum amount). In other words, this is the amount of wax or lacquer on the material.&lt;br /&gt;
&lt;br /&gt;
The Green Channel is the &amp;quot;Smoothness&amp;quot; of the Clear Coat. This is also represented as 0.00 to 1.0. Pure black is 0.00 and pure white is 1.0 (maximum smoothness) and gives you the maximum reflection.&lt;br /&gt;
&lt;br /&gt;
The numerical values for the &amp;quot;Amount&amp;quot; and &amp;quot;Smoothness&amp;quot; are for &amp;quot;baking&amp;quot; and procedural texture purposes.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; Within the Shading Editor in Blender (sometimes called the Node Editor), the &amp;quot;Smoothness&amp;quot; map (in the green channel) is being &amp;quot;inverted&amp;quot;. This is because Blender is looking for a &amp;quot;Roughness&amp;quot; map and P3D requires a &amp;quot;Smoothness&amp;quot; map. Using the &amp;quot;Smoothness&amp;quot; texture that is contained in the &amp;quot;Metallic&amp;quot; map will most likely not give you the &amp;quot;look&amp;quot; you were hoping for.&lt;br /&gt;
&lt;br /&gt;
The Clear Coat Normal map (placed in the Blue and Alpha Channels) consists of the x- and y-components of a standard normal map. The x-component (within a standard normal map, it&#039;s in the red Channel) is placed in the Blue channel.  The y-component (within a standard normal map, it&#039;s in the green channel) is placed in the Alpha Channel.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; Just like the Normal map used in P3D, the Clear Coat normal map is in the DirectX format, not OpenGL format  Be aware when &amp;quot;baking&amp;quot; within Blender, the OpenGL Format is used when creating normal maps.  &lt;br /&gt;
&lt;br /&gt;
=== Specular Material mode ===&lt;br /&gt;
[[Image:Specular shader.jpg|thumb|right|The node tree for specular material.]]&lt;br /&gt;
If you select &amp;quot;Specular Material&amp;quot; as the P3D/FSX material mode, the current node tree is removed and replaced. The main shader node will now be an &amp;quot;Eevee Specular&amp;quot; node. The node tree will be populated in a way that most closely represents the shader mechanics of FSX/P3D and all you need to do is add your texture files to the various texture image nodes. As with the PBR node tree, you can modify the Specular node tree in any way you wish - as long as the original Texture image nodes and the Eevee Specular node remain, the exporter will be able to pick up the correct texture paths.&lt;br /&gt;
&lt;br /&gt;
Please note that since it is a node specifically designed for the Eevee render engine, material created in this way won&#039;t render properly if you switch the viewport render mode to &amp;quot;Cycles&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
=== Normal maps for PBR and Specular material ===&lt;br /&gt;
Prepar3D and FSX use a non-standard approach to rendering normal maps and we took the approach on board when developing the node tree for the P3D/FSX material. If you&#039;re using non-DDS files (.PSD, .tga, .png, etc), the shader is set up in an industry-standard way, with the color node of the normal texture node being plugged indirectly into the normal map node of the graph. However, if you&#039;re using DDS files, the addon will change the node tree in a way that reflects the sim as closely as possible by reversing the mandatory red-in-alpha.&lt;br /&gt;
&lt;br /&gt;
Please note that the color space of the normal map will now automatically be changed to &amp;quot;non-color&amp;quot;, once you assigned a texture to the normal map slot.&lt;br /&gt;
&lt;br /&gt;
The legacy NVidia Photoshop plug-in, GIMP plug-in, and the SDK&#039;s Imagetool (FSX and P3D) all use the DirectX format for Normal maps. The latest NVidia plug-in, along with the standalone application, uses the OpenGL Format when creating Normal maps.  Most Normal maps &amp;quot;ready-made&amp;quot; can be changed to the DirectX format by inverting or flipping the &#039;y&#039;-component of the Normal map, however, go with what &amp;quot;looks&amp;quot; correct to you.&lt;br /&gt;
&lt;br /&gt;
=== Environment/Reflection map ===&lt;br /&gt;
Oppose to P3D, Blender is using a global reflection map in conjunction with reflective materials. Depending on your requirements, it might be necessary for you to utilize different reflection maps for different materials. To accommodate this, you can link any reflection map to any material, using the Parameter &amp;quot;Reflection map&amp;quot; under the P3D/FSX material properties. However, any change to the file or file path will not change anything about how reflections are presented in Blender.&lt;br /&gt;
If you would like to get an idea of how your reflection map works with your other material settings, you can manually change Blender&#039;s global reflection map. To do so, open the &amp;quot;World Properties&amp;quot; and under &amp;quot;Surface-&amp;gt;Color&amp;quot;, select &amp;quot;Environment Texture&amp;quot; as a new source for the world reflection map and navigate to your texture. Don&#039;t forget to change the render mode to &amp;quot;Viewport Shading&amp;quot;. Please note that changes to the world properties won&#039;t be taken into account when exporting your model to &amp;quot;.X&amp;quot; or &amp;quot;.MDL&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
=== Transparency ===&lt;br /&gt;
If you&#039;re working with PBR material, switching your material to transparent is simple. In the P3D/FSX material settings change the &amp;quot;Render mode&amp;quot; to &amp;quot;Masked&amp;quot;. The transparency value is taken from the Alpha channel of the Albedo texture node and will be visualized in the viewport. Note that switching from &amp;quot;Opaque&amp;quot; to &amp;quot;Masked&amp;quot; will also enable Backface culling by default, this is simply done for your convenience, but you can switch it off at any time with no effect on the P3D/FSX model itself.&lt;br /&gt;
&lt;br /&gt;
Transparency for Specular material is currently not automated in this way, so any changes to the &amp;quot;Framebuffer Blend&amp;quot; properties of the material will have no effect on how the model is displayed in Blender. These values are, however, taken into consideration when you export your model and should work as expected.&lt;br /&gt;
&lt;br /&gt;
= Exporting to .X/.MDL =&lt;br /&gt;
[[Image:Blender2P3DFSX Export1.jpg|thumb|Export options of the Blender2P3D/FSX toolset.]]&lt;br /&gt;
An essential element of the Blender2P3D/FSX toolset is the ability to export a Blender scene directly into the .mdl format. You can access the exporter by clicking on File-&amp;gt;Export-&amp;gt;DirectX for P3D/FSX (.X/.MDL). This will open the export dialog. On the right side of the window, you can choose various options for the export. Don&#039;t forget to enter a valid filename on the bottom of the screen before pressing &amp;quot;Export P3D/FSX .X file&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Note: I recommend opening the Blender console before starting the export process. At the moment the exporter won&#039;t give you any visual feedback on whether it&#039;s running or not, so checking on the console helps to make sure that everything is working smoothly. The console can be accessed through Window-&amp;gt;Toggle System Console.&lt;br /&gt;
&lt;br /&gt;
== Exporter options ==&lt;br /&gt;
&#039;&#039;&#039;Export only current selection&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
If this option is active, only the elements of your scene that are currently selected will be exported. This can be useful if you want to quickly check certain parts of the scene, without exporting everything at once.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Apply all modifiers&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
If this option is selected, every object in the scene will have its modifiers applied before being encoded into the .X file. It is important to have this option enabled, otherwise your model might not be displayed correctly in the sim.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Export animations and LOD&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
To make sure that the animations and LODs are being exported, this option should be enabled.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Skinned mesh&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
If there are any skinned meshes in you scene, make sure to enable this option. Otherwise, the skinned mesh animations are being omitted.&amp;lt;br/&amp;gt; &lt;br /&gt;
&#039;&#039;&#039;Export MDL&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
If this option is selected, the exporter will automatically call the XToMdl.exe converter once the .x file is written. Enable this option to export directly into the Prapar3D/FSX compatible 3d model format.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Create XML Scenery placement for this MDL&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
If this option is selected, the exporter will create an XML file that has all the scenery export information such as &#039;&#039;coordinates (latitude, longitude, altitude, pitch, bank, heading)&#039;&#039; and the &#039;&#039;scenery complexity&#039;&#039; of the scenery objects/model to be exported (by default &#039;&#039;Scenery Complexity = Normal&#039;&#039;). Then, it will convert the created &amp;quot;.MDL&amp;quot; format file into &amp;quot;.BGL&amp;quot; format file which then can be used directly in the simulator.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Create Sample XML Scenery Placement&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
If this option is selected, the exporter will create a SAMPLE XML file to show the developer how the scenery xml file should be written. &#039;&#039;Remember to only select this option if you wish to create the &amp;quot;.BGL&amp;quot; file manually/by your own&#039;&#039;.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Log File&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
If this option is checked, a log file will be generated in the same folder you export your scene to. The log file is a simple text file with the friendly name of the model [ex. Hangar_(date)_(time)_log.txt]. It can contain valuable information on the export progress if something goes wrong.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Use BMP&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
If selected, all texture filenames will be changed to &amp;lt;filename&amp;gt;.bmp.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Export process ==&lt;br /&gt;
The exporter will generate an .X file and - if selected - a .xanim file, which will hold the geometric information of your model, as well as the specs of your materials. Some of the properties of the model will be taken directly from the Blender scene, whereas some properties come from the custom properties that the Blender2P3D/FSX addon adds to objects and materials.&lt;br /&gt;
&lt;br /&gt;
The following list describes the operation of the exporter step-by-step.&lt;br /&gt;
# &#039;&#039;&#039;Collecting object Information&#039;&#039;&#039;&amp;lt;!--&lt;br /&gt;
 --&amp;gt;&amp;lt;p&amp;gt;The exporter will first go through the hierarchy of the scene and generate a list of exportable objects. Those objects are meshes, bones, and empty object(s) if they have anything attached to it. The exporter will also check if the SDK was initialized, a modeldef.xml was found, and if the scene contains a valid GUID and friendly name. If &amp;quot;&#039;&#039;Export Animations&#039;&#039;&amp;quot; was enabled in the export dialog, a list will be generated that contains information on every part that has an animation tag assigned to it.&amp;lt;/p&amp;gt;&lt;br /&gt;
# &#039;&#039;&#039;Writing the header&#039;&#039;&#039;&amp;lt;!--&lt;br /&gt;
 --&amp;gt;&amp;lt;p&amp;gt;The header of the .x file contains templates for mesh and material information. Since P3D and FSX models differ slightly, the templates are being written depending on the selected SDK.&amp;lt;/p&amp;gt;&lt;br /&gt;
# &#039;&#039;&#039;Outline of the scene&#039;s hierarchy&#039;&#039;&#039;&amp;lt;!--&lt;br /&gt;
 --&amp;gt;&amp;lt;p&amp;gt;The exporter will write a quick outline of the scene&#039;s objects into the .X file. This outline has no function but is informative to anyone who needs to debug any errors during the export.&amp;lt;/p&amp;gt;&lt;br /&gt;
# &#039;&#039;&#039;Writing scene information&#039;&#039;&#039;&amp;lt;!--&lt;br /&gt;
 --&amp;gt;&amp;lt;p&amp;gt;Next, the exporter will go through the list of eligible objects and encode the geometric information. This includes the position of the vertices, a list of polygons, mesh normals for each vertex, and UV coordinates.&amp;lt;/p&amp;gt;&lt;br /&gt;
## &#039;&#039;&#039;Analyzing mesh materials&#039;&#039;&#039;&amp;lt;!--&lt;br /&gt;
 --&amp;gt;&amp;lt;p&amp;gt;For each material, the exporter will analyze the node tree to find the relevant image texture nodes. If an image texture node cannot be found, or if the filename is empty, the corresponding texture type will be skipped by the exporter.&amp;lt;/p&amp;gt;&lt;br /&gt;
## &#039;&#039;&#039;Writing mesh material&#039;&#039;&#039;&amp;lt;!--&lt;br /&gt;
 --&amp;gt;&amp;lt;p&amp;gt;Once all data is collected, the material properties are being encoded in the .x file.&amp;lt;/p&amp;gt;&lt;br /&gt;
#&#039;&#039;&#039;Writing Animations&#039;&#039;&#039;&amp;lt;!--&lt;br /&gt;
 --&amp;gt;&amp;lt;p&amp;gt;If &amp;quot;&#039;&#039;Export animations and LODs&#039;&#039;&amp;quot; has been selected in the exporter window, a .xanim file is generated, which contains the animation data for all animated objects.&amp;lt;/p&amp;gt;&lt;br /&gt;
#&#039;&#039;&#039;Converting to MDL&#039;&#039;&#039;&amp;lt;!--&lt;br /&gt;
 --&amp;gt;&amp;lt;p&amp;gt;If &amp;quot;&#039;&#039;Export MDL&#039;&#039;&amp;quot; has been selected in the exporter window, the exporter will execute the XToMdl.exe of the selected SDK. The Blender system console will show the progress during this step of the export, however, note that the output is currently not logged in the log file that is generated by the exporter. If there is an issue with the .X file, or if the XToMdl.exe couldn&#039;t be found, an error will be shown in the Blender window.&amp;lt;/p&amp;gt;&lt;br /&gt;
#&#039;&#039;&#039;Export BGL&#039;&#039;&#039;&amp;lt;!--&lt;br /&gt;
 --&amp;gt;&amp;lt;p&amp;gt;BGL is a scenery file format that is being used in Flight Simulator. If &amp;quot;&#039;&#039;Create XML Scenery placement for this MDL&#039;&#039;&amp;quot; has been selected in the exporter window, the created .MDL format file will run through an application called bglcomp [which is an in-build application that comes with the Software Development (Kit)] to create the Flight Simulator use .BGL format file. This BGL format file can be used directly in the simulator later.&amp;lt;/p&amp;gt; &lt;br /&gt;
&lt;br /&gt;
If the export was successful, you&#039;ll find the .X and the .MDL file in the selected folder, ready to be imported into P3D/FSX.&lt;br /&gt;
&lt;br /&gt;
Please note that the exporter currently does not optimize your model! If you want to improve on the performance of your 3d asset, it is recommended to join all parts that share a material but don&#039;t have an animation or attachpoint assigned to it. Also note that the export process takes a long time to complete, please have the system console open to check up on the progress of the export.&lt;br /&gt;
&lt;br /&gt;
= Credits and license =&lt;br /&gt;
The addon in its current version is the hard work of many members of the fsdeveloper.com forum. The original FSX2Blender addon was developed by:&lt;br /&gt;
[https://www.fsdeveloper.com/forum/members/capt_x.6562/ Felix Owono-Ateba], [https://www.fsdeveloper.com/forum/members/ronh.1886/ Ron Haertel], [https://www.fsdeveloper.com/forum/members/krispy1001.11839/ Kris Pyatt] (2017) and [https://www.fsdeveloper.com/forum/members/manochvarma-raman.16466/ Manochvarma Raman] (2018)&lt;br /&gt;
This current incarnation of the addon uses most of the original algorithms, but with an updated UI and compatibility for Blender v2.8.x. Parts of the original exporter script have been rewritten to accommodate Blender&#039;s new material workflow and to add PBR support to the addon (P3D v4.4+ only). This work was done 2019/2020 by [https://www.fsdeveloper.com/forum/members/vitus.2026/ Otmar Nitsche]. Further additions to the material workflow were added by [https://www.fsdeveloper.com/forum/members/dave-hoeffgen.14361/ David Hoeffgen] in 2020.  The UI and the Clear Coat map components (P3D v5) were updated/ added for Blender v3.x.x by [https://www.fsdeveloper.com/forum/members/dave_w.16881/ Dave_W] &amp;amp; [https://www.fsdeveloper.com/forum/members/pyscen.1491/ Doug A] in November 2022.&lt;br /&gt;
&lt;br /&gt;
Special thanks go to [https://www.fsdeveloper.com/forum/members/arno.1/ Arno Gerretsen] and [https://www.fsdeveloper.com/forum/members/spotlope.39/ Bill Womack] for their input during the development and testing of the addon.&lt;br /&gt;
&lt;br /&gt;
The software is licensed under [http://www.gnu.org/licenses/gpl-3.0.html GNU General Public License (GNU-GPL-3)]. Feel free to use it as you see fit, both for freeware and commercial projects. If you have suggestions for changes, use the forum. If you would like to get involved in the development of the addon, contact any of the authors mentioned above to coordinate the effort.&lt;/div&gt;</summary>
		<author><name>Pyscen</name></author>
	</entry>
	<entry>
		<id>http://www.fsdeveloper.com/wiki/index.php?title=Blender2P3D/FSX&amp;diff=11350</id>
		<title>Blender2P3D/FSX</title>
		<link rel="alternate" type="text/html" href="http://www.fsdeveloper.com/wiki/index.php?title=Blender2P3D/FSX&amp;diff=11350"/>
		<updated>2022-12-03T19:07:08Z</updated>

		<summary type="html">&lt;p&gt;Pyscen: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{ambox&lt;br /&gt;
| type  = content&lt;br /&gt;
| imageleft = [[Image:40px-Emblem-Info.png|40px]]&lt;br /&gt;
| imageright = [[Image:Broom icon.jpg|40px]]&lt;br /&gt;
| style = width: 100%; color: black; background:#EFFFB0; font-style: italic&lt;br /&gt;
| text = The current version of the &#039;&#039;&#039;Blender2P3D/FSX&#039;&#039;&#039; addon is &#039;&#039;&#039;v1.0.2&#039;&#039;&#039;.  The &#039;&#039;&#039;Blender2P3D/FSX toolset&#039;&#039;&#039; is an addon for [http://www.blender.org/download/ Blender].|] }}&lt;br /&gt;
[[Category:Tools]]&lt;br /&gt;
[[Category:Blender]]&lt;br /&gt;
[[category:Modeling]]{&lt;br /&gt;
[[Category:Aircraft Design]]&lt;br /&gt;
[[category:Scenery Design]]&lt;br /&gt;
[[Category:Terrain Design]]&lt;br /&gt;
[[Category:Airport Design]]&lt;br /&gt;
[[category:Texturing]]&lt;br /&gt;
[[category:SDK]]&lt;br /&gt;
[[category:Manuals]]&lt;br /&gt;
{{Infobox-Applicable-FSVersion&lt;br /&gt;
| MSFS= false&lt;br /&gt;
| FSXI = false&lt;br /&gt;
| P3D5 = true&lt;br /&gt;
| P3D4 = true&lt;br /&gt;
| P3D3 = true&lt;br /&gt;
| P3D2 = true&lt;br /&gt;
| P3D = true&lt;br /&gt;
| FSXA &amp;amp; FSXSE = true&lt;br /&gt;
| FSX = true&lt;br /&gt;
| FS2004 = unknown&lt;br /&gt;
| FS2002 = unknown&lt;br /&gt;
| XP11 = unknown&lt;br /&gt;
| XP10 = unknown&lt;br /&gt;
| XP9 = unknown&lt;br /&gt;
}}&lt;br /&gt;
This addon is a continuation of the [[Blender2FSX Toolset manual]] and it incorporates compatibility with the latest API for Blender version v3.x.x and above. The new toolset also features full support of PBR materials for Lockheed Martin&#039;s Prepar3D v4.4 and above, as well as some changes to the interface and file structure of the addon.&lt;br /&gt;
This wiki will help you install and use the new toolset.&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
= Installation =&lt;br /&gt;
== Requirements ==&lt;br /&gt;
* Windows 11 and 10 &lt;br /&gt;
&lt;br /&gt;
* Microsoft Flight Simulator X SDK &#039;&#039;&#039;&#039;&#039;including updates&#039;&#039;&#039; to SP2 or Acceleration&#039;&#039; or&lt;br /&gt;
&lt;br /&gt;
* Lockheed Martin Prepar3D SDK v1.x, v2.x, v3.x, &amp;amp; v4.x (&#039;&#039;FSX Steam Edition should use the Prepar3D SDK v1.x&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
* [http://www.blender.org/download/ Blender] (version: &#039;&#039;&#039;v3.x&#039;&#039;&#039; or above)&lt;br /&gt;
&lt;br /&gt;
Make sure that &#039;&#039;&#039;&#039;&#039;ALL&#039;&#039;&#039; SDKs&#039;&#039; that you are using are installed prior to installing/ activating this Toolset!&lt;br /&gt;
&lt;br /&gt;
== Setup ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:blender2p3dfsx_setup1.jpg&lt;br /&gt;
Image:blender2p3dfsx_setup2.jpg&lt;br /&gt;
Image:blender2p3dfsx_setup3.jpg&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
After downloading the add-on, open Blender 3.x.x and open the Preferences (Edit-&amp;gt;Preferences). Navigate to the &amp;quot;Add-ons&amp;quot; tab and click on &amp;quot;Install...&amp;quot;. &lt;br /&gt;
In the file manager, navigate to where you have downloaded the Toolset file, select it and click on &amp;quot;Install Add-on&amp;quot;. This will extract the content of the zip file to your Blender script folder (by default under %APPDATA%\Blender Foundation\Blender\&amp;lt;version number&amp;gt;\scripts\addons). Next, you need to activate the addon by clicking on the &#039;&#039;check-mark&#039;&#039; next to &amp;quot;3DView: P3D/FSX Toolset&amp;quot;. That should enable the addon and the various panels and properties. Close the Preferences window.&lt;br /&gt;
&lt;br /&gt;
To ensure that the addon was correctly installed, press &amp;quot;N&amp;quot; on your keyboard while the mouse pointer is in one of the main viewports. This should open the main panels of the addon under the tab named &amp;quot;P3D/FSX&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
= Using the Tools =&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
[[Image:Blender2p3dfsx setup4.jpg|thumb|right|P3D/FSX Toolset panels]]&lt;br /&gt;
Once installed, the Blender2P3D/FSX toolset will append the list of toolkit panels in your viewport. Press &amp;quot;N&amp;quot; to open or close the list of tools. There will be a new entry named &amp;quot;P3D/FSX&amp;quot;, which gives access to the tools of this addon. The different tools are organized in different panels, which are grouped by function.&lt;br /&gt;
The addon adds object properties to the scene. These properties are for instance the references to the various SDKs you can utilize or object properties like attached animations or scenery properties. &lt;br /&gt;
Furthermore, the addon will append the material parameters by P3D or FSX specific parameters.&lt;br /&gt;
Lastly, the addon extends the exporter capabilities and allows you to export your scene to an x-file format and from there calls XToMdl.exe to generate a Prapar3D/Flight Simulator X compatible 3d model.&lt;br /&gt;
&lt;br /&gt;
== Setting up your scene ==&lt;br /&gt;
To ensure that your 3d asset export properly to Prepar3D or Flight Simulator X, you must make sure to prepare and configure the Blender scene. To get started, open the toolset panels by pressing &amp;quot;N&amp;quot; on your keyboard with the main viewport in focus. This will open a list of panels you have currently activated in your Blender configuration. Click on the tab &amp;quot;P3D/FSX&amp;quot; to bring up the panels of the Blender2P3D/FSX toolset.&lt;br /&gt;
=== Configure the SDK ===&lt;br /&gt;
Firstly, go to the &#039;&#039;P3D/FSX Toolset Settings&#039;&#039; and select which SDK you would like to utilize. If &amp;quot;Auto Detect SDK path&amp;quot; is enabled, simply click on &amp;quot;Initialize the SDK&amp;quot;. The addon will then look up the file paths of the SDK in the Windows registry. This method should work in 99% of the cases, however, if the Addon cannot find the file paths, you can also use the &#039;&#039;Manually Find ModelDef file&#039;&#039; option to set up the path.&lt;br /&gt;
Please note that it is necessary to initialize the SDK every time you restart Blender, or load a new scene. This way you ensure that all entries of the modeldef.xml are properly loaded into Blender.&lt;br /&gt;
&lt;br /&gt;
=== Configure the scene ===&lt;br /&gt;
In order for your 3d asset to export properly, you have to ensure that both a GUID and a friendly name are assigned to your scene. To do so, open the &#039;&#039;P3D/FSX File Properties&#039;&#039; panel and type the friendly name in the first edit box. You can use the button &#039;&#039;Generate GUID&#039;&#039; to automatically generate a valid GUID for your scene. Alternatively, you can generate the GUID externally and copy and paste the string into the GUID edit box.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
== Scenery properties ==&lt;br /&gt;
[[image:Blender2P3DFSX Scenery.jpg|thumb|right|Scenery tool of the Blender2P3D/FSX addon.]]&lt;br /&gt;
[feel free to enter the information here.]&lt;br /&gt;
&lt;br /&gt;
=== Quicksave information ===&lt;br /&gt;
With the latest update of the toolkit, you&#039;ll be able to quicksave the location data of your scene. To do so, go to the &#039;&#039;Load/Save scenery data&#039;&#039; section, enter a location name and click on &#039;&#039;Add Location&#039;&#039;. This will save all settings of latitude, longitude, etc. into an XML file on your hard drive. To recall any of those previously saved datasets, click on &#039;&#039;Load Location&#039;&#039;, to open a list of names of previously saved locations. Select the location you wish to load and click on &#039;&#039;LOAD&#039;&#039;. This will populate all fields of the Scenery Tools with those from the XML file.&lt;br /&gt;
&lt;br /&gt;
Note that there is currently no interface to remove entries from the list. But if you&#039;d like to edit or update your quick-save list, you can find the XML file in the following location:&lt;br /&gt;
%APPDATA%\Blender Foundation\Blender\&amp;lt;version number&amp;gt;\config\p3d_locations.xml&lt;br /&gt;
&lt;br /&gt;
The addon will try to load the XML file whenever you initialize the SDK (see [[https://www.fsdeveloper.com/wiki/index.php?title=Blender2P3D/FSX#Setting_up_your_scene Setting up your scene]]). There will be a warning message in the system console of Blender if the file wasn&#039;t found on your hard drive. You can safely ignore this warning if you don&#039;t use this feature of the toolset.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Animations ==&lt;br /&gt;
[[Image:Blender2p3dfsx animation tool.jpg|thumb|left|The Animation tool of the Blender2P3D/FSX toolset.]]&lt;br /&gt;
To register an animation for a P3D/FSX asset, open the &#039;&#039;P3D/FSX Animation Tool&#039;&#039; panel. You will be presented with a list of animations, as found in the modeldef.xml file. To assign an animation to a selected object, choose it from the list and click on &#039;&#039;Assign&#039;&#039;. You can use the search function to filter the list for certain keywords, click on the little arrow on the bottom of the list to expose the search bar.&lt;br /&gt;
[[Image:Blender2p3dfsx object properties.jpg|thumb|right|Object properties for the Blender2P3D/FSX toolset.]]&lt;br /&gt;
Once an animation has been assigned, make sure to enter an animation length in the object&#039;s properties as well. Open the objects properties panel and scroll to the &#039;&#039;P3D/FSX Properties&#039;&#039; section. Here, you&#039;ll find the properties of the attached animation as well as a list of all utilized attachpoints for that object.&lt;br /&gt;
You can also delete an animation by clicking on the &#039;&#039;Clear&#039;&#039; button.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Attachpoints ==&lt;br /&gt;
Open the Attach Tool to access the various options for attachpoints. You can activate or deactivate a number of different functions by clicking on the corresponding buttons in the list. The buttons turn blue when active. Don&#039;t forget to assign the selected attachpoint and its parameters to an object by selecting the object in the scene and clicking on &#039;&#039;Attach&#039;&#039; on the bottom of the panel.&lt;br /&gt;
To see what attachpoints are active for any given object in the scene, select the object and open the object properties. Under &#039;&#039;P3D/FSX Properties&#039;&#039;, you&#039;ll find a list of all attachpoints under the animation properties for the selected object.&lt;br /&gt;
=== Effects ===&lt;br /&gt;
[[Image:Blender2P3DFSX attach effect.jpg|thumb|left|Attachpoint properties for effects.]]&lt;br /&gt;
To attach an effect to an object in your scene, click on the &#039;&#039;Effect&#039;&#039; button in the P3D/FSX Attach Tool panel. This will extend the panel and allow you to specify the parameters of the effect you&#039;d like to attach.&lt;br /&gt;
* &#039;&#039;&#039;Name&#039;&#039;&#039;: set an attachpoint name for the object.&lt;br /&gt;
* &#039;&#039;&#039;Effect&#039;&#039;&#039;: type the filename of the effect you would like to attach to the object.&lt;br /&gt;
* &#039;&#039;&#039;Param&#039;&#039;&#039;: define paramters for the effect. Those can be, for instance, conditions for the effect to trigger. Refer to the P3D/FSX SDK for more information on valid syntax for this field.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
=== Visibility ===&lt;br /&gt;
[[Image:Blender2P3DFSX attach visibility.jpg|thumb|left|Attachpoint properties for visibility.]]&lt;br /&gt;
Add a visibility tag to the selected object by clicking on &#039;&#039;Visibility&#039;&#039; on the P3D/FSX Attach Tool panel. This will open a list of available visibility tags, which you can attach to a selected object in the scene using the &amp;quot;Attach&amp;quot; button.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== MouseRect ===&lt;br /&gt;
[[Image:attach mouserect.jpg|thumb|left|Attachpoint properties for mouserects.]]&lt;br /&gt;
To add a mouserect to the selected object in the scene, click on &#039;&#039;Mouse Rect&#039;&#039;. This will reveal a dropdown list of all available mouserects, as defined in the modeldef.xml file.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
=== Platform ===&lt;br /&gt;
[[Image:Blender2P3DFSX attach platform.jpg|thumb|left|Attachpoint properties for platforms.]]&lt;br /&gt;
You can define an object as a &amp;quot;platform&amp;quot; by activating &#039;&#039;Platform&#039;&#039; in the P3D/FSX Attach Tool panel. Make sure to select a surface property for the platform in the dropdown list.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
=== No Crash ===&lt;br /&gt;
Enable the no crash flag for the selected object in the scene by clicking on &#039;&#039;No Crash&#039;&#039; in the P3D/FSX Attach Tool panel.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
=== Empty ===&lt;br /&gt;
[[Image:Blender2P3DFSX attach empty.jpg|thumb|left|Attachpoint properties for empty attachpoints.]]&lt;br /&gt;
You can also attach an empty attachpoint to an object in the scene by clicking on &#039;&#039;Empty&#039;&#039; in the P3D/FSX Attach Tool panel. This will enable you to assign a name for the attachpoint. These empty attachpoints can be used for instance to create various equipment for aircraft carriers. Simply assign one of the keywords to the object to trigger the wanted behavior of the object. Valid names are:&lt;br /&gt;
*attachpt_catapult_start_n,&lt;br /&gt;
*attachpt_catapult_end_n,&lt;br /&gt;
*attachpt_blast_shield_n,&lt;br /&gt;
*attachpt_runway_start,&lt;br /&gt;
*attachpt_runway_end,&lt;br /&gt;
*attachpt_runway_edg,&lt;br /&gt;
*attachpt_cable_n_1,&lt;br /&gt;
*attachpt_cable_n_2.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Material parameters ==&lt;br /&gt;
{{ambox&lt;br /&gt;
| type  = content&lt;br /&gt;
| imageleft = [[Image:40px-Emblem-Info.png|40px]]&lt;br /&gt;
| imageright = [[Image:Broom icon.jpg|40px]]&lt;br /&gt;
| style = width: 100%; color: black; font-weight: bold; background:#EFFFB0; font-style: italic&lt;br /&gt;
| text  = &amp;lt;small&amp;gt;Please note that you should re-initialize your material if you are updating a scene from an older version of the Blender2P3D/FSX toolset. To do so, select your preferred option in the dropdown for the material mode selection. &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The P3D/FSX Blender toolset will extend the material properties to include flight simulator-specific parameters. Make sure to carefully go through the list of properties to make sure that your material is ready for export.&lt;br /&gt;
The most fundamental parameter is the main material mode. You can choose between &amp;quot;PBR Material&amp;quot;, &amp;quot;Specular Material&amp;quot; and &amp;quot;Disabled&amp;quot;. Note that any material with the mode being set to &amp;quot;disabled&amp;quot; will be skipped during the export process. Also, note that the PBR material is only available for models used in Prepar3D version 4.4 or higher. Therefore, if you are preparing a model for FSX or older versions of Prepar3d, make sure to have the material mode set to the Specular workflow.&lt;br /&gt;
&lt;br /&gt;
The P3D/FSX Blender toolset is making use of Blender&#039;s node tree and as a result, it is important that your materials comply with the conventions of the addon&#039;s exporter. Whenever you change between different material modes, a script will automatically replace the current node tree with one that is compatible with the chosen material mode. This means that currently, you will have to re-assign all textures every time you change the material mode!&lt;br /&gt;
&lt;br /&gt;
When assigning a new texture to any of the slots, a script will check if the texture is of the DDS format and if so, set up the node tree with a WYSIWYG representation of the simulator&#039;s shader. To do this, the addon will perform these two steps:&lt;br /&gt;
1. vertically flipping the UV for the texture node&lt;br /&gt;
2. reversing the red-in-alpha action for the normal map, meaning you can input a P3D/FSX conform normal map and it&#039;ll show up correctly in Blender.&lt;br /&gt;
&lt;br /&gt;
The new material handling also incorporates the detail map in the node tree and synchronizes the scaling of the detail map with the settings made in the Blender2P3D/FSX material panel.&lt;br /&gt;
&lt;br /&gt;
When exporting your scene, the exporter will run an analysis on all materials to extract the texture information. This is done in two ways, by checking what texture nodes connect to the relevant input nodes and by looking for specific node names. This way, it is possible to modify the node tree in Blender while retaining the ability to export the materials properly. The texture paths are searched for in the following manner:&lt;br /&gt;
1. Check if the (new) texture slots in the material panel are populated and use those if found.&lt;br /&gt;
2. If not, check the relevant input socket of the BSDF Principled shader node&lt;br /&gt;
3. follow all the links from that node and create a list of texture image nodes&lt;br /&gt;
4. if there are more than one texture image nodes directly or indirectly connected to the input socket, check the name of both and see if it matches&lt;br /&gt;
5. if there are NO texture image nodes connected to the input socket, search through ALL the texture image nodes of the graph, and check if the name matches.&lt;br /&gt;
&lt;br /&gt;
On the creation of the node tree, the texture image nodes will be given their corresponding names. Those are:&lt;br /&gt;
&amp;quot;diffuse&amp;quot; for the diffuse/albedo texture&lt;br /&gt;
&amp;quot;specular&amp;quot; for the specular texture&lt;br /&gt;
&amp;quot;metallic&amp;quot; for the metallic/smoothness/ao texture&lt;br /&gt;
&amp;quot;emissive&amp;quot; for the emissive/lightmap texture&lt;br /&gt;
&amp;quot;normal&amp;quot; for the normal/bump map texture&lt;br /&gt;
&amp;quot;clear-coat&amp;quot; for the amount/smoothness/normal x-component/normal y-component&lt;br /&gt;
&lt;br /&gt;
I suggest not deleting any of those texture nodes, in case you&#039;ll need them at a later stage. If you don&#039;t want a certain texture map to show up on your model, just disconnect the corresponding link.&lt;br /&gt;
&lt;br /&gt;
By default, the emissive image texture is not connected to anything. If you want to see the effects of your lightmap on the model in Blender, simply link the texture node with the input socket labeled &amp;quot;Emission&amp;quot;/&amp;quot;Emissive Color&amp;quot;. Note that the emissive map doesn&#039;t have to be linked with the base shader node in order for the lightmap texture to be found by the exporter!&lt;br /&gt;
&lt;br /&gt;
=== PBR Material mode ===&lt;br /&gt;
[[Image:Pbr shader.jpg|thumb|right|The node tree for PBR material.]]&lt;br /&gt;
When you switch to the PBR Material mode, the node tree will be populated with a &amp;quot;BSDF Principled&amp;quot; node and a number of nodes that are linked up with the principled&#039;s input sockets. You can revise the material at any point by removing nodes or links. You can also add logic blocks between existing links and observe the effects in the viewport. Keep in mind, however, that those types of changes will have no effect on the model when you export it to Prepar3D.&lt;br /&gt;
&lt;br /&gt;
==== Albedo/Diffuse Map ====&lt;br /&gt;
The Albedo/Diffuse map uses the &amp;quot;Base Color&amp;quot; input socket of the BSDF Principled node. By default, the Alpha channel of the texture node is linked with the Alpha input socket of the BSDF node. For all opaque materials, this should have no effect, but for transparent materials, it is important that the link remains.&lt;br /&gt;
&lt;br /&gt;
It is possible to modify the node tree to display the Ambient Occlusion channel of the metallic texture. To do that, add a &amp;quot;MixRGB&amp;quot; node to the node tree and switch the blend mode to &amp;quot;multiply&amp;quot;. Next, connect the Color channel from the albedo texture node to input Color1 of the mixRGB node, and connect the green channel (&amp;quot;G&amp;quot;) from the &amp;quot;separate RGB&amp;quot; node of the metallic node to the Color2 input of the mixRGB node. Lastly, connect the output of the mixRGB node to the Base Color input of the BSDF Principled Shader node.&lt;br /&gt;
&lt;br /&gt;
Make sure to disable Ambient occlusion in the scene render settings to not over-saturate the shading.&lt;br /&gt;
&lt;br /&gt;
==== Metallic Map ====&lt;br /&gt;
The metallic texture consists of three channels. The red channel represents the &amp;quot;metallicness&amp;quot; of the material, the alpha channel the &amp;quot;smoothness&amp;quot; and the green channel can contain an ambient occlusion map. Since Blender is using &amp;quot;roughness&amp;quot; rather than &amp;quot;smoothness&amp;quot;, it is necessary to invert the alpha channel of the metallic texture before plugging it into the BSDF Principled node. This is already done for you within Blender&#039;s shading editor (sometimes called the node editor) when you set up the material for PBR.&lt;br /&gt;
&lt;br /&gt;
Please note that the color space of the metallic node should be changed to &amp;quot;non-color&amp;quot;, once you assigned a texture to the node.&lt;br /&gt;
&lt;br /&gt;
By default, the AO map is omitted, see above if you want to display it in your scene.&lt;br /&gt;
&lt;br /&gt;
Note that for Prepar3Dv5, you can provide a reflection map in the blue channel of the metallic map, however, this channel won&#039;t be displayed in Blender. If you use the reflective channel, make sure to tick the &amp;quot;Metallic map has reflection&amp;quot; in the Metallic properties of the material.&lt;br /&gt;
&lt;br /&gt;
==== Clear Coat Map ====&lt;br /&gt;
The Clear Coat map is comprised of 2 or 3 textures that are packed in the channels within a single RGB or RGBA texture. The 2 required textures in a Clear coat map are the &amp;quot;Amount&amp;quot; and &amp;quot;Smoothness&amp;quot;. The 3rd, optionally, is the Clear Coat Normal map.  The Clear Coat map should not be used with any material that is metallic material. The Clear Coat map should be used on materials that are to appear as if they have been waxed or lacquered (such as automobiles, fine leather, and also, Banners).&lt;br /&gt;
&lt;br /&gt;
The Red Channel of the clear coat is the &amp;quot;Amount&amp;quot; of the clear coat (0.00 to 1.0). Pure black (matte) is represented as 0.00, pure white is 1.0 (maximum amount). In other words, this is the amount of wax or lacquer on the material.&lt;br /&gt;
&lt;br /&gt;
The Green Channel is the &amp;quot;Smoothness&amp;quot; of the Clear Coat. This is also represented as 0.00 to 1.0. Pure black is 0.00 and pure white is 1.0 (maximum smoothness) and gives you the maximum reflection.&lt;br /&gt;
&lt;br /&gt;
The numerical values for the &amp;quot;Amount&amp;quot; and &amp;quot;Smoothness&amp;quot; are for &amp;quot;baking&amp;quot; and procedural texture purposes.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; Within the Shading Editor in Blender (sometimes called the Node Editor), the &amp;quot;Smoothness&amp;quot; map (in the green channel) is being &amp;quot;inverted&amp;quot;. This is because Blender is looking for a &amp;quot;Roughness&amp;quot; map and P3D requires a &amp;quot;Smoothness&amp;quot; map. Using the &amp;quot;Smoothness&amp;quot; texture that is contained in the &amp;quot;Metallic&amp;quot; map will most likely not give you the &amp;quot;look&amp;quot; you were hoping for.&lt;br /&gt;
&lt;br /&gt;
The Clear Coat Normal map (placed in the Blue and Alpha Channels) consists of the x- and y-components of a standard normal map. The x-component (within a standard normal map, it&#039;s in the red Channel) is placed in the Blue channel.  The y-component (within a standard normal map, it&#039;s in the green channel) is placed in the Alpha Channel.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; Just like the Normal map used in P3D, the Clear Coat normal map is in the DirectX format, not OpenGL format  Be aware when &amp;quot;baking&amp;quot; within Blender, the OpenGL Format is used when creating normal maps.  &lt;br /&gt;
&lt;br /&gt;
=== Specular Material mode ===&lt;br /&gt;
[[Image:Specular shader.jpg|thumb|right|The node tree for specular material.]]&lt;br /&gt;
If you select &amp;quot;Specular Material&amp;quot; as the P3D/FSX material mode, the current node tree is removed and replaced. The main shader node will now be an &amp;quot;Eevee Specular&amp;quot; node. The node tree will be populated in a way that most closely represents the shader mechanics of FSX/P3D and all you need to do is add your texture files to the various texture image nodes. As with the PBR node tree, you can modify the Specular node tree in any way you wish - as long as the original Texture image nodes and the Eevee Specular node remain, the exporter will be able to pick up the correct texture paths.&lt;br /&gt;
&lt;br /&gt;
Please note that since it is a node specifically designed for the Eevee render engine, material created in this way won&#039;t render properly if you switch the viewport render mode to &amp;quot;Cycles&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
=== Normal maps for PBR and Specular material ===&lt;br /&gt;
Prepar3D and FSX use a non-standard approach to rendering normal maps and we took the approach on board when developing the node tree for the P3D/FSX material. If you&#039;re using non-DDS files (.PSD, .tga, .png, etc), the shader is set up in an industry-standard way, with the color node of the normal texture node being plugged indirectly into the normal map node of the graph. However, if you&#039;re using DDS files, the addon will change the node tree in a way that reflects the sim as closely as possible by reversing the mandatory red-in-alpha.&lt;br /&gt;
&lt;br /&gt;
Please note that the color space of the normal map will now automatically be changed to &amp;quot;non-color&amp;quot;, once you assigned a texture to the normal map slot.&lt;br /&gt;
&lt;br /&gt;
The legacy NVidia Photoshop plug-in, GIMP plug-in, and the SDK&#039;s Imagetool (FSX and P3D) all use the DirectX format for Normal maps. The latest NVidia plug-in, along with the standalone application, uses the OpenGL Format when creating Normal maps.  Most Normal maps &amp;quot;ready-made&amp;quot; can be changed to the DirectX format by inverting or flipping the &#039;y&#039;-component of the Normal map, however, go with what &amp;quot;looks&amp;quot; correct to you.&lt;br /&gt;
&lt;br /&gt;
=== Environment/Reflection map ===&lt;br /&gt;
Oppose to P3D, Blender is using a global reflection map in conjunction with reflective materials. Depending on your requirements, it might be necessary for you to utilize different reflection maps for different materials. To accommodate this, you can link any reflection map to any material, using the Parameter &amp;quot;Reflection map&amp;quot; under the P3D/FSX material properties. However, any change to the file or file path will not change anything about how reflections are presented in Blender.&lt;br /&gt;
If you would like to get an idea of how your reflection map works with your other material settings, you can manually change Blender&#039;s global reflection map. To do so, open the &amp;quot;World Properties&amp;quot; and under &amp;quot;Surface-&amp;gt;Color&amp;quot;, select &amp;quot;Environment Texture&amp;quot; as a new source for the world reflection map and navigate to your texture. Don&#039;t forget to change the render mode to &amp;quot;Viewport Shading&amp;quot;. Please note that changes to the world properties won&#039;t be taken into account when exporting your model to &amp;quot;.X&amp;quot; or &amp;quot;.MDL&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
=== Transparency ===&lt;br /&gt;
If you&#039;re working with PBR material, switching your material to transparent is simple. In the P3D/FSX material settings change the &amp;quot;Render mode&amp;quot; to &amp;quot;Masked&amp;quot;. The transparency value is taken from the Alpha channel of the Albedo texture node and will be visualized in the viewport. Note that switching from &amp;quot;Opaque&amp;quot; to &amp;quot;Masked&amp;quot; will also enable Backface culling by default, this is simply done for your convenience, but you can switch it off at any time with no effect on the P3D/FSX model itself.&lt;br /&gt;
&lt;br /&gt;
Transparency for Specular material is currently not automated in this way, so any changes to the &amp;quot;Framebuffer Blend&amp;quot; properties of the material will have no effect on how the model is displayed in Blender. These values are, however, taken into consideration when you export your model and should work as expected.&lt;br /&gt;
&lt;br /&gt;
= Exporting to .X/.MDL =&lt;br /&gt;
[[Image:Blender2P3DFSX Export1.jpg|thumb|Export options of the Blender2P3D/FSX toolset.]]&lt;br /&gt;
An essential element of the Blender2P3D/FSX toolset is the ability to export a Blender scene directly into the .mdl format. You can access the exporter by clicking on File-&amp;gt;Export-&amp;gt;DirectX for P3D/FSX (.X/.MDL). This will open the export dialog. On the right side of the window, you can choose various options for the export. Don&#039;t forget to enter a valid filename on the bottom of the screen before pressing &amp;quot;Export P3D/FSX .X file&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Note: I recommend opening the Blender console before starting the export process. At the moment the exporter won&#039;t give you any visual feedback on whether it&#039;s running or not, so checking on the console helps to make sure that everything is working smoothly. The console can be accessed through Window-&amp;gt;Toggle System Console.&lt;br /&gt;
&lt;br /&gt;
== Exporter options ==&lt;br /&gt;
&#039;&#039;&#039;Export only current selection&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
If this option is active, only the elements of your scene that are currently selected will be exported. This can be useful if you want to quickly check certain parts of the scene, without exporting everything at once.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Apply all modifiers&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
If this option is selected, every object in the scene will have its modifiers applied before being encoded into the .X file. It is important to have this option enabled, otherwise your model might not be displayed correctly in the sim.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Export animations and LOD&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
To make sure that the animations and LODs are being exported, this option should be enabled.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Skinned mesh&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
If there are any skinned meshes in you scene, make sure to enable this option. Otherwise, the skinned mesh animations are being omitted.&amp;lt;br/&amp;gt; &lt;br /&gt;
&#039;&#039;&#039;Export MDL&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
If this option is selected, the exporter will automatically call the XToMdl.exe converter once the .x file is written. Enable this option to export directly into the Prapar3D/FSX compatible 3d model format.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Create XML Scenery placement for this MDL&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
If this option is selected, the exporter will create an XML file that has all the scenery export information such as &#039;&#039;coordinates (latitude, longitude, altitude, pitch, bank, heading)&#039;&#039; and the &#039;&#039;scenery complexity&#039;&#039; of the scenery objects/model to be exported (by default &#039;&#039;Scenery Complexity = Normal&#039;&#039;). Then, it will convert the created &amp;quot;.MDL&amp;quot; format file into &amp;quot;.BGL&amp;quot; format file which then can be used directly in the simulator.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Create Sample XML Scenery Placement&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
If this option is selected, the exporter will create a SAMPLE XML file to show the developer how the scenery xml file should be written. &#039;&#039;Remember to only select this option if you wish to create the &amp;quot;.BGL&amp;quot; file manually/by your own&#039;&#039;.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Log File&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
If this option is checked, a log file will be generated in the same folder you export your scene to. The log file is a simple text file with the friendly name of the model [ex. Hangar_(date)_(time)_log.txt]. It can contain valuable information on the export progress if something goes wrong.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Use BMP&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
If selected, all texture filenames will be changed to &amp;lt;filename&amp;gt;.bmp.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Export process ==&lt;br /&gt;
The exporter will generate an .X file and - if selected - a .xanim file, which will hold the geometric information of your model, as well as the specs of your materials. Some of the properties of the model will be taken directly from the Blender scene, whereas some properties come from the custom properties that the Blender2P3D/FSX addon adds to objects and materials.&lt;br /&gt;
&lt;br /&gt;
The following list describes the operation of the exporter step-by-step.&lt;br /&gt;
# &#039;&#039;&#039;Collecting object Information&#039;&#039;&#039;&amp;lt;!--&lt;br /&gt;
 --&amp;gt;&amp;lt;p&amp;gt;The exporter will first go through the hierarchy of the scene and generate a list of exportable objects. Those objects are meshes, bones, and empty object(s) if they have anything attached to it. The exporter will also check if the SDK was initialized, a modeldef.xml was found, and if the scene contains a valid GUID and friendly name. If &amp;quot;&#039;&#039;Export Animations&#039;&#039;&amp;quot; was enabled in the export dialog, a list will be generated that contains information on every part that has an animation tag assigned to it.&amp;lt;/p&amp;gt;&lt;br /&gt;
# &#039;&#039;&#039;Writing the header&#039;&#039;&#039;&amp;lt;!--&lt;br /&gt;
 --&amp;gt;&amp;lt;p&amp;gt;The header of the .x file contains templates for mesh and material information. Since P3D and FSX models differ slightly, the templates are being written depending on the selected SDK.&amp;lt;/p&amp;gt;&lt;br /&gt;
# &#039;&#039;&#039;Outline of the scene&#039;s hierarchy&#039;&#039;&#039;&amp;lt;!--&lt;br /&gt;
 --&amp;gt;&amp;lt;p&amp;gt;The exporter will write a quick outline of the scene&#039;s objects into the .X file. This outline has no function but is informative to anyone who needs to debug any errors during the export.&amp;lt;/p&amp;gt;&lt;br /&gt;
# &#039;&#039;&#039;Writing scene information&#039;&#039;&#039;&amp;lt;!--&lt;br /&gt;
 --&amp;gt;&amp;lt;p&amp;gt;Next, the exporter will go through the list of eligible objects and encode the geometric information. This includes the position of the vertices, a list of polygons, mesh normals for each vertex, and UV coordinates.&amp;lt;/p&amp;gt;&lt;br /&gt;
## &#039;&#039;&#039;Analyzing mesh materials&#039;&#039;&#039;&amp;lt;!--&lt;br /&gt;
 --&amp;gt;&amp;lt;p&amp;gt;For each material, the exporter will analyze the node tree to find the relevant image texture nodes. If an image texture node cannot be found, or if the filename is empty, the corresponding texture type will be skipped by the exporter.&amp;lt;/p&amp;gt;&lt;br /&gt;
## &#039;&#039;&#039;Writing mesh material&#039;&#039;&#039;&amp;lt;!--&lt;br /&gt;
 --&amp;gt;&amp;lt;p&amp;gt;Once all data is collected, the material properties are being encoded in the .x file.&amp;lt;/p&amp;gt;&lt;br /&gt;
#&#039;&#039;&#039;Writing Animations&#039;&#039;&#039;&amp;lt;!--&lt;br /&gt;
 --&amp;gt;&amp;lt;p&amp;gt;If &amp;quot;&#039;&#039;Export animations and LODs&#039;&#039;&amp;quot; has been selected in the exporter window, a .xanim file is generated, which contains the animation data for all animated objects.&amp;lt;/p&amp;gt;&lt;br /&gt;
#&#039;&#039;&#039;Converting to MDL&#039;&#039;&#039;&amp;lt;!--&lt;br /&gt;
 --&amp;gt;&amp;lt;p&amp;gt;If &amp;quot;&#039;&#039;Export MDL&#039;&#039;&amp;quot; has been selected in the exporter window, the exporter will execute the XToMdl.exe of the selected SDK. The Blender system console will show the progress during this step of the export, however, note that the output is currently not logged in the log file that is generated by the exporter. If there is an issue with the .X file, or if the XToMdl.exe couldn&#039;t be found, an error will be shown in the Blender window.&amp;lt;/p&amp;gt;&lt;br /&gt;
#&#039;&#039;&#039;Export BGL&#039;&#039;&#039;&amp;lt;!--&lt;br /&gt;
 --&amp;gt;&amp;lt;p&amp;gt;BGL is a scenery file format that is being used in Flight Simulator. If &amp;quot;&#039;&#039;Create XML Scenery placement for this MDL&#039;&#039;&amp;quot; has been selected in the exporter window, the created .MDL format file will run through an application called bglcomp [which is an in-build application that comes with the Software Development (Kit)] to create the Flight Simulator use .BGL format file. This BGL format file can be used directly in the simulator later.&amp;lt;/p&amp;gt; &lt;br /&gt;
&lt;br /&gt;
If the export was successful, you&#039;ll find the .X and the .MDL file in the selected folder, ready to be imported into P3D/FSX.&lt;br /&gt;
&lt;br /&gt;
Please note that the exporter currently does not optimize your model! If you want to improve on the performance of your 3d asset, it is recommended to join all parts that share a material but don&#039;t have an animation or attachpoint assigned to it. Also note that the export process takes a long time to complete, please have the system console open to check up on the progress of the export.&lt;br /&gt;
&lt;br /&gt;
= Credits and license =&lt;br /&gt;
The addon in its current version is the hard work of many members of the fsdeveloper.com forum. The original FSX2Blender addon was developed by:&lt;br /&gt;
[https://www.fsdeveloper.com/forum/members/capt_x.6562/ Felix Owono-Ateba], [https://www.fsdeveloper.com/forum/members/ronh.1886/ Ron Haertel], [https://www.fsdeveloper.com/forum/members/krispy1001.11839/ Kris Pyatt] (2017) and [https://www.fsdeveloper.com/forum/members/manochvarma-raman.16466/ Manochvarma Raman] (2018)&lt;br /&gt;
This current incarnation of the addon uses most of the original algorithms, but with an updated UI and compatibility for Blender v2.8.x. Parts of the original exporter script have been rewritten to accommodate Blender&#039;s new material workflow and to add PBR support to the addon (P3D v4.4+ only). This work was done 2019/2020 by [https://www.fsdeveloper.com/forum/members/vitus.2026/ Otmar Nitsche]. Further additions to the material workflow were added by [https://www.fsdeveloper.com/forum/members/dave-hoeffgen.14361/ David Hoeffgen] in 2020.  The UI and the Clear Coat map components (P3D v5) were updated/ added for Blender v3.x.x by [https://www.fsdeveloper.com/forum/members/dave_w.16881/ Dave_W] &amp;amp; [https://www.fsdeveloper.com/forum/members/pyscen.1491/ Doug A] in November 2022.&lt;br /&gt;
&lt;br /&gt;
Special thanks go to [https://www.fsdeveloper.com/forum/members/arno.1/ Arno Gerretsen] and [https://www.fsdeveloper.com/forum/members/spotlope.39/ Bill Womack] for their input during the development and testing of the addon.&lt;br /&gt;
&lt;br /&gt;
The software is licensed under [http://www.gnu.org/licenses/gpl-3.0.html GNU General Public License (GNU-GPL-3)]. Feel free to use it as you see fit, both for freeware and commercial projects. If you have suggestions for changes, use the forum. If you would like to get involved in the development of the addon, contact any of the authors mentioned above to coordinate the effort.&lt;/div&gt;</summary>
		<author><name>Pyscen</name></author>
	</entry>
	<entry>
		<id>http://www.fsdeveloper.com/wiki/index.php?title=Category:FSX_Acceleration&amp;diff=11349</id>
		<title>Category:FSX Acceleration</title>
		<link rel="alternate" type="text/html" href="http://www.fsdeveloper.com/wiki/index.php?title=Category:FSX_Acceleration&amp;diff=11349"/>
		<updated>2022-12-03T19:05:50Z</updated>

		<summary type="html">&lt;p&gt;Pyscen: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox-Applicable-FSVersion&lt;br /&gt;
| FS2020 = unknown&lt;br /&gt;
| FSXI = unknown&lt;br /&gt;
| P3D4 = unknown&lt;br /&gt;
| P3D3 = unknown&lt;br /&gt;
| P3D2 = unknown&lt;br /&gt;
| P3D = unknown&lt;br /&gt;
| FSW = unknown&lt;br /&gt;
| FSXA &amp;amp; FSXSE = true&lt;br /&gt;
| FSX = unknown&lt;br /&gt;
| FS2004 = unknown&lt;br /&gt;
| FS2002 = unknown&lt;br /&gt;
| XP11 = unknown&lt;br /&gt;
| XP10 = unknown&lt;br /&gt;
| XP9 = unknown&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Articles or categories currently tagged as containing content specifically relevant to &#039;&#039;FSX Acceleration Pack&#039;&#039;,  &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
also sold under licence as &#039;&#039;FSX Steam Edition&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;FSX Acceleration&#039;&#039; addon pack extends the functionality of &#039;&#039;FSX&#039;&#039;.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Acceleration&#039;&#039; already includes SP2, (do not attempt to apply SP2 on top of Acceleration).&lt;br /&gt;
&lt;br /&gt;
== Related ==&lt;br /&gt;
=== Internal ===&lt;br /&gt;
* [[Catapult/Arrestor Operations (FSXA)]] - The catapult launch system is designed to simulate a modern catapult assisted take-off from a large flat-decked aircraft carrier.&lt;br /&gt;
* [[Hoist/Sling Operations (FSXA)]] - &lt;br /&gt;
* [[Multiplayer Racing (FSXA)]] - &lt;br /&gt;
* [[Key Mapping (FSXA)]] - Part of this process required re-mapping several keys to other functions.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Temporarily hidden {{Template:Navbox-SDK (FSX)-Related}}   --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== External ===&lt;br /&gt;
&lt;br /&gt;
[[category:General]]&lt;/div&gt;</summary>
		<author><name>Pyscen</name></author>
	</entry>
	<entry>
		<id>http://www.fsdeveloper.com/wiki/index.php?title=Blender2P3D/FSX&amp;diff=11348</id>
		<title>Blender2P3D/FSX</title>
		<link rel="alternate" type="text/html" href="http://www.fsdeveloper.com/wiki/index.php?title=Blender2P3D/FSX&amp;diff=11348"/>
		<updated>2022-12-03T19:03:21Z</updated>

		<summary type="html">&lt;p&gt;Pyscen: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{ambox&lt;br /&gt;
| type  = content&lt;br /&gt;
| imageleft = [[Image:40px-Emblem-Info.png|40px]]&lt;br /&gt;
| imageright = [[Image:Broom icon.jpg|40px]]&lt;br /&gt;
| style = width: 100%; color: black; background:#EFFFB0; font-style: italic&lt;br /&gt;
| text = The current version of the &#039;&#039;&#039;Blender2P3D/FSX&#039;&#039;&#039; addon is &#039;&#039;&#039;v1.0.2&#039;&#039;&#039;.  The &#039;&#039;&#039;Blender2P3D/FSX toolset&#039;&#039;&#039; is an addon for [http://www.blender.org/download/ Blender].|] }}&lt;br /&gt;
[[Category:Tools]]&lt;br /&gt;
[[Category:Blender]]&lt;br /&gt;
[[category:Modeling]]{&lt;br /&gt;
[[Category:Aircraft Design]]&lt;br /&gt;
[[category:Scenery Design]]&lt;br /&gt;
[[Category:Terrain Design]]&lt;br /&gt;
[[Category:Airport Design]]&lt;br /&gt;
[[category:Texturing]]&lt;br /&gt;
[[category:SDK]]&lt;br /&gt;
[[category:Manuals]]&lt;br /&gt;
{{Infobox-Applicable-FSVersion&lt;br /&gt;
| MSFS= false&lt;br /&gt;
| FSXI = false&lt;br /&gt;
| P3D5 = true&lt;br /&gt;
| P3D4 = true&lt;br /&gt;
| P3D3 = true&lt;br /&gt;
| P3D2 = true&lt;br /&gt;
| P3D = true&lt;br /&gt;
| FSXSE = true&lt;br /&gt;
| FSXA = true&lt;br /&gt;
| FSX = true&lt;br /&gt;
| FS2004 = unknown&lt;br /&gt;
| FS2002 = unknown&lt;br /&gt;
| XP11 = unknown&lt;br /&gt;
| XP10 = unknown&lt;br /&gt;
| XP9 = unknown&lt;br /&gt;
}}&lt;br /&gt;
This addon is a continuation of the [[Blender2FSX Toolset manual]] and it incorporates compatibility with the latest API for Blender version v3.x.x and above. The new toolset also features full support of PBR materials for Lockheed Martin&#039;s Prepar3D v4.4 and above, as well as some changes to the interface and file structure of the addon.&lt;br /&gt;
This wiki will help you install and use the new toolset.&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
= Installation =&lt;br /&gt;
== Requirements ==&lt;br /&gt;
* Windows 11 and 10 &lt;br /&gt;
&lt;br /&gt;
* Microsoft Flight Simulator X SDK &#039;&#039;&#039;&#039;&#039;including updates&#039;&#039;&#039; to SP2 or Acceleration&#039;&#039; or&lt;br /&gt;
&lt;br /&gt;
* Lockheed Martin Prepar3D SDK v1.x, v2.x, v3.x, &amp;amp; v4.x (&#039;&#039;FSX Steam Edition should use the Prepar3D SDK v1.x&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
* [http://www.blender.org/download/ Blender] (version: &#039;&#039;&#039;v3.x&#039;&#039;&#039; or above)&lt;br /&gt;
&lt;br /&gt;
Make sure that &#039;&#039;&#039;&#039;&#039;ALL&#039;&#039;&#039; SDKs&#039;&#039; that you are using are installed prior to installing/ activating this Toolset!&lt;br /&gt;
&lt;br /&gt;
== Setup ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:blender2p3dfsx_setup1.jpg&lt;br /&gt;
Image:blender2p3dfsx_setup2.jpg&lt;br /&gt;
Image:blender2p3dfsx_setup3.jpg&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
After downloading the add-on, open Blender 3.x.x and open the Preferences (Edit-&amp;gt;Preferences). Navigate to the &amp;quot;Add-ons&amp;quot; tab and click on &amp;quot;Install...&amp;quot;. &lt;br /&gt;
In the file manager, navigate to where you have downloaded the Toolset file, select it and click on &amp;quot;Install Add-on&amp;quot;. This will extract the content of the zip file to your Blender script folder (by default under %APPDATA%\Blender Foundation\Blender\&amp;lt;version number&amp;gt;\scripts\addons). Next, you need to activate the addon by clicking on the &#039;&#039;check-mark&#039;&#039; next to &amp;quot;3DView: P3D/FSX Toolset&amp;quot;. That should enable the addon and the various panels and properties. Close the Preferences window.&lt;br /&gt;
&lt;br /&gt;
To ensure that the addon was correctly installed, press &amp;quot;N&amp;quot; on your keyboard while the mouse pointer is in one of the main viewports. This should open the main panels of the addon under the tab named &amp;quot;P3D/FSX&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
= Using the Tools =&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
[[Image:Blender2p3dfsx setup4.jpg|thumb|right|P3D/FSX Toolset panels]]&lt;br /&gt;
Once installed, the Blender2P3D/FSX toolset will append the list of toolkit panels in your viewport. Press &amp;quot;N&amp;quot; to open or close the list of tools. There will be a new entry named &amp;quot;P3D/FSX&amp;quot;, which gives access to the tools of this addon. The different tools are organized in different panels, which are grouped by function.&lt;br /&gt;
The addon adds object properties to the scene. These properties are for instance the references to the various SDKs you can utilize or object properties like attached animations or scenery properties. &lt;br /&gt;
Furthermore, the addon will append the material parameters by P3D or FSX specific parameters.&lt;br /&gt;
Lastly, the addon extends the exporter capabilities and allows you to export your scene to an x-file format and from there calls XToMdl.exe to generate a Prapar3D/Flight Simulator X compatible 3d model.&lt;br /&gt;
&lt;br /&gt;
== Setting up your scene ==&lt;br /&gt;
To ensure that your 3d asset export properly to Prepar3D or Flight Simulator X, you must make sure to prepare and configure the Blender scene. To get started, open the toolset panels by pressing &amp;quot;N&amp;quot; on your keyboard with the main viewport in focus. This will open a list of panels you have currently activated in your Blender configuration. Click on the tab &amp;quot;P3D/FSX&amp;quot; to bring up the panels of the Blender2P3D/FSX toolset.&lt;br /&gt;
=== Configure the SDK ===&lt;br /&gt;
Firstly, go to the &#039;&#039;P3D/FSX Toolset Settings&#039;&#039; and select which SDK you would like to utilize. If &amp;quot;Auto Detect SDK path&amp;quot; is enabled, simply click on &amp;quot;Initialize the SDK&amp;quot;. The addon will then look up the file paths of the SDK in the Windows registry. This method should work in 99% of the cases, however, if the Addon cannot find the file paths, you can also use the &#039;&#039;Manually Find ModelDef file&#039;&#039; option to set up the path.&lt;br /&gt;
Please note that it is necessary to initialize the SDK every time you restart Blender, or load a new scene. This way you ensure that all entries of the modeldef.xml are properly loaded into Blender.&lt;br /&gt;
&lt;br /&gt;
=== Configure the scene ===&lt;br /&gt;
In order for your 3d asset to export properly, you have to ensure that both a GUID and a friendly name are assigned to your scene. To do so, open the &#039;&#039;P3D/FSX File Properties&#039;&#039; panel and type the friendly name in the first edit box. You can use the button &#039;&#039;Generate GUID&#039;&#039; to automatically generate a valid GUID for your scene. Alternatively, you can generate the GUID externally and copy and paste the string into the GUID edit box.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
== Scenery properties ==&lt;br /&gt;
[[image:Blender2P3DFSX Scenery.jpg|thumb|right|Scenery tool of the Blender2P3D/FSX addon.]]&lt;br /&gt;
[feel free to enter the information here.]&lt;br /&gt;
&lt;br /&gt;
=== Quicksave information ===&lt;br /&gt;
With the latest update of the toolkit, you&#039;ll be able to quicksave the location data of your scene. To do so, go to the &#039;&#039;Load/Save scenery data&#039;&#039; section, enter a location name and click on &#039;&#039;Add Location&#039;&#039;. This will save all settings of latitude, longitude, etc. into an XML file on your hard drive. To recall any of those previously saved datasets, click on &#039;&#039;Load Location&#039;&#039;, to open a list of names of previously saved locations. Select the location you wish to load and click on &#039;&#039;LOAD&#039;&#039;. This will populate all fields of the Scenery Tools with those from the XML file.&lt;br /&gt;
&lt;br /&gt;
Note that there is currently no interface to remove entries from the list. But if you&#039;d like to edit or update your quick-save list, you can find the XML file in the following location:&lt;br /&gt;
%APPDATA%\Blender Foundation\Blender\&amp;lt;version number&amp;gt;\config\p3d_locations.xml&lt;br /&gt;
&lt;br /&gt;
The addon will try to load the XML file whenever you initialize the SDK (see [[https://www.fsdeveloper.com/wiki/index.php?title=Blender2P3D/FSX#Setting_up_your_scene Setting up your scene]]). There will be a warning message in the system console of Blender if the file wasn&#039;t found on your hard drive. You can safely ignore this warning if you don&#039;t use this feature of the toolset.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Animations ==&lt;br /&gt;
[[Image:Blender2p3dfsx animation tool.jpg|thumb|left|The Animation tool of the Blender2P3D/FSX toolset.]]&lt;br /&gt;
To register an animation for a P3D/FSX asset, open the &#039;&#039;P3D/FSX Animation Tool&#039;&#039; panel. You will be presented with a list of animations, as found in the modeldef.xml file. To assign an animation to a selected object, choose it from the list and click on &#039;&#039;Assign&#039;&#039;. You can use the search function to filter the list for certain keywords, click on the little arrow on the bottom of the list to expose the search bar.&lt;br /&gt;
[[Image:Blender2p3dfsx object properties.jpg|thumb|right|Object properties for the Blender2P3D/FSX toolset.]]&lt;br /&gt;
Once an animation has been assigned, make sure to enter an animation length in the object&#039;s properties as well. Open the objects properties panel and scroll to the &#039;&#039;P3D/FSX Properties&#039;&#039; section. Here, you&#039;ll find the properties of the attached animation as well as a list of all utilized attachpoints for that object.&lt;br /&gt;
You can also delete an animation by clicking on the &#039;&#039;Clear&#039;&#039; button.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Attachpoints ==&lt;br /&gt;
Open the Attach Tool to access the various options for attachpoints. You can activate or deactivate a number of different functions by clicking on the corresponding buttons in the list. The buttons turn blue when active. Don&#039;t forget to assign the selected attachpoint and its parameters to an object by selecting the object in the scene and clicking on &#039;&#039;Attach&#039;&#039; on the bottom of the panel.&lt;br /&gt;
To see what attachpoints are active for any given object in the scene, select the object and open the object properties. Under &#039;&#039;P3D/FSX Properties&#039;&#039;, you&#039;ll find a list of all attachpoints under the animation properties for the selected object.&lt;br /&gt;
=== Effects ===&lt;br /&gt;
[[Image:Blender2P3DFSX attach effect.jpg|thumb|left|Attachpoint properties for effects.]]&lt;br /&gt;
To attach an effect to an object in your scene, click on the &#039;&#039;Effect&#039;&#039; button in the P3D/FSX Attach Tool panel. This will extend the panel and allow you to specify the parameters of the effect you&#039;d like to attach.&lt;br /&gt;
* &#039;&#039;&#039;Name&#039;&#039;&#039;: set an attachpoint name for the object.&lt;br /&gt;
* &#039;&#039;&#039;Effect&#039;&#039;&#039;: type the filename of the effect you would like to attach to the object.&lt;br /&gt;
* &#039;&#039;&#039;Param&#039;&#039;&#039;: define paramters for the effect. Those can be, for instance, conditions for the effect to trigger. Refer to the P3D/FSX SDK for more information on valid syntax for this field.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
=== Visibility ===&lt;br /&gt;
[[Image:Blender2P3DFSX attach visibility.jpg|thumb|left|Attachpoint properties for visibility.]]&lt;br /&gt;
Add a visibility tag to the selected object by clicking on &#039;&#039;Visibility&#039;&#039; on the P3D/FSX Attach Tool panel. This will open a list of available visibility tags, which you can attach to a selected object in the scene using the &amp;quot;Attach&amp;quot; button.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== MouseRect ===&lt;br /&gt;
[[Image:attach mouserect.jpg|thumb|left|Attachpoint properties for mouserects.]]&lt;br /&gt;
To add a mouserect to the selected object in the scene, click on &#039;&#039;Mouse Rect&#039;&#039;. This will reveal a dropdown list of all available mouserects, as defined in the modeldef.xml file.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
=== Platform ===&lt;br /&gt;
[[Image:Blender2P3DFSX attach platform.jpg|thumb|left|Attachpoint properties for platforms.]]&lt;br /&gt;
You can define an object as a &amp;quot;platform&amp;quot; by activating &#039;&#039;Platform&#039;&#039; in the P3D/FSX Attach Tool panel. Make sure to select a surface property for the platform in the dropdown list.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
=== No Crash ===&lt;br /&gt;
Enable the no crash flag for the selected object in the scene by clicking on &#039;&#039;No Crash&#039;&#039; in the P3D/FSX Attach Tool panel.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
=== Empty ===&lt;br /&gt;
[[Image:Blender2P3DFSX attach empty.jpg|thumb|left|Attachpoint properties for empty attachpoints.]]&lt;br /&gt;
You can also attach an empty attachpoint to an object in the scene by clicking on &#039;&#039;Empty&#039;&#039; in the P3D/FSX Attach Tool panel. This will enable you to assign a name for the attachpoint. These empty attachpoints can be used for instance to create various equipment for aircraft carriers. Simply assign one of the keywords to the object to trigger the wanted behavior of the object. Valid names are:&lt;br /&gt;
*attachpt_catapult_start_n,&lt;br /&gt;
*attachpt_catapult_end_n,&lt;br /&gt;
*attachpt_blast_shield_n,&lt;br /&gt;
*attachpt_runway_start,&lt;br /&gt;
*attachpt_runway_end,&lt;br /&gt;
*attachpt_runway_edg,&lt;br /&gt;
*attachpt_cable_n_1,&lt;br /&gt;
*attachpt_cable_n_2.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Material parameters ==&lt;br /&gt;
{{ambox&lt;br /&gt;
| type  = content&lt;br /&gt;
| imageleft = [[Image:40px-Emblem-Info.png|40px]]&lt;br /&gt;
| imageright = [[Image:Broom icon.jpg|40px]]&lt;br /&gt;
| style = width: 100%; color: black; font-weight: bold; background:#EFFFB0; font-style: italic&lt;br /&gt;
| text  = &amp;lt;small&amp;gt;Please note that you should re-initialize your material if you are updating a scene from an older version of the Blender2P3D/FSX toolset. To do so, select your preferred option in the dropdown for the material mode selection. &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The P3D/FSX Blender toolset will extend the material properties to include flight simulator-specific parameters. Make sure to carefully go through the list of properties to make sure that your material is ready for export.&lt;br /&gt;
The most fundamental parameter is the main material mode. You can choose between &amp;quot;PBR Material&amp;quot;, &amp;quot;Specular Material&amp;quot; and &amp;quot;Disabled&amp;quot;. Note that any material with the mode being set to &amp;quot;disabled&amp;quot; will be skipped during the export process. Also, note that the PBR material is only available for models used in Prepar3D version 4.4 or higher. Therefore, if you are preparing a model for FSX or older versions of Prepar3d, make sure to have the material mode set to the Specular workflow.&lt;br /&gt;
&lt;br /&gt;
The P3D/FSX Blender toolset is making use of Blender&#039;s node tree and as a result, it is important that your materials comply with the conventions of the addon&#039;s exporter. Whenever you change between different material modes, a script will automatically replace the current node tree with one that is compatible with the chosen material mode. This means that currently, you will have to re-assign all textures every time you change the material mode!&lt;br /&gt;
&lt;br /&gt;
When assigning a new texture to any of the slots, a script will check if the texture is of the DDS format and if so, set up the node tree with a WYSIWYG representation of the simulator&#039;s shader. To do this, the addon will perform these two steps:&lt;br /&gt;
1. vertically flipping the UV for the texture node&lt;br /&gt;
2. reversing the red-in-alpha action for the normal map, meaning you can input a P3D/FSX conform normal map and it&#039;ll show up correctly in Blender.&lt;br /&gt;
&lt;br /&gt;
The new material handling also incorporates the detail map in the node tree and synchronizes the scaling of the detail map with the settings made in the Blender2P3D/FSX material panel.&lt;br /&gt;
&lt;br /&gt;
When exporting your scene, the exporter will run an analysis on all materials to extract the texture information. This is done in two ways, by checking what texture nodes connect to the relevant input nodes and by looking for specific node names. This way, it is possible to modify the node tree in Blender while retaining the ability to export the materials properly. The texture paths are searched for in the following manner:&lt;br /&gt;
1. Check if the (new) texture slots in the material panel are populated and use those if found.&lt;br /&gt;
2. If not, check the relevant input socket of the BSDF Principled shader node&lt;br /&gt;
3. follow all the links from that node and create a list of texture image nodes&lt;br /&gt;
4. if there are more than one texture image nodes directly or indirectly connected to the input socket, check the name of both and see if it matches&lt;br /&gt;
5. if there are NO texture image nodes connected to the input socket, search through ALL the texture image nodes of the graph, and check if the name matches.&lt;br /&gt;
&lt;br /&gt;
On the creation of the node tree, the texture image nodes will be given their corresponding names. Those are:&lt;br /&gt;
&amp;quot;diffuse&amp;quot; for the diffuse/albedo texture&lt;br /&gt;
&amp;quot;specular&amp;quot; for the specular texture&lt;br /&gt;
&amp;quot;metallic&amp;quot; for the metallic/smoothness/ao texture&lt;br /&gt;
&amp;quot;emissive&amp;quot; for the emissive/lightmap texture&lt;br /&gt;
&amp;quot;normal&amp;quot; for the normal/bump map texture&lt;br /&gt;
&amp;quot;clear-coat&amp;quot; for the amount/smoothness/normal x-component/normal y-component&lt;br /&gt;
&lt;br /&gt;
I suggest not deleting any of those texture nodes, in case you&#039;ll need them at a later stage. If you don&#039;t want a certain texture map to show up on your model, just disconnect the corresponding link.&lt;br /&gt;
&lt;br /&gt;
By default, the emissive image texture is not connected to anything. If you want to see the effects of your lightmap on the model in Blender, simply link the texture node with the input socket labeled &amp;quot;Emission&amp;quot;/&amp;quot;Emissive Color&amp;quot;. Note that the emissive map doesn&#039;t have to be linked with the base shader node in order for the lightmap texture to be found by the exporter!&lt;br /&gt;
&lt;br /&gt;
=== PBR Material mode ===&lt;br /&gt;
[[Image:Pbr shader.jpg|thumb|right|The node tree for PBR material.]]&lt;br /&gt;
When you switch to the PBR Material mode, the node tree will be populated with a &amp;quot;BSDF Principled&amp;quot; node and a number of nodes that are linked up with the principled&#039;s input sockets. You can revise the material at any point by removing nodes or links. You can also add logic blocks between existing links and observe the effects in the viewport. Keep in mind, however, that those types of changes will have no effect on the model when you export it to Prepar3D.&lt;br /&gt;
&lt;br /&gt;
==== Albedo/Diffuse Map ====&lt;br /&gt;
The Albedo/Diffuse map uses the &amp;quot;Base Color&amp;quot; input socket of the BSDF Principled node. By default, the Alpha channel of the texture node is linked with the Alpha input socket of the BSDF node. For all opaque materials, this should have no effect, but for transparent materials, it is important that the link remains.&lt;br /&gt;
&lt;br /&gt;
It is possible to modify the node tree to display the Ambient Occlusion channel of the metallic texture. To do that, add a &amp;quot;MixRGB&amp;quot; node to the node tree and switch the blend mode to &amp;quot;multiply&amp;quot;. Next, connect the Color channel from the albedo texture node to input Color1 of the mixRGB node, and connect the green channel (&amp;quot;G&amp;quot;) from the &amp;quot;separate RGB&amp;quot; node of the metallic node to the Color2 input of the mixRGB node. Lastly, connect the output of the mixRGB node to the Base Color input of the BSDF Principled Shader node.&lt;br /&gt;
&lt;br /&gt;
Make sure to disable Ambient occlusion in the scene render settings to not over-saturate the shading.&lt;br /&gt;
&lt;br /&gt;
==== Metallic Map ====&lt;br /&gt;
The metallic texture consists of three channels. The red channel represents the &amp;quot;metallicness&amp;quot; of the material, the alpha channel the &amp;quot;smoothness&amp;quot; and the green channel can contain an ambient occlusion map. Since Blender is using &amp;quot;roughness&amp;quot; rather than &amp;quot;smoothness&amp;quot;, it is necessary to invert the alpha channel of the metallic texture before plugging it into the BSDF Principled node. This is already done for you within Blender&#039;s shading editor (sometimes called the node editor) when you set up the material for PBR.&lt;br /&gt;
&lt;br /&gt;
Please note that the color space of the metallic node should be changed to &amp;quot;non-color&amp;quot;, once you assigned a texture to the node.&lt;br /&gt;
&lt;br /&gt;
By default, the AO map is omitted, see above if you want to display it in your scene.&lt;br /&gt;
&lt;br /&gt;
Note that for Prepar3Dv5, you can provide a reflection map in the blue channel of the metallic map, however, this channel won&#039;t be displayed in Blender. If you use the reflective channel, make sure to tick the &amp;quot;Metallic map has reflection&amp;quot; in the Metallic properties of the material.&lt;br /&gt;
&lt;br /&gt;
==== Clear Coat Map ====&lt;br /&gt;
The Clear Coat map is comprised of 2 or 3 textures that are packed in the channels within a single RGB or RGBA texture. The 2 required textures in a Clear coat map are the &amp;quot;Amount&amp;quot; and &amp;quot;Smoothness&amp;quot;. The 3rd, optionally, is the Clear Coat Normal map.  The Clear Coat map should not be used with any material that is metallic material. The Clear Coat map should be used on materials that are to appear as if they have been waxed or lacquered (such as automobiles, fine leather, and also, Banners).&lt;br /&gt;
&lt;br /&gt;
The Red Channel of the clear coat is the &amp;quot;Amount&amp;quot; of the clear coat (0.00 to 1.0). Pure black (matte) is represented as 0.00, pure white is 1.0 (maximum amount). In other words, this is the amount of wax or lacquer on the material.&lt;br /&gt;
&lt;br /&gt;
The Green Channel is the &amp;quot;Smoothness&amp;quot; of the Clear Coat. This is also represented as 0.00 to 1.0. Pure black is 0.00 and pure white is 1.0 (maximum smoothness) and gives you the maximum reflection.&lt;br /&gt;
&lt;br /&gt;
The numerical values for the &amp;quot;Amount&amp;quot; and &amp;quot;Smoothness&amp;quot; are for &amp;quot;baking&amp;quot; and procedural texture purposes.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; Within the Shading Editor in Blender (sometimes called the Node Editor), the &amp;quot;Smoothness&amp;quot; map (in the green channel) is being &amp;quot;inverted&amp;quot;. This is because Blender is looking for a &amp;quot;Roughness&amp;quot; map and P3D requires a &amp;quot;Smoothness&amp;quot; map. Using the &amp;quot;Smoothness&amp;quot; texture that is contained in the &amp;quot;Metallic&amp;quot; map will most likely not give you the &amp;quot;look&amp;quot; you were hoping for.&lt;br /&gt;
&lt;br /&gt;
The Clear Coat Normal map (placed in the Blue and Alpha Channels) consists of the x- and y-components of a standard normal map. The x-component (within a standard normal map, it&#039;s in the red Channel) is placed in the Blue channel.  The y-component (within a standard normal map, it&#039;s in the green channel) is placed in the Alpha Channel.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; Just like the Normal map used in P3D, the Clear Coat normal map is in the DirectX format, not OpenGL format  Be aware when &amp;quot;baking&amp;quot; within Blender, the OpenGL Format is used when creating normal maps.  &lt;br /&gt;
&lt;br /&gt;
=== Specular Material mode ===&lt;br /&gt;
[[Image:Specular shader.jpg|thumb|right|The node tree for specular material.]]&lt;br /&gt;
If you select &amp;quot;Specular Material&amp;quot; as the P3D/FSX material mode, the current node tree is removed and replaced. The main shader node will now be an &amp;quot;Eevee Specular&amp;quot; node. The node tree will be populated in a way that most closely represents the shader mechanics of FSX/P3D and all you need to do is add your texture files to the various texture image nodes. As with the PBR node tree, you can modify the Specular node tree in any way you wish - as long as the original Texture image nodes and the Eevee Specular node remain, the exporter will be able to pick up the correct texture paths.&lt;br /&gt;
&lt;br /&gt;
Please note that since it is a node specifically designed for the Eevee render engine, material created in this way won&#039;t render properly if you switch the viewport render mode to &amp;quot;Cycles&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
=== Normal maps for PBR and Specular material ===&lt;br /&gt;
Prepar3D and FSX use a non-standard approach to rendering normal maps and we took the approach on board when developing the node tree for the P3D/FSX material. If you&#039;re using non-DDS files (.PSD, .tga, .png, etc), the shader is set up in an industry-standard way, with the color node of the normal texture node being plugged indirectly into the normal map node of the graph. However, if you&#039;re using DDS files, the addon will change the node tree in a way that reflects the sim as closely as possible by reversing the mandatory red-in-alpha.&lt;br /&gt;
&lt;br /&gt;
Please note that the color space of the normal map will now automatically be changed to &amp;quot;non-color&amp;quot;, once you assigned a texture to the normal map slot.&lt;br /&gt;
&lt;br /&gt;
The legacy NVidia Photoshop plug-in, GIMP plug-in, and the SDK&#039;s Imagetool (FSX and P3D) all use the DirectX format for Normal maps. The latest NVidia plug-in, along with the standalone application, uses the OpenGL Format when creating Normal maps.  Most Normal maps &amp;quot;ready-made&amp;quot; can be changed to the DirectX format by inverting or flipping the &#039;y&#039;-component of the Normal map, however, go with what &amp;quot;looks&amp;quot; correct to you.&lt;br /&gt;
&lt;br /&gt;
=== Environment/Reflection map ===&lt;br /&gt;
Oppose to P3D, Blender is using a global reflection map in conjunction with reflective materials. Depending on your requirements, it might be necessary for you to utilize different reflection maps for different materials. To accommodate this, you can link any reflection map to any material, using the Parameter &amp;quot;Reflection map&amp;quot; under the P3D/FSX material properties. However, any change to the file or file path will not change anything about how reflections are presented in Blender.&lt;br /&gt;
If you would like to get an idea of how your reflection map works with your other material settings, you can manually change Blender&#039;s global reflection map. To do so, open the &amp;quot;World Properties&amp;quot; and under &amp;quot;Surface-&amp;gt;Color&amp;quot;, select &amp;quot;Environment Texture&amp;quot; as a new source for the world reflection map and navigate to your texture. Don&#039;t forget to change the render mode to &amp;quot;Viewport Shading&amp;quot;. Please note that changes to the world properties won&#039;t be taken into account when exporting your model to &amp;quot;.X&amp;quot; or &amp;quot;.MDL&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
=== Transparency ===&lt;br /&gt;
If you&#039;re working with PBR material, switching your material to transparent is simple. In the P3D/FSX material settings change the &amp;quot;Render mode&amp;quot; to &amp;quot;Masked&amp;quot;. The transparency value is taken from the Alpha channel of the Albedo texture node and will be visualized in the viewport. Note that switching from &amp;quot;Opaque&amp;quot; to &amp;quot;Masked&amp;quot; will also enable Backface culling by default, this is simply done for your convenience, but you can switch it off at any time with no effect on the P3D/FSX model itself.&lt;br /&gt;
&lt;br /&gt;
Transparency for Specular material is currently not automated in this way, so any changes to the &amp;quot;Framebuffer Blend&amp;quot; properties of the material will have no effect on how the model is displayed in Blender. These values are, however, taken into consideration when you export your model and should work as expected.&lt;br /&gt;
&lt;br /&gt;
= Exporting to .X/.MDL =&lt;br /&gt;
[[Image:Blender2P3DFSX Export1.jpg|thumb|Export options of the Blender2P3D/FSX toolset.]]&lt;br /&gt;
An essential element of the Blender2P3D/FSX toolset is the ability to export a Blender scene directly into the .mdl format. You can access the exporter by clicking on File-&amp;gt;Export-&amp;gt;DirectX for P3D/FSX (.X/.MDL). This will open the export dialog. On the right side of the window, you can choose various options for the export. Don&#039;t forget to enter a valid filename on the bottom of the screen before pressing &amp;quot;Export P3D/FSX .X file&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Note: I recommend opening the Blender console before starting the export process. At the moment the exporter won&#039;t give you any visual feedback on whether it&#039;s running or not, so checking on the console helps to make sure that everything is working smoothly. The console can be accessed through Window-&amp;gt;Toggle System Console.&lt;br /&gt;
&lt;br /&gt;
== Exporter options ==&lt;br /&gt;
&#039;&#039;&#039;Export only current selection&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
If this option is active, only the elements of your scene that are currently selected will be exported. This can be useful if you want to quickly check certain parts of the scene, without exporting everything at once.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Apply all modifiers&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
If this option is selected, every object in the scene will have its modifiers applied before being encoded into the .X file. It is important to have this option enabled, otherwise your model might not be displayed correctly in the sim.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Export animations and LOD&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
To make sure that the animations and LODs are being exported, this option should be enabled.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Skinned mesh&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
If there are any skinned meshes in you scene, make sure to enable this option. Otherwise, the skinned mesh animations are being omitted.&amp;lt;br/&amp;gt; &lt;br /&gt;
&#039;&#039;&#039;Export MDL&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
If this option is selected, the exporter will automatically call the XToMdl.exe converter once the .x file is written. Enable this option to export directly into the Prapar3D/FSX compatible 3d model format.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Create XML Scenery placement for this MDL&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
If this option is selected, the exporter will create an XML file that has all the scenery export information such as &#039;&#039;coordinates (latitude, longitude, altitude, pitch, bank, heading)&#039;&#039; and the &#039;&#039;scenery complexity&#039;&#039; of the scenery objects/model to be exported (by default &#039;&#039;Scenery Complexity = Normal&#039;&#039;). Then, it will convert the created &amp;quot;.MDL&amp;quot; format file into &amp;quot;.BGL&amp;quot; format file which then can be used directly in the simulator.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Create Sample XML Scenery Placement&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
If this option is selected, the exporter will create a SAMPLE XML file to show the developer how the scenery xml file should be written. &#039;&#039;Remember to only select this option if you wish to create the &amp;quot;.BGL&amp;quot; file manually/by your own&#039;&#039;.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Log File&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
If this option is checked, a log file will be generated in the same folder you export your scene to. The log file is a simple text file with the friendly name of the model [ex. Hangar_(date)_(time)_log.txt]. It can contain valuable information on the export progress if something goes wrong.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Use BMP&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
If selected, all texture filenames will be changed to &amp;lt;filename&amp;gt;.bmp.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Export process ==&lt;br /&gt;
The exporter will generate an .X file and - if selected - a .xanim file, which will hold the geometric information of your model, as well as the specs of your materials. Some of the properties of the model will be taken directly from the Blender scene, whereas some properties come from the custom properties that the Blender2P3D/FSX addon adds to objects and materials.&lt;br /&gt;
&lt;br /&gt;
The following list describes the operation of the exporter step-by-step.&lt;br /&gt;
# &#039;&#039;&#039;Collecting object Information&#039;&#039;&#039;&amp;lt;!--&lt;br /&gt;
 --&amp;gt;&amp;lt;p&amp;gt;The exporter will first go through the hierarchy of the scene and generate a list of exportable objects. Those objects are meshes, bones, and empty object(s) if they have anything attached to it. The exporter will also check if the SDK was initialized, a modeldef.xml was found, and if the scene contains a valid GUID and friendly name. If &amp;quot;&#039;&#039;Export Animations&#039;&#039;&amp;quot; was enabled in the export dialog, a list will be generated that contains information on every part that has an animation tag assigned to it.&amp;lt;/p&amp;gt;&lt;br /&gt;
# &#039;&#039;&#039;Writing the header&#039;&#039;&#039;&amp;lt;!--&lt;br /&gt;
 --&amp;gt;&amp;lt;p&amp;gt;The header of the .x file contains templates for mesh and material information. Since P3D and FSX models differ slightly, the templates are being written depending on the selected SDK.&amp;lt;/p&amp;gt;&lt;br /&gt;
# &#039;&#039;&#039;Outline of the scene&#039;s hierarchy&#039;&#039;&#039;&amp;lt;!--&lt;br /&gt;
 --&amp;gt;&amp;lt;p&amp;gt;The exporter will write a quick outline of the scene&#039;s objects into the .X file. This outline has no function but is informative to anyone who needs to debug any errors during the export.&amp;lt;/p&amp;gt;&lt;br /&gt;
# &#039;&#039;&#039;Writing scene information&#039;&#039;&#039;&amp;lt;!--&lt;br /&gt;
 --&amp;gt;&amp;lt;p&amp;gt;Next, the exporter will go through the list of eligible objects and encode the geometric information. This includes the position of the vertices, a list of polygons, mesh normals for each vertex, and UV coordinates.&amp;lt;/p&amp;gt;&lt;br /&gt;
## &#039;&#039;&#039;Analyzing mesh materials&#039;&#039;&#039;&amp;lt;!--&lt;br /&gt;
 --&amp;gt;&amp;lt;p&amp;gt;For each material, the exporter will analyze the node tree to find the relevant image texture nodes. If an image texture node cannot be found, or if the filename is empty, the corresponding texture type will be skipped by the exporter.&amp;lt;/p&amp;gt;&lt;br /&gt;
## &#039;&#039;&#039;Writing mesh material&#039;&#039;&#039;&amp;lt;!--&lt;br /&gt;
 --&amp;gt;&amp;lt;p&amp;gt;Once all data is collected, the material properties are being encoded in the .x file.&amp;lt;/p&amp;gt;&lt;br /&gt;
#&#039;&#039;&#039;Writing Animations&#039;&#039;&#039;&amp;lt;!--&lt;br /&gt;
 --&amp;gt;&amp;lt;p&amp;gt;If &amp;quot;&#039;&#039;Export animations and LODs&#039;&#039;&amp;quot; has been selected in the exporter window, a .xanim file is generated, which contains the animation data for all animated objects.&amp;lt;/p&amp;gt;&lt;br /&gt;
#&#039;&#039;&#039;Converting to MDL&#039;&#039;&#039;&amp;lt;!--&lt;br /&gt;
 --&amp;gt;&amp;lt;p&amp;gt;If &amp;quot;&#039;&#039;Export MDL&#039;&#039;&amp;quot; has been selected in the exporter window, the exporter will execute the XToMdl.exe of the selected SDK. The Blender system console will show the progress during this step of the export, however, note that the output is currently not logged in the log file that is generated by the exporter. If there is an issue with the .X file, or if the XToMdl.exe couldn&#039;t be found, an error will be shown in the Blender window.&amp;lt;/p&amp;gt;&lt;br /&gt;
#&#039;&#039;&#039;Export BGL&#039;&#039;&#039;&amp;lt;!--&lt;br /&gt;
 --&amp;gt;&amp;lt;p&amp;gt;BGL is a scenery file format that is being used in Flight Simulator. If &amp;quot;&#039;&#039;Create XML Scenery placement for this MDL&#039;&#039;&amp;quot; has been selected in the exporter window, the created .MDL format file will run through an application called bglcomp [which is an in-build application that comes with the Software Development (Kit)] to create the Flight Simulator use .BGL format file. This BGL format file can be used directly in the simulator later.&amp;lt;/p&amp;gt; &lt;br /&gt;
&lt;br /&gt;
If the export was successful, you&#039;ll find the .X and the .MDL file in the selected folder, ready to be imported into P3D/FSX.&lt;br /&gt;
&lt;br /&gt;
Please note that the exporter currently does not optimize your model! If you want to improve on the performance of your 3d asset, it is recommended to join all parts that share a material but don&#039;t have an animation or attachpoint assigned to it. Also note that the export process takes a long time to complete, please have the system console open to check up on the progress of the export.&lt;br /&gt;
&lt;br /&gt;
= Credits and license =&lt;br /&gt;
The addon in its current version is the hard work of many members of the fsdeveloper.com forum. The original FSX2Blender addon was developed by:&lt;br /&gt;
[https://www.fsdeveloper.com/forum/members/capt_x.6562/ Felix Owono-Ateba], [https://www.fsdeveloper.com/forum/members/ronh.1886/ Ron Haertel], [https://www.fsdeveloper.com/forum/members/krispy1001.11839/ Kris Pyatt] (2017) and [https://www.fsdeveloper.com/forum/members/manochvarma-raman.16466/ Manochvarma Raman] (2018)&lt;br /&gt;
This current incarnation of the addon uses most of the original algorithms, but with an updated UI and compatibility for Blender v2.8.x. Parts of the original exporter script have been rewritten to accommodate Blender&#039;s new material workflow and to add PBR support to the addon (P3D v4.4+ only). This work was done 2019/2020 by [https://www.fsdeveloper.com/forum/members/vitus.2026/ Otmar Nitsche]. Further additions to the material workflow were added by [https://www.fsdeveloper.com/forum/members/dave-hoeffgen.14361/ David Hoeffgen] in 2020.  The UI and the Clear Coat map components (P3D v5) were updated/ added for Blender v3.x.x by [https://www.fsdeveloper.com/forum/members/dave_w.16881/ Dave_W] &amp;amp; [https://www.fsdeveloper.com/forum/members/pyscen.1491/ Doug A] in November 2022.&lt;br /&gt;
&lt;br /&gt;
Special thanks go to [https://www.fsdeveloper.com/forum/members/arno.1/ Arno Gerretsen] and [https://www.fsdeveloper.com/forum/members/spotlope.39/ Bill Womack] for their input during the development and testing of the addon.&lt;br /&gt;
&lt;br /&gt;
The software is licensed under [http://www.gnu.org/licenses/gpl-3.0.html GNU General Public License (GNU-GPL-3)]. Feel free to use it as you see fit, both for freeware and commercial projects. If you have suggestions for changes, use the forum. If you would like to get involved in the development of the addon, contact any of the authors mentioned above to coordinate the effort.&lt;/div&gt;</summary>
		<author><name>Pyscen</name></author>
	</entry>
	<entry>
		<id>http://www.fsdeveloper.com/wiki/index.php?title=Blender2P3D/FSX&amp;diff=11347</id>
		<title>Blender2P3D/FSX</title>
		<link rel="alternate" type="text/html" href="http://www.fsdeveloper.com/wiki/index.php?title=Blender2P3D/FSX&amp;diff=11347"/>
		<updated>2022-12-03T19:02:04Z</updated>

		<summary type="html">&lt;p&gt;Pyscen: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{ambox&lt;br /&gt;
| type  = content&lt;br /&gt;
| imageleft = [[Image:40px-Emblem-Info.png|40px]]&lt;br /&gt;
| imageright = [[Image:Broom icon.jpg|40px]]&lt;br /&gt;
| style = width: 100%; color: black; background:#EFFFB0; font-style: italic&lt;br /&gt;
| text = The current version of the &#039;&#039;&#039;Blender2P3D/FSX&#039;&#039;&#039; addon is &#039;&#039;&#039;v1.0.2&#039;&#039;&#039;.  The &#039;&#039;&#039;Blender2P3D/FSX toolset&#039;&#039;&#039; is an addon for [http://www.blender.org/download/ Blender].|] }}&lt;br /&gt;
[[Category:Tools]]&lt;br /&gt;
[[Category:Blender]]&lt;br /&gt;
[[category:Modeling]]{&lt;br /&gt;
[[Category:Aircraft Design]]&lt;br /&gt;
[[category:Scenery Design]]&lt;br /&gt;
[[Category:Terrain Design]]&lt;br /&gt;
[[Category:Airport Design]]&lt;br /&gt;
[[category:Texturing]]&lt;br /&gt;
[[category:SDK]]&lt;br /&gt;
[[category:Manuals]]&lt;br /&gt;
{{Infobox-Applicable-FSVersion&lt;br /&gt;
| MSFS= false&lt;br /&gt;
| FSXI = false&lt;br /&gt;
| P3D5 = true&lt;br /&gt;
| P3D4 = true&lt;br /&gt;
| P3D3 = true&lt;br /&gt;
| P3D2 = true&lt;br /&gt;
| P3D = true&lt;br /&gt;
| FSW = unknown&lt;br /&gt;
| FSX SE = true&lt;br /&gt;
| FSXA = true&lt;br /&gt;
| FSX = true&lt;br /&gt;
| FS2004 = unknown&lt;br /&gt;
| FS2002 = unknown&lt;br /&gt;
| XP11 = unknown&lt;br /&gt;
| XP10 = unknown&lt;br /&gt;
| XP9 = unknown&lt;br /&gt;
}}&lt;br /&gt;
This addon is a continuation of the [[Blender2FSX Toolset manual]] and it incorporates compatibility with the latest API for Blender version v3.x.x and above. The new toolset also features full support of PBR materials for Lockheed Martin&#039;s Prepar3D v4.4 and above, as well as some changes to the interface and file structure of the addon.&lt;br /&gt;
This wiki will help you install and use the new toolset.&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
= Installation =&lt;br /&gt;
== Requirements ==&lt;br /&gt;
* Windows 11 and 10 &lt;br /&gt;
&lt;br /&gt;
* Microsoft Flight Simulator X SDK &#039;&#039;&#039;&#039;&#039;including updates&#039;&#039;&#039; to SP2 or Acceleration&#039;&#039; or&lt;br /&gt;
&lt;br /&gt;
* Lockheed Martin Prepar3D SDK v1.x, v2.x, v3.x, &amp;amp; v4.x (&#039;&#039;FSX Steam Edition should use the Prepar3D SDK v1.x&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
* [http://www.blender.org/download/ Blender] (version: &#039;&#039;&#039;v3.x&#039;&#039;&#039; or above)&lt;br /&gt;
&lt;br /&gt;
Make sure that &#039;&#039;&#039;&#039;&#039;ALL&#039;&#039;&#039; SDKs&#039;&#039; that you are using are installed prior to installing/ activating this Toolset!&lt;br /&gt;
&lt;br /&gt;
== Setup ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:blender2p3dfsx_setup1.jpg&lt;br /&gt;
Image:blender2p3dfsx_setup2.jpg&lt;br /&gt;
Image:blender2p3dfsx_setup3.jpg&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
After downloading the add-on, open Blender 3.x.x and open the Preferences (Edit-&amp;gt;Preferences). Navigate to the &amp;quot;Add-ons&amp;quot; tab and click on &amp;quot;Install...&amp;quot;. &lt;br /&gt;
In the file manager, navigate to where you have downloaded the Toolset file, select it and click on &amp;quot;Install Add-on&amp;quot;. This will extract the content of the zip file to your Blender script folder (by default under %APPDATA%\Blender Foundation\Blender\&amp;lt;version number&amp;gt;\scripts\addons). Next, you need to activate the addon by clicking on the &#039;&#039;check-mark&#039;&#039; next to &amp;quot;3DView: P3D/FSX Toolset&amp;quot;. That should enable the addon and the various panels and properties. Close the Preferences window.&lt;br /&gt;
&lt;br /&gt;
To ensure that the addon was correctly installed, press &amp;quot;N&amp;quot; on your keyboard while the mouse pointer is in one of the main viewports. This should open the main panels of the addon under the tab named &amp;quot;P3D/FSX&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
= Using the Tools =&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
[[Image:Blender2p3dfsx setup4.jpg|thumb|right|P3D/FSX Toolset panels]]&lt;br /&gt;
Once installed, the Blender2P3D/FSX toolset will append the list of toolkit panels in your viewport. Press &amp;quot;N&amp;quot; to open or close the list of tools. There will be a new entry named &amp;quot;P3D/FSX&amp;quot;, which gives access to the tools of this addon. The different tools are organized in different panels, which are grouped by function.&lt;br /&gt;
The addon adds object properties to the scene. These properties are for instance the references to the various SDKs you can utilize or object properties like attached animations or scenery properties. &lt;br /&gt;
Furthermore, the addon will append the material parameters by P3D or FSX specific parameters.&lt;br /&gt;
Lastly, the addon extends the exporter capabilities and allows you to export your scene to an x-file format and from there calls XToMdl.exe to generate a Prapar3D/Flight Simulator X compatible 3d model.&lt;br /&gt;
&lt;br /&gt;
== Setting up your scene ==&lt;br /&gt;
To ensure that your 3d asset export properly to Prepar3D or Flight Simulator X, you must make sure to prepare and configure the Blender scene. To get started, open the toolset panels by pressing &amp;quot;N&amp;quot; on your keyboard with the main viewport in focus. This will open a list of panels you have currently activated in your Blender configuration. Click on the tab &amp;quot;P3D/FSX&amp;quot; to bring up the panels of the Blender2P3D/FSX toolset.&lt;br /&gt;
=== Configure the SDK ===&lt;br /&gt;
Firstly, go to the &#039;&#039;P3D/FSX Toolset Settings&#039;&#039; and select which SDK you would like to utilize. If &amp;quot;Auto Detect SDK path&amp;quot; is enabled, simply click on &amp;quot;Initialize the SDK&amp;quot;. The addon will then look up the file paths of the SDK in the Windows registry. This method should work in 99% of the cases, however, if the Addon cannot find the file paths, you can also use the &#039;&#039;Manually Find ModelDef file&#039;&#039; option to set up the path.&lt;br /&gt;
Please note that it is necessary to initialize the SDK every time you restart Blender, or load a new scene. This way you ensure that all entries of the modeldef.xml are properly loaded into Blender.&lt;br /&gt;
&lt;br /&gt;
=== Configure the scene ===&lt;br /&gt;
In order for your 3d asset to export properly, you have to ensure that both a GUID and a friendly name are assigned to your scene. To do so, open the &#039;&#039;P3D/FSX File Properties&#039;&#039; panel and type the friendly name in the first edit box. You can use the button &#039;&#039;Generate GUID&#039;&#039; to automatically generate a valid GUID for your scene. Alternatively, you can generate the GUID externally and copy and paste the string into the GUID edit box.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
== Scenery properties ==&lt;br /&gt;
[[image:Blender2P3DFSX Scenery.jpg|thumb|right|Scenery tool of the Blender2P3D/FSX addon.]]&lt;br /&gt;
[feel free to enter the information here.]&lt;br /&gt;
&lt;br /&gt;
=== Quicksave information ===&lt;br /&gt;
With the latest update of the toolkit, you&#039;ll be able to quicksave the location data of your scene. To do so, go to the &#039;&#039;Load/Save scenery data&#039;&#039; section, enter a location name and click on &#039;&#039;Add Location&#039;&#039;. This will save all settings of latitude, longitude, etc. into an XML file on your hard drive. To recall any of those previously saved datasets, click on &#039;&#039;Load Location&#039;&#039;, to open a list of names of previously saved locations. Select the location you wish to load and click on &#039;&#039;LOAD&#039;&#039;. This will populate all fields of the Scenery Tools with those from the XML file.&lt;br /&gt;
&lt;br /&gt;
Note that there is currently no interface to remove entries from the list. But if you&#039;d like to edit or update your quick-save list, you can find the XML file in the following location:&lt;br /&gt;
%APPDATA%\Blender Foundation\Blender\&amp;lt;version number&amp;gt;\config\p3d_locations.xml&lt;br /&gt;
&lt;br /&gt;
The addon will try to load the XML file whenever you initialize the SDK (see [[https://www.fsdeveloper.com/wiki/index.php?title=Blender2P3D/FSX#Setting_up_your_scene Setting up your scene]]). There will be a warning message in the system console of Blender if the file wasn&#039;t found on your hard drive. You can safely ignore this warning if you don&#039;t use this feature of the toolset.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Animations ==&lt;br /&gt;
[[Image:Blender2p3dfsx animation tool.jpg|thumb|left|The Animation tool of the Blender2P3D/FSX toolset.]]&lt;br /&gt;
To register an animation for a P3D/FSX asset, open the &#039;&#039;P3D/FSX Animation Tool&#039;&#039; panel. You will be presented with a list of animations, as found in the modeldef.xml file. To assign an animation to a selected object, choose it from the list and click on &#039;&#039;Assign&#039;&#039;. You can use the search function to filter the list for certain keywords, click on the little arrow on the bottom of the list to expose the search bar.&lt;br /&gt;
[[Image:Blender2p3dfsx object properties.jpg|thumb|right|Object properties for the Blender2P3D/FSX toolset.]]&lt;br /&gt;
Once an animation has been assigned, make sure to enter an animation length in the object&#039;s properties as well. Open the objects properties panel and scroll to the &#039;&#039;P3D/FSX Properties&#039;&#039; section. Here, you&#039;ll find the properties of the attached animation as well as a list of all utilized attachpoints for that object.&lt;br /&gt;
You can also delete an animation by clicking on the &#039;&#039;Clear&#039;&#039; button.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Attachpoints ==&lt;br /&gt;
Open the Attach Tool to access the various options for attachpoints. You can activate or deactivate a number of different functions by clicking on the corresponding buttons in the list. The buttons turn blue when active. Don&#039;t forget to assign the selected attachpoint and its parameters to an object by selecting the object in the scene and clicking on &#039;&#039;Attach&#039;&#039; on the bottom of the panel.&lt;br /&gt;
To see what attachpoints are active for any given object in the scene, select the object and open the object properties. Under &#039;&#039;P3D/FSX Properties&#039;&#039;, you&#039;ll find a list of all attachpoints under the animation properties for the selected object.&lt;br /&gt;
=== Effects ===&lt;br /&gt;
[[Image:Blender2P3DFSX attach effect.jpg|thumb|left|Attachpoint properties for effects.]]&lt;br /&gt;
To attach an effect to an object in your scene, click on the &#039;&#039;Effect&#039;&#039; button in the P3D/FSX Attach Tool panel. This will extend the panel and allow you to specify the parameters of the effect you&#039;d like to attach.&lt;br /&gt;
* &#039;&#039;&#039;Name&#039;&#039;&#039;: set an attachpoint name for the object.&lt;br /&gt;
* &#039;&#039;&#039;Effect&#039;&#039;&#039;: type the filename of the effect you would like to attach to the object.&lt;br /&gt;
* &#039;&#039;&#039;Param&#039;&#039;&#039;: define paramters for the effect. Those can be, for instance, conditions for the effect to trigger. Refer to the P3D/FSX SDK for more information on valid syntax for this field.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
=== Visibility ===&lt;br /&gt;
[[Image:Blender2P3DFSX attach visibility.jpg|thumb|left|Attachpoint properties for visibility.]]&lt;br /&gt;
Add a visibility tag to the selected object by clicking on &#039;&#039;Visibility&#039;&#039; on the P3D/FSX Attach Tool panel. This will open a list of available visibility tags, which you can attach to a selected object in the scene using the &amp;quot;Attach&amp;quot; button.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== MouseRect ===&lt;br /&gt;
[[Image:attach mouserect.jpg|thumb|left|Attachpoint properties for mouserects.]]&lt;br /&gt;
To add a mouserect to the selected object in the scene, click on &#039;&#039;Mouse Rect&#039;&#039;. This will reveal a dropdown list of all available mouserects, as defined in the modeldef.xml file.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
=== Platform ===&lt;br /&gt;
[[Image:Blender2P3DFSX attach platform.jpg|thumb|left|Attachpoint properties for platforms.]]&lt;br /&gt;
You can define an object as a &amp;quot;platform&amp;quot; by activating &#039;&#039;Platform&#039;&#039; in the P3D/FSX Attach Tool panel. Make sure to select a surface property for the platform in the dropdown list.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
=== No Crash ===&lt;br /&gt;
Enable the no crash flag for the selected object in the scene by clicking on &#039;&#039;No Crash&#039;&#039; in the P3D/FSX Attach Tool panel.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
=== Empty ===&lt;br /&gt;
[[Image:Blender2P3DFSX attach empty.jpg|thumb|left|Attachpoint properties for empty attachpoints.]]&lt;br /&gt;
You can also attach an empty attachpoint to an object in the scene by clicking on &#039;&#039;Empty&#039;&#039; in the P3D/FSX Attach Tool panel. This will enable you to assign a name for the attachpoint. These empty attachpoints can be used for instance to create various equipment for aircraft carriers. Simply assign one of the keywords to the object to trigger the wanted behavior of the object. Valid names are:&lt;br /&gt;
*attachpt_catapult_start_n,&lt;br /&gt;
*attachpt_catapult_end_n,&lt;br /&gt;
*attachpt_blast_shield_n,&lt;br /&gt;
*attachpt_runway_start,&lt;br /&gt;
*attachpt_runway_end,&lt;br /&gt;
*attachpt_runway_edg,&lt;br /&gt;
*attachpt_cable_n_1,&lt;br /&gt;
*attachpt_cable_n_2.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Material parameters ==&lt;br /&gt;
{{ambox&lt;br /&gt;
| type  = content&lt;br /&gt;
| imageleft = [[Image:40px-Emblem-Info.png|40px]]&lt;br /&gt;
| imageright = [[Image:Broom icon.jpg|40px]]&lt;br /&gt;
| style = width: 100%; color: black; font-weight: bold; background:#EFFFB0; font-style: italic&lt;br /&gt;
| text  = &amp;lt;small&amp;gt;Please note that you should re-initialize your material if you are updating a scene from an older version of the Blender2P3D/FSX toolset. To do so, select your preferred option in the dropdown for the material mode selection. &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The P3D/FSX Blender toolset will extend the material properties to include flight simulator-specific parameters. Make sure to carefully go through the list of properties to make sure that your material is ready for export.&lt;br /&gt;
The most fundamental parameter is the main material mode. You can choose between &amp;quot;PBR Material&amp;quot;, &amp;quot;Specular Material&amp;quot; and &amp;quot;Disabled&amp;quot;. Note that any material with the mode being set to &amp;quot;disabled&amp;quot; will be skipped during the export process. Also, note that the PBR material is only available for models used in Prepar3D version 4.4 or higher. Therefore, if you are preparing a model for FSX or older versions of Prepar3d, make sure to have the material mode set to the Specular workflow.&lt;br /&gt;
&lt;br /&gt;
The P3D/FSX Blender toolset is making use of Blender&#039;s node tree and as a result, it is important that your materials comply with the conventions of the addon&#039;s exporter. Whenever you change between different material modes, a script will automatically replace the current node tree with one that is compatible with the chosen material mode. This means that currently, you will have to re-assign all textures every time you change the material mode!&lt;br /&gt;
&lt;br /&gt;
When assigning a new texture to any of the slots, a script will check if the texture is of the DDS format and if so, set up the node tree with a WYSIWYG representation of the simulator&#039;s shader. To do this, the addon will perform these two steps:&lt;br /&gt;
1. vertically flipping the UV for the texture node&lt;br /&gt;
2. reversing the red-in-alpha action for the normal map, meaning you can input a P3D/FSX conform normal map and it&#039;ll show up correctly in Blender.&lt;br /&gt;
&lt;br /&gt;
The new material handling also incorporates the detail map in the node tree and synchronizes the scaling of the detail map with the settings made in the Blender2P3D/FSX material panel.&lt;br /&gt;
&lt;br /&gt;
When exporting your scene, the exporter will run an analysis on all materials to extract the texture information. This is done in two ways, by checking what texture nodes connect to the relevant input nodes and by looking for specific node names. This way, it is possible to modify the node tree in Blender while retaining the ability to export the materials properly. The texture paths are searched for in the following manner:&lt;br /&gt;
1. Check if the (new) texture slots in the material panel are populated and use those if found.&lt;br /&gt;
2. If not, check the relevant input socket of the BSDF Principled shader node&lt;br /&gt;
3. follow all the links from that node and create a list of texture image nodes&lt;br /&gt;
4. if there are more than one texture image nodes directly or indirectly connected to the input socket, check the name of both and see if it matches&lt;br /&gt;
5. if there are NO texture image nodes connected to the input socket, search through ALL the texture image nodes of the graph, and check if the name matches.&lt;br /&gt;
&lt;br /&gt;
On the creation of the node tree, the texture image nodes will be given their corresponding names. Those are:&lt;br /&gt;
&amp;quot;diffuse&amp;quot; for the diffuse/albedo texture&lt;br /&gt;
&amp;quot;specular&amp;quot; for the specular texture&lt;br /&gt;
&amp;quot;metallic&amp;quot; for the metallic/smoothness/ao texture&lt;br /&gt;
&amp;quot;emissive&amp;quot; for the emissive/lightmap texture&lt;br /&gt;
&amp;quot;normal&amp;quot; for the normal/bump map texture&lt;br /&gt;
&amp;quot;clear-coat&amp;quot; for the amount/smoothness/normal x-component/normal y-component&lt;br /&gt;
&lt;br /&gt;
I suggest not deleting any of those texture nodes, in case you&#039;ll need them at a later stage. If you don&#039;t want a certain texture map to show up on your model, just disconnect the corresponding link.&lt;br /&gt;
&lt;br /&gt;
By default, the emissive image texture is not connected to anything. If you want to see the effects of your lightmap on the model in Blender, simply link the texture node with the input socket labeled &amp;quot;Emission&amp;quot;/&amp;quot;Emissive Color&amp;quot;. Note that the emissive map doesn&#039;t have to be linked with the base shader node in order for the lightmap texture to be found by the exporter!&lt;br /&gt;
&lt;br /&gt;
=== PBR Material mode ===&lt;br /&gt;
[[Image:Pbr shader.jpg|thumb|right|The node tree for PBR material.]]&lt;br /&gt;
When you switch to the PBR Material mode, the node tree will be populated with a &amp;quot;BSDF Principled&amp;quot; node and a number of nodes that are linked up with the principled&#039;s input sockets. You can revise the material at any point by removing nodes or links. You can also add logic blocks between existing links and observe the effects in the viewport. Keep in mind, however, that those types of changes will have no effect on the model when you export it to Prepar3D.&lt;br /&gt;
&lt;br /&gt;
==== Albedo/Diffuse Map ====&lt;br /&gt;
The Albedo/Diffuse map uses the &amp;quot;Base Color&amp;quot; input socket of the BSDF Principled node. By default, the Alpha channel of the texture node is linked with the Alpha input socket of the BSDF node. For all opaque materials, this should have no effect, but for transparent materials, it is important that the link remains.&lt;br /&gt;
&lt;br /&gt;
It is possible to modify the node tree to display the Ambient Occlusion channel of the metallic texture. To do that, add a &amp;quot;MixRGB&amp;quot; node to the node tree and switch the blend mode to &amp;quot;multiply&amp;quot;. Next, connect the Color channel from the albedo texture node to input Color1 of the mixRGB node, and connect the green channel (&amp;quot;G&amp;quot;) from the &amp;quot;separate RGB&amp;quot; node of the metallic node to the Color2 input of the mixRGB node. Lastly, connect the output of the mixRGB node to the Base Color input of the BSDF Principled Shader node.&lt;br /&gt;
&lt;br /&gt;
Make sure to disable Ambient occlusion in the scene render settings to not over-saturate the shading.&lt;br /&gt;
&lt;br /&gt;
==== Metallic Map ====&lt;br /&gt;
The metallic texture consists of three channels. The red channel represents the &amp;quot;metallicness&amp;quot; of the material, the alpha channel the &amp;quot;smoothness&amp;quot; and the green channel can contain an ambient occlusion map. Since Blender is using &amp;quot;roughness&amp;quot; rather than &amp;quot;smoothness&amp;quot;, it is necessary to invert the alpha channel of the metallic texture before plugging it into the BSDF Principled node. This is already done for you within Blender&#039;s shading editor (sometimes called the node editor) when you set up the material for PBR.&lt;br /&gt;
&lt;br /&gt;
Please note that the color space of the metallic node should be changed to &amp;quot;non-color&amp;quot;, once you assigned a texture to the node.&lt;br /&gt;
&lt;br /&gt;
By default, the AO map is omitted, see above if you want to display it in your scene.&lt;br /&gt;
&lt;br /&gt;
Note that for Prepar3Dv5, you can provide a reflection map in the blue channel of the metallic map, however, this channel won&#039;t be displayed in Blender. If you use the reflective channel, make sure to tick the &amp;quot;Metallic map has reflection&amp;quot; in the Metallic properties of the material.&lt;br /&gt;
&lt;br /&gt;
==== Clear Coat Map ====&lt;br /&gt;
The Clear Coat map is comprised of 2 or 3 textures that are packed in the channels within a single RGB or RGBA texture. The 2 required textures in a Clear coat map are the &amp;quot;Amount&amp;quot; and &amp;quot;Smoothness&amp;quot;. The 3rd, optionally, is the Clear Coat Normal map.  The Clear Coat map should not be used with any material that is metallic material. The Clear Coat map should be used on materials that are to appear as if they have been waxed or lacquered (such as automobiles, fine leather, and also, Banners).&lt;br /&gt;
&lt;br /&gt;
The Red Channel of the clear coat is the &amp;quot;Amount&amp;quot; of the clear coat (0.00 to 1.0). Pure black (matte) is represented as 0.00, pure white is 1.0 (maximum amount). In other words, this is the amount of wax or lacquer on the material.&lt;br /&gt;
&lt;br /&gt;
The Green Channel is the &amp;quot;Smoothness&amp;quot; of the Clear Coat. This is also represented as 0.00 to 1.0. Pure black is 0.00 and pure white is 1.0 (maximum smoothness) and gives you the maximum reflection.&lt;br /&gt;
&lt;br /&gt;
The numerical values for the &amp;quot;Amount&amp;quot; and &amp;quot;Smoothness&amp;quot; are for &amp;quot;baking&amp;quot; and procedural texture purposes.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; Within the Shading Editor in Blender (sometimes called the Node Editor), the &amp;quot;Smoothness&amp;quot; map (in the green channel) is being &amp;quot;inverted&amp;quot;. This is because Blender is looking for a &amp;quot;Roughness&amp;quot; map and P3D requires a &amp;quot;Smoothness&amp;quot; map. Using the &amp;quot;Smoothness&amp;quot; texture that is contained in the &amp;quot;Metallic&amp;quot; map will most likely not give you the &amp;quot;look&amp;quot; you were hoping for.&lt;br /&gt;
&lt;br /&gt;
The Clear Coat Normal map (placed in the Blue and Alpha Channels) consists of the x- and y-components of a standard normal map. The x-component (within a standard normal map, it&#039;s in the red Channel) is placed in the Blue channel.  The y-component (within a standard normal map, it&#039;s in the green channel) is placed in the Alpha Channel.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; Just like the Normal map used in P3D, the Clear Coat normal map is in the DirectX format, not OpenGL format  Be aware when &amp;quot;baking&amp;quot; within Blender, the OpenGL Format is used when creating normal maps.  &lt;br /&gt;
&lt;br /&gt;
=== Specular Material mode ===&lt;br /&gt;
[[Image:Specular shader.jpg|thumb|right|The node tree for specular material.]]&lt;br /&gt;
If you select &amp;quot;Specular Material&amp;quot; as the P3D/FSX material mode, the current node tree is removed and replaced. The main shader node will now be an &amp;quot;Eevee Specular&amp;quot; node. The node tree will be populated in a way that most closely represents the shader mechanics of FSX/P3D and all you need to do is add your texture files to the various texture image nodes. As with the PBR node tree, you can modify the Specular node tree in any way you wish - as long as the original Texture image nodes and the Eevee Specular node remain, the exporter will be able to pick up the correct texture paths.&lt;br /&gt;
&lt;br /&gt;
Please note that since it is a node specifically designed for the Eevee render engine, material created in this way won&#039;t render properly if you switch the viewport render mode to &amp;quot;Cycles&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
=== Normal maps for PBR and Specular material ===&lt;br /&gt;
Prepar3D and FSX use a non-standard approach to rendering normal maps and we took the approach on board when developing the node tree for the P3D/FSX material. If you&#039;re using non-DDS files (.PSD, .tga, .png, etc), the shader is set up in an industry-standard way, with the color node of the normal texture node being plugged indirectly into the normal map node of the graph. However, if you&#039;re using DDS files, the addon will change the node tree in a way that reflects the sim as closely as possible by reversing the mandatory red-in-alpha.&lt;br /&gt;
&lt;br /&gt;
Please note that the color space of the normal map will now automatically be changed to &amp;quot;non-color&amp;quot;, once you assigned a texture to the normal map slot.&lt;br /&gt;
&lt;br /&gt;
The legacy NVidia Photoshop plug-in, GIMP plug-in, and the SDK&#039;s Imagetool (FSX and P3D) all use the DirectX format for Normal maps. The latest NVidia plug-in, along with the standalone application, uses the OpenGL Format when creating Normal maps.  Most Normal maps &amp;quot;ready-made&amp;quot; can be changed to the DirectX format by inverting or flipping the &#039;y&#039;-component of the Normal map, however, go with what &amp;quot;looks&amp;quot; correct to you.&lt;br /&gt;
&lt;br /&gt;
=== Environment/Reflection map ===&lt;br /&gt;
Oppose to P3D, Blender is using a global reflection map in conjunction with reflective materials. Depending on your requirements, it might be necessary for you to utilize different reflection maps for different materials. To accommodate this, you can link any reflection map to any material, using the Parameter &amp;quot;Reflection map&amp;quot; under the P3D/FSX material properties. However, any change to the file or file path will not change anything about how reflections are presented in Blender.&lt;br /&gt;
If you would like to get an idea of how your reflection map works with your other material settings, you can manually change Blender&#039;s global reflection map. To do so, open the &amp;quot;World Properties&amp;quot; and under &amp;quot;Surface-&amp;gt;Color&amp;quot;, select &amp;quot;Environment Texture&amp;quot; as a new source for the world reflection map and navigate to your texture. Don&#039;t forget to change the render mode to &amp;quot;Viewport Shading&amp;quot;. Please note that changes to the world properties won&#039;t be taken into account when exporting your model to &amp;quot;.X&amp;quot; or &amp;quot;.MDL&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
=== Transparency ===&lt;br /&gt;
If you&#039;re working with PBR material, switching your material to transparent is simple. In the P3D/FSX material settings change the &amp;quot;Render mode&amp;quot; to &amp;quot;Masked&amp;quot;. The transparency value is taken from the Alpha channel of the Albedo texture node and will be visualized in the viewport. Note that switching from &amp;quot;Opaque&amp;quot; to &amp;quot;Masked&amp;quot; will also enable Backface culling by default, this is simply done for your convenience, but you can switch it off at any time with no effect on the P3D/FSX model itself.&lt;br /&gt;
&lt;br /&gt;
Transparency for Specular material is currently not automated in this way, so any changes to the &amp;quot;Framebuffer Blend&amp;quot; properties of the material will have no effect on how the model is displayed in Blender. These values are, however, taken into consideration when you export your model and should work as expected.&lt;br /&gt;
&lt;br /&gt;
= Exporting to .X/.MDL =&lt;br /&gt;
[[Image:Blender2P3DFSX Export1.jpg|thumb|Export options of the Blender2P3D/FSX toolset.]]&lt;br /&gt;
An essential element of the Blender2P3D/FSX toolset is the ability to export a Blender scene directly into the .mdl format. You can access the exporter by clicking on File-&amp;gt;Export-&amp;gt;DirectX for P3D/FSX (.X/.MDL). This will open the export dialog. On the right side of the window, you can choose various options for the export. Don&#039;t forget to enter a valid filename on the bottom of the screen before pressing &amp;quot;Export P3D/FSX .X file&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Note: I recommend opening the Blender console before starting the export process. At the moment the exporter won&#039;t give you any visual feedback on whether it&#039;s running or not, so checking on the console helps to make sure that everything is working smoothly. The console can be accessed through Window-&amp;gt;Toggle System Console.&lt;br /&gt;
&lt;br /&gt;
== Exporter options ==&lt;br /&gt;
&#039;&#039;&#039;Export only current selection&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
If this option is active, only the elements of your scene that are currently selected will be exported. This can be useful if you want to quickly check certain parts of the scene, without exporting everything at once.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Apply all modifiers&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
If this option is selected, every object in the scene will have its modifiers applied before being encoded into the .X file. It is important to have this option enabled, otherwise your model might not be displayed correctly in the sim.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Export animations and LOD&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
To make sure that the animations and LODs are being exported, this option should be enabled.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Skinned mesh&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
If there are any skinned meshes in you scene, make sure to enable this option. Otherwise, the skinned mesh animations are being omitted.&amp;lt;br/&amp;gt; &lt;br /&gt;
&#039;&#039;&#039;Export MDL&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
If this option is selected, the exporter will automatically call the XToMdl.exe converter once the .x file is written. Enable this option to export directly into the Prapar3D/FSX compatible 3d model format.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Create XML Scenery placement for this MDL&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
If this option is selected, the exporter will create an XML file that has all the scenery export information such as &#039;&#039;coordinates (latitude, longitude, altitude, pitch, bank, heading)&#039;&#039; and the &#039;&#039;scenery complexity&#039;&#039; of the scenery objects/model to be exported (by default &#039;&#039;Scenery Complexity = Normal&#039;&#039;). Then, it will convert the created &amp;quot;.MDL&amp;quot; format file into &amp;quot;.BGL&amp;quot; format file which then can be used directly in the simulator.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Create Sample XML Scenery Placement&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
If this option is selected, the exporter will create a SAMPLE XML file to show the developer how the scenery xml file should be written. &#039;&#039;Remember to only select this option if you wish to create the &amp;quot;.BGL&amp;quot; file manually/by your own&#039;&#039;.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Log File&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
If this option is checked, a log file will be generated in the same folder you export your scene to. The log file is a simple text file with the friendly name of the model [ex. Hangar_(date)_(time)_log.txt]. It can contain valuable information on the export progress if something goes wrong.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Use BMP&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
If selected, all texture filenames will be changed to &amp;lt;filename&amp;gt;.bmp.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Export process ==&lt;br /&gt;
The exporter will generate an .X file and - if selected - a .xanim file, which will hold the geometric information of your model, as well as the specs of your materials. Some of the properties of the model will be taken directly from the Blender scene, whereas some properties come from the custom properties that the Blender2P3D/FSX addon adds to objects and materials.&lt;br /&gt;
&lt;br /&gt;
The following list describes the operation of the exporter step-by-step.&lt;br /&gt;
# &#039;&#039;&#039;Collecting object Information&#039;&#039;&#039;&amp;lt;!--&lt;br /&gt;
 --&amp;gt;&amp;lt;p&amp;gt;The exporter will first go through the hierarchy of the scene and generate a list of exportable objects. Those objects are meshes, bones, and empty object(s) if they have anything attached to it. The exporter will also check if the SDK was initialized, a modeldef.xml was found, and if the scene contains a valid GUID and friendly name. If &amp;quot;&#039;&#039;Export Animations&#039;&#039;&amp;quot; was enabled in the export dialog, a list will be generated that contains information on every part that has an animation tag assigned to it.&amp;lt;/p&amp;gt;&lt;br /&gt;
# &#039;&#039;&#039;Writing the header&#039;&#039;&#039;&amp;lt;!--&lt;br /&gt;
 --&amp;gt;&amp;lt;p&amp;gt;The header of the .x file contains templates for mesh and material information. Since P3D and FSX models differ slightly, the templates are being written depending on the selected SDK.&amp;lt;/p&amp;gt;&lt;br /&gt;
# &#039;&#039;&#039;Outline of the scene&#039;s hierarchy&#039;&#039;&#039;&amp;lt;!--&lt;br /&gt;
 --&amp;gt;&amp;lt;p&amp;gt;The exporter will write a quick outline of the scene&#039;s objects into the .X file. This outline has no function but is informative to anyone who needs to debug any errors during the export.&amp;lt;/p&amp;gt;&lt;br /&gt;
# &#039;&#039;&#039;Writing scene information&#039;&#039;&#039;&amp;lt;!--&lt;br /&gt;
 --&amp;gt;&amp;lt;p&amp;gt;Next, the exporter will go through the list of eligible objects and encode the geometric information. This includes the position of the vertices, a list of polygons, mesh normals for each vertex, and UV coordinates.&amp;lt;/p&amp;gt;&lt;br /&gt;
## &#039;&#039;&#039;Analyzing mesh materials&#039;&#039;&#039;&amp;lt;!--&lt;br /&gt;
 --&amp;gt;&amp;lt;p&amp;gt;For each material, the exporter will analyze the node tree to find the relevant image texture nodes. If an image texture node cannot be found, or if the filename is empty, the corresponding texture type will be skipped by the exporter.&amp;lt;/p&amp;gt;&lt;br /&gt;
## &#039;&#039;&#039;Writing mesh material&#039;&#039;&#039;&amp;lt;!--&lt;br /&gt;
 --&amp;gt;&amp;lt;p&amp;gt;Once all data is collected, the material properties are being encoded in the .x file.&amp;lt;/p&amp;gt;&lt;br /&gt;
#&#039;&#039;&#039;Writing Animations&#039;&#039;&#039;&amp;lt;!--&lt;br /&gt;
 --&amp;gt;&amp;lt;p&amp;gt;If &amp;quot;&#039;&#039;Export animations and LODs&#039;&#039;&amp;quot; has been selected in the exporter window, a .xanim file is generated, which contains the animation data for all animated objects.&amp;lt;/p&amp;gt;&lt;br /&gt;
#&#039;&#039;&#039;Converting to MDL&#039;&#039;&#039;&amp;lt;!--&lt;br /&gt;
 --&amp;gt;&amp;lt;p&amp;gt;If &amp;quot;&#039;&#039;Export MDL&#039;&#039;&amp;quot; has been selected in the exporter window, the exporter will execute the XToMdl.exe of the selected SDK. The Blender system console will show the progress during this step of the export, however, note that the output is currently not logged in the log file that is generated by the exporter. If there is an issue with the .X file, or if the XToMdl.exe couldn&#039;t be found, an error will be shown in the Blender window.&amp;lt;/p&amp;gt;&lt;br /&gt;
#&#039;&#039;&#039;Export BGL&#039;&#039;&#039;&amp;lt;!--&lt;br /&gt;
 --&amp;gt;&amp;lt;p&amp;gt;BGL is a scenery file format that is being used in Flight Simulator. If &amp;quot;&#039;&#039;Create XML Scenery placement for this MDL&#039;&#039;&amp;quot; has been selected in the exporter window, the created .MDL format file will run through an application called bglcomp [which is an in-build application that comes with the Software Development (Kit)] to create the Flight Simulator use .BGL format file. This BGL format file can be used directly in the simulator later.&amp;lt;/p&amp;gt; &lt;br /&gt;
&lt;br /&gt;
If the export was successful, you&#039;ll find the .X and the .MDL file in the selected folder, ready to be imported into P3D/FSX.&lt;br /&gt;
&lt;br /&gt;
Please note that the exporter currently does not optimize your model! If you want to improve on the performance of your 3d asset, it is recommended to join all parts that share a material but don&#039;t have an animation or attachpoint assigned to it. Also note that the export process takes a long time to complete, please have the system console open to check up on the progress of the export.&lt;br /&gt;
&lt;br /&gt;
= Credits and license =&lt;br /&gt;
The addon in its current version is the hard work of many members of the fsdeveloper.com forum. The original FSX2Blender addon was developed by:&lt;br /&gt;
[https://www.fsdeveloper.com/forum/members/capt_x.6562/ Felix Owono-Ateba], [https://www.fsdeveloper.com/forum/members/ronh.1886/ Ron Haertel], [https://www.fsdeveloper.com/forum/members/krispy1001.11839/ Kris Pyatt] (2017) and [https://www.fsdeveloper.com/forum/members/manochvarma-raman.16466/ Manochvarma Raman] (2018)&lt;br /&gt;
This current incarnation of the addon uses most of the original algorithms, but with an updated UI and compatibility for Blender v2.8.x. Parts of the original exporter script have been rewritten to accommodate Blender&#039;s new material workflow and to add PBR support to the addon (P3D v4.4+ only). This work was done 2019/2020 by [https://www.fsdeveloper.com/forum/members/vitus.2026/ Otmar Nitsche]. Further additions to the material workflow were added by [https://www.fsdeveloper.com/forum/members/dave-hoeffgen.14361/ David Hoeffgen] in 2020.  The UI and the Clear Coat map components (P3D v5) were updated/ added for Blender v3.x.x by [https://www.fsdeveloper.com/forum/members/dave_w.16881/ Dave_W] &amp;amp; [https://www.fsdeveloper.com/forum/members/pyscen.1491/ Doug A] in November 2022.&lt;br /&gt;
&lt;br /&gt;
Special thanks go to [https://www.fsdeveloper.com/forum/members/arno.1/ Arno Gerretsen] and [https://www.fsdeveloper.com/forum/members/spotlope.39/ Bill Womack] for their input during the development and testing of the addon.&lt;br /&gt;
&lt;br /&gt;
The software is licensed under [http://www.gnu.org/licenses/gpl-3.0.html GNU General Public License (GNU-GPL-3)]. Feel free to use it as you see fit, both for freeware and commercial projects. If you have suggestions for changes, use the forum. If you would like to get involved in the development of the addon, contact any of the authors mentioned above to coordinate the effort.&lt;/div&gt;</summary>
		<author><name>Pyscen</name></author>
	</entry>
	<entry>
		<id>http://www.fsdeveloper.com/wiki/index.php?title=Blender2P3D/FSX&amp;diff=11346</id>
		<title>Blender2P3D/FSX</title>
		<link rel="alternate" type="text/html" href="http://www.fsdeveloper.com/wiki/index.php?title=Blender2P3D/FSX&amp;diff=11346"/>
		<updated>2022-12-03T19:01:21Z</updated>

		<summary type="html">&lt;p&gt;Pyscen: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{ambox&lt;br /&gt;
| type  = content&lt;br /&gt;
| imageleft = [[Image:40px-Emblem-Info.png|40px]]&lt;br /&gt;
| imageright = [[Image:Broom icon.jpg|40px]]&lt;br /&gt;
| style = width: 100%; color: black; background:#EFFFB0; font-style: italic&lt;br /&gt;
| text = The current version of the &#039;&#039;&#039;Blender2P3D/FSX&#039;&#039;&#039; addon is &#039;&#039;&#039;v1.0.2&#039;&#039;&#039;.  The &#039;&#039;&#039;Blender2P3D/FSX toolset&#039;&#039;&#039; is an addon for [http://www.blender.org/download/ Blender].|] }}&lt;br /&gt;
[[Category:Tools]]&lt;br /&gt;
[[Category:Blender]]&lt;br /&gt;
[[category:Modeling]]{&lt;br /&gt;
[[Category:Aircraft Design]]&lt;br /&gt;
[[category:Scenery Design]]&lt;br /&gt;
[[Category:Terrain Design]]&lt;br /&gt;
[[Category:Airport Design]]&lt;br /&gt;
[[category:Texturing]]&lt;br /&gt;
[[category:SDK]]&lt;br /&gt;
[[category:Manuals]]&lt;br /&gt;
{{Infobox-Applicable-FSVersion&lt;br /&gt;
| MSFS= false&lt;br /&gt;
| FSXI = false&lt;br /&gt;
| P3D5 = true&lt;br /&gt;
| P3D4 = true&lt;br /&gt;
| P3D3 = true&lt;br /&gt;
| P3D2 = true&lt;br /&gt;
| P3D = true&lt;br /&gt;
| FSW = unknown&lt;br /&gt;
| FSX-SE = true&lt;br /&gt;
| FSXA = true&lt;br /&gt;
| FSX = true&lt;br /&gt;
| FS2004 = unknown&lt;br /&gt;
| FS2002 = unknown&lt;br /&gt;
| XP11 = unknown&lt;br /&gt;
| XP10 = unknown&lt;br /&gt;
| XP9 = unknown&lt;br /&gt;
}}&lt;br /&gt;
This addon is a continuation of the [[Blender2FSX Toolset manual]] and it incorporates compatibility with the latest API for Blender version v3.x.x and above. The new toolset also features full support of PBR materials for Lockheed Martin&#039;s Prepar3D v4.4 and above, as well as some changes to the interface and file structure of the addon.&lt;br /&gt;
This wiki will help you install and use the new toolset.&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
= Installation =&lt;br /&gt;
== Requirements ==&lt;br /&gt;
* Windows 11 and 10 &lt;br /&gt;
&lt;br /&gt;
* Microsoft Flight Simulator X SDK &#039;&#039;&#039;&#039;&#039;including updates&#039;&#039;&#039; to SP2 or Acceleration&#039;&#039; or&lt;br /&gt;
&lt;br /&gt;
* Lockheed Martin Prepar3D SDK v1.x, v2.x, v3.x, &amp;amp; v4.x (&#039;&#039;FSX Steam Edition should use the Prepar3D SDK v1.x&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
* [http://www.blender.org/download/ Blender] (version: &#039;&#039;&#039;v3.x&#039;&#039;&#039; or above)&lt;br /&gt;
&lt;br /&gt;
Make sure that &#039;&#039;&#039;&#039;&#039;ALL&#039;&#039;&#039; SDKs&#039;&#039; that you are using are installed prior to installing/ activating this Toolset!&lt;br /&gt;
&lt;br /&gt;
== Setup ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:blender2p3dfsx_setup1.jpg&lt;br /&gt;
Image:blender2p3dfsx_setup2.jpg&lt;br /&gt;
Image:blender2p3dfsx_setup3.jpg&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
After downloading the add-on, open Blender 3.x.x and open the Preferences (Edit-&amp;gt;Preferences). Navigate to the &amp;quot;Add-ons&amp;quot; tab and click on &amp;quot;Install...&amp;quot;. &lt;br /&gt;
In the file manager, navigate to where you have downloaded the Toolset file, select it and click on &amp;quot;Install Add-on&amp;quot;. This will extract the content of the zip file to your Blender script folder (by default under %APPDATA%\Blender Foundation\Blender\&amp;lt;version number&amp;gt;\scripts\addons). Next, you need to activate the addon by clicking on the &#039;&#039;check-mark&#039;&#039; next to &amp;quot;3DView: P3D/FSX Toolset&amp;quot;. That should enable the addon and the various panels and properties. Close the Preferences window.&lt;br /&gt;
&lt;br /&gt;
To ensure that the addon was correctly installed, press &amp;quot;N&amp;quot; on your keyboard while the mouse pointer is in one of the main viewports. This should open the main panels of the addon under the tab named &amp;quot;P3D/FSX&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
= Using the Tools =&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
[[Image:Blender2p3dfsx setup4.jpg|thumb|right|P3D/FSX Toolset panels]]&lt;br /&gt;
Once installed, the Blender2P3D/FSX toolset will append the list of toolkit panels in your viewport. Press &amp;quot;N&amp;quot; to open or close the list of tools. There will be a new entry named &amp;quot;P3D/FSX&amp;quot;, which gives access to the tools of this addon. The different tools are organized in different panels, which are grouped by function.&lt;br /&gt;
The addon adds object properties to the scene. These properties are for instance the references to the various SDKs you can utilize or object properties like attached animations or scenery properties. &lt;br /&gt;
Furthermore, the addon will append the material parameters by P3D or FSX specific parameters.&lt;br /&gt;
Lastly, the addon extends the exporter capabilities and allows you to export your scene to an x-file format and from there calls XToMdl.exe to generate a Prapar3D/Flight Simulator X compatible 3d model.&lt;br /&gt;
&lt;br /&gt;
== Setting up your scene ==&lt;br /&gt;
To ensure that your 3d asset export properly to Prepar3D or Flight Simulator X, you must make sure to prepare and configure the Blender scene. To get started, open the toolset panels by pressing &amp;quot;N&amp;quot; on your keyboard with the main viewport in focus. This will open a list of panels you have currently activated in your Blender configuration. Click on the tab &amp;quot;P3D/FSX&amp;quot; to bring up the panels of the Blender2P3D/FSX toolset.&lt;br /&gt;
=== Configure the SDK ===&lt;br /&gt;
Firstly, go to the &#039;&#039;P3D/FSX Toolset Settings&#039;&#039; and select which SDK you would like to utilize. If &amp;quot;Auto Detect SDK path&amp;quot; is enabled, simply click on &amp;quot;Initialize the SDK&amp;quot;. The addon will then look up the file paths of the SDK in the Windows registry. This method should work in 99% of the cases, however, if the Addon cannot find the file paths, you can also use the &#039;&#039;Manually Find ModelDef file&#039;&#039; option to set up the path.&lt;br /&gt;
Please note that it is necessary to initialize the SDK every time you restart Blender, or load a new scene. This way you ensure that all entries of the modeldef.xml are properly loaded into Blender.&lt;br /&gt;
&lt;br /&gt;
=== Configure the scene ===&lt;br /&gt;
In order for your 3d asset to export properly, you have to ensure that both a GUID and a friendly name are assigned to your scene. To do so, open the &#039;&#039;P3D/FSX File Properties&#039;&#039; panel and type the friendly name in the first edit box. You can use the button &#039;&#039;Generate GUID&#039;&#039; to automatically generate a valid GUID for your scene. Alternatively, you can generate the GUID externally and copy and paste the string into the GUID edit box.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
== Scenery properties ==&lt;br /&gt;
[[image:Blender2P3DFSX Scenery.jpg|thumb|right|Scenery tool of the Blender2P3D/FSX addon.]]&lt;br /&gt;
[feel free to enter the information here.]&lt;br /&gt;
&lt;br /&gt;
=== Quicksave information ===&lt;br /&gt;
With the latest update of the toolkit, you&#039;ll be able to quicksave the location data of your scene. To do so, go to the &#039;&#039;Load/Save scenery data&#039;&#039; section, enter a location name and click on &#039;&#039;Add Location&#039;&#039;. This will save all settings of latitude, longitude, etc. into an XML file on your hard drive. To recall any of those previously saved datasets, click on &#039;&#039;Load Location&#039;&#039;, to open a list of names of previously saved locations. Select the location you wish to load and click on &#039;&#039;LOAD&#039;&#039;. This will populate all fields of the Scenery Tools with those from the XML file.&lt;br /&gt;
&lt;br /&gt;
Note that there is currently no interface to remove entries from the list. But if you&#039;d like to edit or update your quick-save list, you can find the XML file in the following location:&lt;br /&gt;
%APPDATA%\Blender Foundation\Blender\&amp;lt;version number&amp;gt;\config\p3d_locations.xml&lt;br /&gt;
&lt;br /&gt;
The addon will try to load the XML file whenever you initialize the SDK (see [[https://www.fsdeveloper.com/wiki/index.php?title=Blender2P3D/FSX#Setting_up_your_scene Setting up your scene]]). There will be a warning message in the system console of Blender if the file wasn&#039;t found on your hard drive. You can safely ignore this warning if you don&#039;t use this feature of the toolset.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Animations ==&lt;br /&gt;
[[Image:Blender2p3dfsx animation tool.jpg|thumb|left|The Animation tool of the Blender2P3D/FSX toolset.]]&lt;br /&gt;
To register an animation for a P3D/FSX asset, open the &#039;&#039;P3D/FSX Animation Tool&#039;&#039; panel. You will be presented with a list of animations, as found in the modeldef.xml file. To assign an animation to a selected object, choose it from the list and click on &#039;&#039;Assign&#039;&#039;. You can use the search function to filter the list for certain keywords, click on the little arrow on the bottom of the list to expose the search bar.&lt;br /&gt;
[[Image:Blender2p3dfsx object properties.jpg|thumb|right|Object properties for the Blender2P3D/FSX toolset.]]&lt;br /&gt;
Once an animation has been assigned, make sure to enter an animation length in the object&#039;s properties as well. Open the objects properties panel and scroll to the &#039;&#039;P3D/FSX Properties&#039;&#039; section. Here, you&#039;ll find the properties of the attached animation as well as a list of all utilized attachpoints for that object.&lt;br /&gt;
You can also delete an animation by clicking on the &#039;&#039;Clear&#039;&#039; button.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Attachpoints ==&lt;br /&gt;
Open the Attach Tool to access the various options for attachpoints. You can activate or deactivate a number of different functions by clicking on the corresponding buttons in the list. The buttons turn blue when active. Don&#039;t forget to assign the selected attachpoint and its parameters to an object by selecting the object in the scene and clicking on &#039;&#039;Attach&#039;&#039; on the bottom of the panel.&lt;br /&gt;
To see what attachpoints are active for any given object in the scene, select the object and open the object properties. Under &#039;&#039;P3D/FSX Properties&#039;&#039;, you&#039;ll find a list of all attachpoints under the animation properties for the selected object.&lt;br /&gt;
=== Effects ===&lt;br /&gt;
[[Image:Blender2P3DFSX attach effect.jpg|thumb|left|Attachpoint properties for effects.]]&lt;br /&gt;
To attach an effect to an object in your scene, click on the &#039;&#039;Effect&#039;&#039; button in the P3D/FSX Attach Tool panel. This will extend the panel and allow you to specify the parameters of the effect you&#039;d like to attach.&lt;br /&gt;
* &#039;&#039;&#039;Name&#039;&#039;&#039;: set an attachpoint name for the object.&lt;br /&gt;
* &#039;&#039;&#039;Effect&#039;&#039;&#039;: type the filename of the effect you would like to attach to the object.&lt;br /&gt;
* &#039;&#039;&#039;Param&#039;&#039;&#039;: define paramters for the effect. Those can be, for instance, conditions for the effect to trigger. Refer to the P3D/FSX SDK for more information on valid syntax for this field.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
=== Visibility ===&lt;br /&gt;
[[Image:Blender2P3DFSX attach visibility.jpg|thumb|left|Attachpoint properties for visibility.]]&lt;br /&gt;
Add a visibility tag to the selected object by clicking on &#039;&#039;Visibility&#039;&#039; on the P3D/FSX Attach Tool panel. This will open a list of available visibility tags, which you can attach to a selected object in the scene using the &amp;quot;Attach&amp;quot; button.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== MouseRect ===&lt;br /&gt;
[[Image:attach mouserect.jpg|thumb|left|Attachpoint properties for mouserects.]]&lt;br /&gt;
To add a mouserect to the selected object in the scene, click on &#039;&#039;Mouse Rect&#039;&#039;. This will reveal a dropdown list of all available mouserects, as defined in the modeldef.xml file.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
=== Platform ===&lt;br /&gt;
[[Image:Blender2P3DFSX attach platform.jpg|thumb|left|Attachpoint properties for platforms.]]&lt;br /&gt;
You can define an object as a &amp;quot;platform&amp;quot; by activating &#039;&#039;Platform&#039;&#039; in the P3D/FSX Attach Tool panel. Make sure to select a surface property for the platform in the dropdown list.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
=== No Crash ===&lt;br /&gt;
Enable the no crash flag for the selected object in the scene by clicking on &#039;&#039;No Crash&#039;&#039; in the P3D/FSX Attach Tool panel.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
=== Empty ===&lt;br /&gt;
[[Image:Blender2P3DFSX attach empty.jpg|thumb|left|Attachpoint properties for empty attachpoints.]]&lt;br /&gt;
You can also attach an empty attachpoint to an object in the scene by clicking on &#039;&#039;Empty&#039;&#039; in the P3D/FSX Attach Tool panel. This will enable you to assign a name for the attachpoint. These empty attachpoints can be used for instance to create various equipment for aircraft carriers. Simply assign one of the keywords to the object to trigger the wanted behavior of the object. Valid names are:&lt;br /&gt;
*attachpt_catapult_start_n,&lt;br /&gt;
*attachpt_catapult_end_n,&lt;br /&gt;
*attachpt_blast_shield_n,&lt;br /&gt;
*attachpt_runway_start,&lt;br /&gt;
*attachpt_runway_end,&lt;br /&gt;
*attachpt_runway_edg,&lt;br /&gt;
*attachpt_cable_n_1,&lt;br /&gt;
*attachpt_cable_n_2.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Material parameters ==&lt;br /&gt;
{{ambox&lt;br /&gt;
| type  = content&lt;br /&gt;
| imageleft = [[Image:40px-Emblem-Info.png|40px]]&lt;br /&gt;
| imageright = [[Image:Broom icon.jpg|40px]]&lt;br /&gt;
| style = width: 100%; color: black; font-weight: bold; background:#EFFFB0; font-style: italic&lt;br /&gt;
| text  = &amp;lt;small&amp;gt;Please note that you should re-initialize your material if you are updating a scene from an older version of the Blender2P3D/FSX toolset. To do so, select your preferred option in the dropdown for the material mode selection. &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The P3D/FSX Blender toolset will extend the material properties to include flight simulator-specific parameters. Make sure to carefully go through the list of properties to make sure that your material is ready for export.&lt;br /&gt;
The most fundamental parameter is the main material mode. You can choose between &amp;quot;PBR Material&amp;quot;, &amp;quot;Specular Material&amp;quot; and &amp;quot;Disabled&amp;quot;. Note that any material with the mode being set to &amp;quot;disabled&amp;quot; will be skipped during the export process. Also, note that the PBR material is only available for models used in Prepar3D version 4.4 or higher. Therefore, if you are preparing a model for FSX or older versions of Prepar3d, make sure to have the material mode set to the Specular workflow.&lt;br /&gt;
&lt;br /&gt;
The P3D/FSX Blender toolset is making use of Blender&#039;s node tree and as a result, it is important that your materials comply with the conventions of the addon&#039;s exporter. Whenever you change between different material modes, a script will automatically replace the current node tree with one that is compatible with the chosen material mode. This means that currently, you will have to re-assign all textures every time you change the material mode!&lt;br /&gt;
&lt;br /&gt;
When assigning a new texture to any of the slots, a script will check if the texture is of the DDS format and if so, set up the node tree with a WYSIWYG representation of the simulator&#039;s shader. To do this, the addon will perform these two steps:&lt;br /&gt;
1. vertically flipping the UV for the texture node&lt;br /&gt;
2. reversing the red-in-alpha action for the normal map, meaning you can input a P3D/FSX conform normal map and it&#039;ll show up correctly in Blender.&lt;br /&gt;
&lt;br /&gt;
The new material handling also incorporates the detail map in the node tree and synchronizes the scaling of the detail map with the settings made in the Blender2P3D/FSX material panel.&lt;br /&gt;
&lt;br /&gt;
When exporting your scene, the exporter will run an analysis on all materials to extract the texture information. This is done in two ways, by checking what texture nodes connect to the relevant input nodes and by looking for specific node names. This way, it is possible to modify the node tree in Blender while retaining the ability to export the materials properly. The texture paths are searched for in the following manner:&lt;br /&gt;
1. Check if the (new) texture slots in the material panel are populated and use those if found.&lt;br /&gt;
2. If not, check the relevant input socket of the BSDF Principled shader node&lt;br /&gt;
3. follow all the links from that node and create a list of texture image nodes&lt;br /&gt;
4. if there are more than one texture image nodes directly or indirectly connected to the input socket, check the name of both and see if it matches&lt;br /&gt;
5. if there are NO texture image nodes connected to the input socket, search through ALL the texture image nodes of the graph, and check if the name matches.&lt;br /&gt;
&lt;br /&gt;
On the creation of the node tree, the texture image nodes will be given their corresponding names. Those are:&lt;br /&gt;
&amp;quot;diffuse&amp;quot; for the diffuse/albedo texture&lt;br /&gt;
&amp;quot;specular&amp;quot; for the specular texture&lt;br /&gt;
&amp;quot;metallic&amp;quot; for the metallic/smoothness/ao texture&lt;br /&gt;
&amp;quot;emissive&amp;quot; for the emissive/lightmap texture&lt;br /&gt;
&amp;quot;normal&amp;quot; for the normal/bump map texture&lt;br /&gt;
&amp;quot;clear-coat&amp;quot; for the amount/smoothness/normal x-component/normal y-component&lt;br /&gt;
&lt;br /&gt;
I suggest not deleting any of those texture nodes, in case you&#039;ll need them at a later stage. If you don&#039;t want a certain texture map to show up on your model, just disconnect the corresponding link.&lt;br /&gt;
&lt;br /&gt;
By default, the emissive image texture is not connected to anything. If you want to see the effects of your lightmap on the model in Blender, simply link the texture node with the input socket labeled &amp;quot;Emission&amp;quot;/&amp;quot;Emissive Color&amp;quot;. Note that the emissive map doesn&#039;t have to be linked with the base shader node in order for the lightmap texture to be found by the exporter!&lt;br /&gt;
&lt;br /&gt;
=== PBR Material mode ===&lt;br /&gt;
[[Image:Pbr shader.jpg|thumb|right|The node tree for PBR material.]]&lt;br /&gt;
When you switch to the PBR Material mode, the node tree will be populated with a &amp;quot;BSDF Principled&amp;quot; node and a number of nodes that are linked up with the principled&#039;s input sockets. You can revise the material at any point by removing nodes or links. You can also add logic blocks between existing links and observe the effects in the viewport. Keep in mind, however, that those types of changes will have no effect on the model when you export it to Prepar3D.&lt;br /&gt;
&lt;br /&gt;
==== Albedo/Diffuse Map ====&lt;br /&gt;
The Albedo/Diffuse map uses the &amp;quot;Base Color&amp;quot; input socket of the BSDF Principled node. By default, the Alpha channel of the texture node is linked with the Alpha input socket of the BSDF node. For all opaque materials, this should have no effect, but for transparent materials, it is important that the link remains.&lt;br /&gt;
&lt;br /&gt;
It is possible to modify the node tree to display the Ambient Occlusion channel of the metallic texture. To do that, add a &amp;quot;MixRGB&amp;quot; node to the node tree and switch the blend mode to &amp;quot;multiply&amp;quot;. Next, connect the Color channel from the albedo texture node to input Color1 of the mixRGB node, and connect the green channel (&amp;quot;G&amp;quot;) from the &amp;quot;separate RGB&amp;quot; node of the metallic node to the Color2 input of the mixRGB node. Lastly, connect the output of the mixRGB node to the Base Color input of the BSDF Principled Shader node.&lt;br /&gt;
&lt;br /&gt;
Make sure to disable Ambient occlusion in the scene render settings to not over-saturate the shading.&lt;br /&gt;
&lt;br /&gt;
==== Metallic Map ====&lt;br /&gt;
The metallic texture consists of three channels. The red channel represents the &amp;quot;metallicness&amp;quot; of the material, the alpha channel the &amp;quot;smoothness&amp;quot; and the green channel can contain an ambient occlusion map. Since Blender is using &amp;quot;roughness&amp;quot; rather than &amp;quot;smoothness&amp;quot;, it is necessary to invert the alpha channel of the metallic texture before plugging it into the BSDF Principled node. This is already done for you within Blender&#039;s shading editor (sometimes called the node editor) when you set up the material for PBR.&lt;br /&gt;
&lt;br /&gt;
Please note that the color space of the metallic node should be changed to &amp;quot;non-color&amp;quot;, once you assigned a texture to the node.&lt;br /&gt;
&lt;br /&gt;
By default, the AO map is omitted, see above if you want to display it in your scene.&lt;br /&gt;
&lt;br /&gt;
Note that for Prepar3Dv5, you can provide a reflection map in the blue channel of the metallic map, however, this channel won&#039;t be displayed in Blender. If you use the reflective channel, make sure to tick the &amp;quot;Metallic map has reflection&amp;quot; in the Metallic properties of the material.&lt;br /&gt;
&lt;br /&gt;
==== Clear Coat Map ====&lt;br /&gt;
The Clear Coat map is comprised of 2 or 3 textures that are packed in the channels within a single RGB or RGBA texture. The 2 required textures in a Clear coat map are the &amp;quot;Amount&amp;quot; and &amp;quot;Smoothness&amp;quot;. The 3rd, optionally, is the Clear Coat Normal map.  The Clear Coat map should not be used with any material that is metallic material. The Clear Coat map should be used on materials that are to appear as if they have been waxed or lacquered (such as automobiles, fine leather, and also, Banners).&lt;br /&gt;
&lt;br /&gt;
The Red Channel of the clear coat is the &amp;quot;Amount&amp;quot; of the clear coat (0.00 to 1.0). Pure black (matte) is represented as 0.00, pure white is 1.0 (maximum amount). In other words, this is the amount of wax or lacquer on the material.&lt;br /&gt;
&lt;br /&gt;
The Green Channel is the &amp;quot;Smoothness&amp;quot; of the Clear Coat. This is also represented as 0.00 to 1.0. Pure black is 0.00 and pure white is 1.0 (maximum smoothness) and gives you the maximum reflection.&lt;br /&gt;
&lt;br /&gt;
The numerical values for the &amp;quot;Amount&amp;quot; and &amp;quot;Smoothness&amp;quot; are for &amp;quot;baking&amp;quot; and procedural texture purposes.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; Within the Shading Editor in Blender (sometimes called the Node Editor), the &amp;quot;Smoothness&amp;quot; map (in the green channel) is being &amp;quot;inverted&amp;quot;. This is because Blender is looking for a &amp;quot;Roughness&amp;quot; map and P3D requires a &amp;quot;Smoothness&amp;quot; map. Using the &amp;quot;Smoothness&amp;quot; texture that is contained in the &amp;quot;Metallic&amp;quot; map will most likely not give you the &amp;quot;look&amp;quot; you were hoping for.&lt;br /&gt;
&lt;br /&gt;
The Clear Coat Normal map (placed in the Blue and Alpha Channels) consists of the x- and y-components of a standard normal map. The x-component (within a standard normal map, it&#039;s in the red Channel) is placed in the Blue channel.  The y-component (within a standard normal map, it&#039;s in the green channel) is placed in the Alpha Channel.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; Just like the Normal map used in P3D, the Clear Coat normal map is in the DirectX format, not OpenGL format  Be aware when &amp;quot;baking&amp;quot; within Blender, the OpenGL Format is used when creating normal maps.  &lt;br /&gt;
&lt;br /&gt;
=== Specular Material mode ===&lt;br /&gt;
[[Image:Specular shader.jpg|thumb|right|The node tree for specular material.]]&lt;br /&gt;
If you select &amp;quot;Specular Material&amp;quot; as the P3D/FSX material mode, the current node tree is removed and replaced. The main shader node will now be an &amp;quot;Eevee Specular&amp;quot; node. The node tree will be populated in a way that most closely represents the shader mechanics of FSX/P3D and all you need to do is add your texture files to the various texture image nodes. As with the PBR node tree, you can modify the Specular node tree in any way you wish - as long as the original Texture image nodes and the Eevee Specular node remain, the exporter will be able to pick up the correct texture paths.&lt;br /&gt;
&lt;br /&gt;
Please note that since it is a node specifically designed for the Eevee render engine, material created in this way won&#039;t render properly if you switch the viewport render mode to &amp;quot;Cycles&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
=== Normal maps for PBR and Specular material ===&lt;br /&gt;
Prepar3D and FSX use a non-standard approach to rendering normal maps and we took the approach on board when developing the node tree for the P3D/FSX material. If you&#039;re using non-DDS files (.PSD, .tga, .png, etc), the shader is set up in an industry-standard way, with the color node of the normal texture node being plugged indirectly into the normal map node of the graph. However, if you&#039;re using DDS files, the addon will change the node tree in a way that reflects the sim as closely as possible by reversing the mandatory red-in-alpha.&lt;br /&gt;
&lt;br /&gt;
Please note that the color space of the normal map will now automatically be changed to &amp;quot;non-color&amp;quot;, once you assigned a texture to the normal map slot.&lt;br /&gt;
&lt;br /&gt;
The legacy NVidia Photoshop plug-in, GIMP plug-in, and the SDK&#039;s Imagetool (FSX and P3D) all use the DirectX format for Normal maps. The latest NVidia plug-in, along with the standalone application, uses the OpenGL Format when creating Normal maps.  Most Normal maps &amp;quot;ready-made&amp;quot; can be changed to the DirectX format by inverting or flipping the &#039;y&#039;-component of the Normal map, however, go with what &amp;quot;looks&amp;quot; correct to you.&lt;br /&gt;
&lt;br /&gt;
=== Environment/Reflection map ===&lt;br /&gt;
Oppose to P3D, Blender is using a global reflection map in conjunction with reflective materials. Depending on your requirements, it might be necessary for you to utilize different reflection maps for different materials. To accommodate this, you can link any reflection map to any material, using the Parameter &amp;quot;Reflection map&amp;quot; under the P3D/FSX material properties. However, any change to the file or file path will not change anything about how reflections are presented in Blender.&lt;br /&gt;
If you would like to get an idea of how your reflection map works with your other material settings, you can manually change Blender&#039;s global reflection map. To do so, open the &amp;quot;World Properties&amp;quot; and under &amp;quot;Surface-&amp;gt;Color&amp;quot;, select &amp;quot;Environment Texture&amp;quot; as a new source for the world reflection map and navigate to your texture. Don&#039;t forget to change the render mode to &amp;quot;Viewport Shading&amp;quot;. Please note that changes to the world properties won&#039;t be taken into account when exporting your model to &amp;quot;.X&amp;quot; or &amp;quot;.MDL&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
=== Transparency ===&lt;br /&gt;
If you&#039;re working with PBR material, switching your material to transparent is simple. In the P3D/FSX material settings change the &amp;quot;Render mode&amp;quot; to &amp;quot;Masked&amp;quot;. The transparency value is taken from the Alpha channel of the Albedo texture node and will be visualized in the viewport. Note that switching from &amp;quot;Opaque&amp;quot; to &amp;quot;Masked&amp;quot; will also enable Backface culling by default, this is simply done for your convenience, but you can switch it off at any time with no effect on the P3D/FSX model itself.&lt;br /&gt;
&lt;br /&gt;
Transparency for Specular material is currently not automated in this way, so any changes to the &amp;quot;Framebuffer Blend&amp;quot; properties of the material will have no effect on how the model is displayed in Blender. These values are, however, taken into consideration when you export your model and should work as expected.&lt;br /&gt;
&lt;br /&gt;
= Exporting to .X/.MDL =&lt;br /&gt;
[[Image:Blender2P3DFSX Export1.jpg|thumb|Export options of the Blender2P3D/FSX toolset.]]&lt;br /&gt;
An essential element of the Blender2P3D/FSX toolset is the ability to export a Blender scene directly into the .mdl format. You can access the exporter by clicking on File-&amp;gt;Export-&amp;gt;DirectX for P3D/FSX (.X/.MDL). This will open the export dialog. On the right side of the window, you can choose various options for the export. Don&#039;t forget to enter a valid filename on the bottom of the screen before pressing &amp;quot;Export P3D/FSX .X file&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Note: I recommend opening the Blender console before starting the export process. At the moment the exporter won&#039;t give you any visual feedback on whether it&#039;s running or not, so checking on the console helps to make sure that everything is working smoothly. The console can be accessed through Window-&amp;gt;Toggle System Console.&lt;br /&gt;
&lt;br /&gt;
== Exporter options ==&lt;br /&gt;
&#039;&#039;&#039;Export only current selection&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
If this option is active, only the elements of your scene that are currently selected will be exported. This can be useful if you want to quickly check certain parts of the scene, without exporting everything at once.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Apply all modifiers&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
If this option is selected, every object in the scene will have its modifiers applied before being encoded into the .X file. It is important to have this option enabled, otherwise your model might not be displayed correctly in the sim.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Export animations and LOD&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
To make sure that the animations and LODs are being exported, this option should be enabled.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Skinned mesh&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
If there are any skinned meshes in you scene, make sure to enable this option. Otherwise, the skinned mesh animations are being omitted.&amp;lt;br/&amp;gt; &lt;br /&gt;
&#039;&#039;&#039;Export MDL&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
If this option is selected, the exporter will automatically call the XToMdl.exe converter once the .x file is written. Enable this option to export directly into the Prapar3D/FSX compatible 3d model format.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Create XML Scenery placement for this MDL&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
If this option is selected, the exporter will create an XML file that has all the scenery export information such as &#039;&#039;coordinates (latitude, longitude, altitude, pitch, bank, heading)&#039;&#039; and the &#039;&#039;scenery complexity&#039;&#039; of the scenery objects/model to be exported (by default &#039;&#039;Scenery Complexity = Normal&#039;&#039;). Then, it will convert the created &amp;quot;.MDL&amp;quot; format file into &amp;quot;.BGL&amp;quot; format file which then can be used directly in the simulator.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Create Sample XML Scenery Placement&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
If this option is selected, the exporter will create a SAMPLE XML file to show the developer how the scenery xml file should be written. &#039;&#039;Remember to only select this option if you wish to create the &amp;quot;.BGL&amp;quot; file manually/by your own&#039;&#039;.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Log File&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
If this option is checked, a log file will be generated in the same folder you export your scene to. The log file is a simple text file with the friendly name of the model [ex. Hangar_(date)_(time)_log.txt]. It can contain valuable information on the export progress if something goes wrong.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Use BMP&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
If selected, all texture filenames will be changed to &amp;lt;filename&amp;gt;.bmp.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Export process ==&lt;br /&gt;
The exporter will generate an .X file and - if selected - a .xanim file, which will hold the geometric information of your model, as well as the specs of your materials. Some of the properties of the model will be taken directly from the Blender scene, whereas some properties come from the custom properties that the Blender2P3D/FSX addon adds to objects and materials.&lt;br /&gt;
&lt;br /&gt;
The following list describes the operation of the exporter step-by-step.&lt;br /&gt;
# &#039;&#039;&#039;Collecting object Information&#039;&#039;&#039;&amp;lt;!--&lt;br /&gt;
 --&amp;gt;&amp;lt;p&amp;gt;The exporter will first go through the hierarchy of the scene and generate a list of exportable objects. Those objects are meshes, bones, and empty object(s) if they have anything attached to it. The exporter will also check if the SDK was initialized, a modeldef.xml was found, and if the scene contains a valid GUID and friendly name. If &amp;quot;&#039;&#039;Export Animations&#039;&#039;&amp;quot; was enabled in the export dialog, a list will be generated that contains information on every part that has an animation tag assigned to it.&amp;lt;/p&amp;gt;&lt;br /&gt;
# &#039;&#039;&#039;Writing the header&#039;&#039;&#039;&amp;lt;!--&lt;br /&gt;
 --&amp;gt;&amp;lt;p&amp;gt;The header of the .x file contains templates for mesh and material information. Since P3D and FSX models differ slightly, the templates are being written depending on the selected SDK.&amp;lt;/p&amp;gt;&lt;br /&gt;
# &#039;&#039;&#039;Outline of the scene&#039;s hierarchy&#039;&#039;&#039;&amp;lt;!--&lt;br /&gt;
 --&amp;gt;&amp;lt;p&amp;gt;The exporter will write a quick outline of the scene&#039;s objects into the .X file. This outline has no function but is informative to anyone who needs to debug any errors during the export.&amp;lt;/p&amp;gt;&lt;br /&gt;
# &#039;&#039;&#039;Writing scene information&#039;&#039;&#039;&amp;lt;!--&lt;br /&gt;
 --&amp;gt;&amp;lt;p&amp;gt;Next, the exporter will go through the list of eligible objects and encode the geometric information. This includes the position of the vertices, a list of polygons, mesh normals for each vertex, and UV coordinates.&amp;lt;/p&amp;gt;&lt;br /&gt;
## &#039;&#039;&#039;Analyzing mesh materials&#039;&#039;&#039;&amp;lt;!--&lt;br /&gt;
 --&amp;gt;&amp;lt;p&amp;gt;For each material, the exporter will analyze the node tree to find the relevant image texture nodes. If an image texture node cannot be found, or if the filename is empty, the corresponding texture type will be skipped by the exporter.&amp;lt;/p&amp;gt;&lt;br /&gt;
## &#039;&#039;&#039;Writing mesh material&#039;&#039;&#039;&amp;lt;!--&lt;br /&gt;
 --&amp;gt;&amp;lt;p&amp;gt;Once all data is collected, the material properties are being encoded in the .x file.&amp;lt;/p&amp;gt;&lt;br /&gt;
#&#039;&#039;&#039;Writing Animations&#039;&#039;&#039;&amp;lt;!--&lt;br /&gt;
 --&amp;gt;&amp;lt;p&amp;gt;If &amp;quot;&#039;&#039;Export animations and LODs&#039;&#039;&amp;quot; has been selected in the exporter window, a .xanim file is generated, which contains the animation data for all animated objects.&amp;lt;/p&amp;gt;&lt;br /&gt;
#&#039;&#039;&#039;Converting to MDL&#039;&#039;&#039;&amp;lt;!--&lt;br /&gt;
 --&amp;gt;&amp;lt;p&amp;gt;If &amp;quot;&#039;&#039;Export MDL&#039;&#039;&amp;quot; has been selected in the exporter window, the exporter will execute the XToMdl.exe of the selected SDK. The Blender system console will show the progress during this step of the export, however, note that the output is currently not logged in the log file that is generated by the exporter. If there is an issue with the .X file, or if the XToMdl.exe couldn&#039;t be found, an error will be shown in the Blender window.&amp;lt;/p&amp;gt;&lt;br /&gt;
#&#039;&#039;&#039;Export BGL&#039;&#039;&#039;&amp;lt;!--&lt;br /&gt;
 --&amp;gt;&amp;lt;p&amp;gt;BGL is a scenery file format that is being used in Flight Simulator. If &amp;quot;&#039;&#039;Create XML Scenery placement for this MDL&#039;&#039;&amp;quot; has been selected in the exporter window, the created .MDL format file will run through an application called bglcomp [which is an in-build application that comes with the Software Development (Kit)] to create the Flight Simulator use .BGL format file. This BGL format file can be used directly in the simulator later.&amp;lt;/p&amp;gt; &lt;br /&gt;
&lt;br /&gt;
If the export was successful, you&#039;ll find the .X and the .MDL file in the selected folder, ready to be imported into P3D/FSX.&lt;br /&gt;
&lt;br /&gt;
Please note that the exporter currently does not optimize your model! If you want to improve on the performance of your 3d asset, it is recommended to join all parts that share a material but don&#039;t have an animation or attachpoint assigned to it. Also note that the export process takes a long time to complete, please have the system console open to check up on the progress of the export.&lt;br /&gt;
&lt;br /&gt;
= Credits and license =&lt;br /&gt;
The addon in its current version is the hard work of many members of the fsdeveloper.com forum. The original FSX2Blender addon was developed by:&lt;br /&gt;
[https://www.fsdeveloper.com/forum/members/capt_x.6562/ Felix Owono-Ateba], [https://www.fsdeveloper.com/forum/members/ronh.1886/ Ron Haertel], [https://www.fsdeveloper.com/forum/members/krispy1001.11839/ Kris Pyatt] (2017) and [https://www.fsdeveloper.com/forum/members/manochvarma-raman.16466/ Manochvarma Raman] (2018)&lt;br /&gt;
This current incarnation of the addon uses most of the original algorithms, but with an updated UI and compatibility for Blender v2.8.x. Parts of the original exporter script have been rewritten to accommodate Blender&#039;s new material workflow and to add PBR support to the addon (P3D v4.4+ only). This work was done 2019/2020 by [https://www.fsdeveloper.com/forum/members/vitus.2026/ Otmar Nitsche]. Further additions to the material workflow were added by [https://www.fsdeveloper.com/forum/members/dave-hoeffgen.14361/ David Hoeffgen] in 2020.  The UI and the Clear Coat map components (P3D v5) were updated/ added for Blender v3.x.x by [https://www.fsdeveloper.com/forum/members/dave_w.16881/ Dave_W] &amp;amp; [https://www.fsdeveloper.com/forum/members/pyscen.1491/ Doug A] in November 2022.&lt;br /&gt;
&lt;br /&gt;
Special thanks go to [https://www.fsdeveloper.com/forum/members/arno.1/ Arno Gerretsen] and [https://www.fsdeveloper.com/forum/members/spotlope.39/ Bill Womack] for their input during the development and testing of the addon.&lt;br /&gt;
&lt;br /&gt;
The software is licensed under [http://www.gnu.org/licenses/gpl-3.0.html GNU General Public License (GNU-GPL-3)]. Feel free to use it as you see fit, both for freeware and commercial projects. If you have suggestions for changes, use the forum. If you would like to get involved in the development of the addon, contact any of the authors mentioned above to coordinate the effort.&lt;/div&gt;</summary>
		<author><name>Pyscen</name></author>
	</entry>
	<entry>
		<id>http://www.fsdeveloper.com/wiki/index.php?title=Blender2P3D/FSX&amp;diff=11345</id>
		<title>Blender2P3D/FSX</title>
		<link rel="alternate" type="text/html" href="http://www.fsdeveloper.com/wiki/index.php?title=Blender2P3D/FSX&amp;diff=11345"/>
		<updated>2022-12-03T18:59:09Z</updated>

		<summary type="html">&lt;p&gt;Pyscen: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{ambox&lt;br /&gt;
| type  = content&lt;br /&gt;
| imageleft = [[Image:40px-Emblem-Info.png|40px]]&lt;br /&gt;
| imageright = [[Image:Broom icon.jpg|40px]]&lt;br /&gt;
| style = width: 100%; color: black; background:#EFFFB0; font-style: italic&lt;br /&gt;
| text = The current version of the &#039;&#039;&#039;Blender2P3D/FSX&#039;&#039;&#039; addon is &#039;&#039;&#039;v1.0.2&#039;&#039;&#039;.  The &#039;&#039;&#039;Blender2P3D/FSX toolset&#039;&#039;&#039; is an addon for [http://www.blender.org/download/ Blender].|] }}&lt;br /&gt;
[[Category:Tools]]&lt;br /&gt;
[[Category:Blender]]&lt;br /&gt;
[[category:Modeling]]{&lt;br /&gt;
[[Category:Aircraft Design]]&lt;br /&gt;
[[category:Scenery Design]]&lt;br /&gt;
[[Category:Terrain Design]]&lt;br /&gt;
[[Category:Airport Design]]&lt;br /&gt;
[[category:Texturing]]&lt;br /&gt;
[[category:SDK]]&lt;br /&gt;
[[category:Manuals]]&lt;br /&gt;
{{Infobox-Applicable-FSVersion&lt;br /&gt;
| MSFS= false&lt;br /&gt;
| FSXI = false&lt;br /&gt;
| P3D5 = true&lt;br /&gt;
| P3D4 = true&lt;br /&gt;
| P3D3 = true&lt;br /&gt;
| P3D2 = true&lt;br /&gt;
| P3D = true&lt;br /&gt;
| FSW = unknown&lt;br /&gt;
| FSX-SE = true&lt;br /&gt;
| FSXA = true&lt;br /&gt;
| FSX = true&lt;br /&gt;
| FS2004 = unknown&lt;br /&gt;
| FS2002 = unknown&lt;br /&gt;
| XP11 = unknown&lt;br /&gt;
| XP10 = unknown&lt;br /&gt;
| XP9 = unknown&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
This addon is a continuation of the [[Blender2FSX Toolset manual]] and it incorporates compatibility with the latest API for Blender version v3.x.x and above. The new toolset also features full support of PBR materials for Lockheed Martin&#039;s Prepar3D v4.4 and above, as well as some changes to the interface and file structure of the addon.&lt;br /&gt;
This wiki will help you install and use the new toolset.&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
= Installation =&lt;br /&gt;
== Requirements ==&lt;br /&gt;
* Windows 11 and 10 &lt;br /&gt;
&lt;br /&gt;
* Microsoft Flight Simulator X SDK &#039;&#039;&#039;&#039;&#039;including updates&#039;&#039;&#039; to SP2 or Acceleration&#039;&#039; or&lt;br /&gt;
&lt;br /&gt;
* Lockheed Martin Prepar3D SDK v1.x, v2.x, v3.x, &amp;amp; v4.x (&#039;&#039;FSX Steam Edition should use the Prepar3D SDK v1.x&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
* [http://www.blender.org/download/ Blender] (version: &#039;&#039;&#039;v3.x&#039;&#039;&#039; or above)&lt;br /&gt;
&lt;br /&gt;
Make sure that &#039;&#039;&#039;&#039;&#039;ALL&#039;&#039;&#039; SDKs&#039;&#039; that you are using are installed prior to installing/ activating this Toolset!&lt;br /&gt;
&lt;br /&gt;
== Setup ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:blender2p3dfsx_setup1.jpg&lt;br /&gt;
Image:blender2p3dfsx_setup2.jpg&lt;br /&gt;
Image:blender2p3dfsx_setup3.jpg&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
After downloading the add-on, open Blender 3.x.x and open the Preferences (Edit-&amp;gt;Preferences). Navigate to the &amp;quot;Add-ons&amp;quot; tab and click on &amp;quot;Install...&amp;quot;. &lt;br /&gt;
In the file manager, navigate to where you have downloaded the Toolset file, select it and click on &amp;quot;Install Add-on&amp;quot;. This will extract the content of the zip file to your Blender script folder (by default under %APPDATA%\Blender Foundation\Blender\&amp;lt;version number&amp;gt;\scripts\addons). Next, you need to activate the addon by clicking on the &#039;&#039;check-mark&#039;&#039; next to &amp;quot;3DView: P3D/FSX Toolset&amp;quot;. That should enable the addon and the various panels and properties. Close the Preferences window.&lt;br /&gt;
&lt;br /&gt;
To ensure that the addon was correctly installed, press &amp;quot;N&amp;quot; on your keyboard while the mouse pointer is in one of the main viewports. This should open the main panels of the addon under the tab named &amp;quot;P3D/FSX&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
= Using the Tools =&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
[[Image:Blender2p3dfsx setup4.jpg|thumb|right|P3D/FSX Toolset panels]]&lt;br /&gt;
Once installed, the Blender2P3D/FSX toolset will append the list of toolkit panels in your viewport. Press &amp;quot;N&amp;quot; to open or close the list of tools. There will be a new entry named &amp;quot;P3D/FSX&amp;quot;, which gives access to the tools of this addon. The different tools are organized in different panels, which are grouped by function.&lt;br /&gt;
The addon adds object properties to the scene. These properties are for instance the references to the various SDKs you can utilize or object properties like attached animations or scenery properties. &lt;br /&gt;
Furthermore, the addon will append the material parameters by P3D or FSX specific parameters.&lt;br /&gt;
Lastly, the addon extends the exporter capabilities and allows you to export your scene to an x-file format and from there calls XToMdl.exe to generate a Prapar3D/Flight Simulator X compatible 3d model.&lt;br /&gt;
&lt;br /&gt;
== Setting up your scene ==&lt;br /&gt;
To ensure that your 3d asset export properly to Prepar3D or Flight Simulator X, you must make sure to prepare and configure the Blender scene. To get started, open the toolset panels by pressing &amp;quot;N&amp;quot; on your keyboard with the main viewport in focus. This will open a list of panels you have currently activated in your Blender configuration. Click on the tab &amp;quot;P3D/FSX&amp;quot; to bring up the panels of the Blender2P3D/FSX toolset.&lt;br /&gt;
=== Configure the SDK ===&lt;br /&gt;
Firstly, go to the &#039;&#039;P3D/FSX Toolset Settings&#039;&#039; and select which SDK you would like to utilize. If &amp;quot;Auto Detect SDK path&amp;quot; is enabled, simply click on &amp;quot;Initialize the SDK&amp;quot;. The addon will then look up the file paths of the SDK in the Windows registry. This method should work in 99% of the cases, however, if the Addon cannot find the file paths, you can also use the &#039;&#039;Manually Find ModelDef file&#039;&#039; option to set up the path.&lt;br /&gt;
Please note that it is necessary to initialize the SDK every time you restart Blender, or load a new scene. This way you ensure that all entries of the modeldef.xml are properly loaded into Blender.&lt;br /&gt;
&lt;br /&gt;
=== Configure the scene ===&lt;br /&gt;
In order for your 3d asset to export properly, you have to ensure that both a GUID and a friendly name are assigned to your scene. To do so, open the &#039;&#039;P3D/FSX File Properties&#039;&#039; panel and type the friendly name in the first edit box. You can use the button &#039;&#039;Generate GUID&#039;&#039; to automatically generate a valid GUID for your scene. Alternatively, you can generate the GUID externally and copy and paste the string into the GUID edit box.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
== Scenery properties ==&lt;br /&gt;
[[image:Blender2P3DFSX Scenery.jpg|thumb|right|Scenery tool of the Blender2P3D/FSX addon.]]&lt;br /&gt;
[feel free to enter the information here.]&lt;br /&gt;
&lt;br /&gt;
=== Quicksave information ===&lt;br /&gt;
With the latest update of the toolkit, you&#039;ll be able to quicksave the location data of your scene. To do so, go to the &#039;&#039;Load/Save scenery data&#039;&#039; section, enter a location name and click on &#039;&#039;Add Location&#039;&#039;. This will save all settings of latitude, longitude, etc. into an XML file on your hard drive. To recall any of those previously saved datasets, click on &#039;&#039;Load Location&#039;&#039;, to open a list of names of previously saved locations. Select the location you wish to load and click on &#039;&#039;LOAD&#039;&#039;. This will populate all fields of the Scenery Tools with those from the XML file.&lt;br /&gt;
&lt;br /&gt;
Note that there is currently no interface to remove entries from the list. But if you&#039;d like to edit or update your quick-save list, you can find the XML file in the following location:&lt;br /&gt;
%APPDATA%\Blender Foundation\Blender\&amp;lt;version number&amp;gt;\config\p3d_locations.xml&lt;br /&gt;
&lt;br /&gt;
The addon will try to load the XML file whenever you initialize the SDK (see [[https://www.fsdeveloper.com/wiki/index.php?title=Blender2P3D/FSX#Setting_up_your_scene Setting up your scene]]). There will be a warning message in the system console of Blender if the file wasn&#039;t found on your hard drive. You can safely ignore this warning if you don&#039;t use this feature of the toolset.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Animations ==&lt;br /&gt;
[[Image:Blender2p3dfsx animation tool.jpg|thumb|left|The Animation tool of the Blender2P3D/FSX toolset.]]&lt;br /&gt;
To register an animation for a P3D/FSX asset, open the &#039;&#039;P3D/FSX Animation Tool&#039;&#039; panel. You will be presented with a list of animations, as found in the modeldef.xml file. To assign an animation to a selected object, choose it from the list and click on &#039;&#039;Assign&#039;&#039;. You can use the search function to filter the list for certain keywords, click on the little arrow on the bottom of the list to expose the search bar.&lt;br /&gt;
[[Image:Blender2p3dfsx object properties.jpg|thumb|right|Object properties for the Blender2P3D/FSX toolset.]]&lt;br /&gt;
Once an animation has been assigned, make sure to enter an animation length in the object&#039;s properties as well. Open the objects properties panel and scroll to the &#039;&#039;P3D/FSX Properties&#039;&#039; section. Here, you&#039;ll find the properties of the attached animation as well as a list of all utilized attachpoints for that object.&lt;br /&gt;
You can also delete an animation by clicking on the &#039;&#039;Clear&#039;&#039; button.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Attachpoints ==&lt;br /&gt;
Open the Attach Tool to access the various options for attachpoints. You can activate or deactivate a number of different functions by clicking on the corresponding buttons in the list. The buttons turn blue when active. Don&#039;t forget to assign the selected attachpoint and its parameters to an object by selecting the object in the scene and clicking on &#039;&#039;Attach&#039;&#039; on the bottom of the panel.&lt;br /&gt;
To see what attachpoints are active for any given object in the scene, select the object and open the object properties. Under &#039;&#039;P3D/FSX Properties&#039;&#039;, you&#039;ll find a list of all attachpoints under the animation properties for the selected object.&lt;br /&gt;
=== Effects ===&lt;br /&gt;
[[Image:Blender2P3DFSX attach effect.jpg|thumb|left|Attachpoint properties for effects.]]&lt;br /&gt;
To attach an effect to an object in your scene, click on the &#039;&#039;Effect&#039;&#039; button in the P3D/FSX Attach Tool panel. This will extend the panel and allow you to specify the parameters of the effect you&#039;d like to attach.&lt;br /&gt;
* &#039;&#039;&#039;Name&#039;&#039;&#039;: set an attachpoint name for the object.&lt;br /&gt;
* &#039;&#039;&#039;Effect&#039;&#039;&#039;: type the filename of the effect you would like to attach to the object.&lt;br /&gt;
* &#039;&#039;&#039;Param&#039;&#039;&#039;: define paramters for the effect. Those can be, for instance, conditions for the effect to trigger. Refer to the P3D/FSX SDK for more information on valid syntax for this field.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
=== Visibility ===&lt;br /&gt;
[[Image:Blender2P3DFSX attach visibility.jpg|thumb|left|Attachpoint properties for visibility.]]&lt;br /&gt;
Add a visibility tag to the selected object by clicking on &#039;&#039;Visibility&#039;&#039; on the P3D/FSX Attach Tool panel. This will open a list of available visibility tags, which you can attach to a selected object in the scene using the &amp;quot;Attach&amp;quot; button.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== MouseRect ===&lt;br /&gt;
[[Image:attach mouserect.jpg|thumb|left|Attachpoint properties for mouserects.]]&lt;br /&gt;
To add a mouserect to the selected object in the scene, click on &#039;&#039;Mouse Rect&#039;&#039;. This will reveal a dropdown list of all available mouserects, as defined in the modeldef.xml file.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
=== Platform ===&lt;br /&gt;
[[Image:Blender2P3DFSX attach platform.jpg|thumb|left|Attachpoint properties for platforms.]]&lt;br /&gt;
You can define an object as a &amp;quot;platform&amp;quot; by activating &#039;&#039;Platform&#039;&#039; in the P3D/FSX Attach Tool panel. Make sure to select a surface property for the platform in the dropdown list.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
=== No Crash ===&lt;br /&gt;
Enable the no crash flag for the selected object in the scene by clicking on &#039;&#039;No Crash&#039;&#039; in the P3D/FSX Attach Tool panel.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
=== Empty ===&lt;br /&gt;
[[Image:Blender2P3DFSX attach empty.jpg|thumb|left|Attachpoint properties for empty attachpoints.]]&lt;br /&gt;
You can also attach an empty attachpoint to an object in the scene by clicking on &#039;&#039;Empty&#039;&#039; in the P3D/FSX Attach Tool panel. This will enable you to assign a name for the attachpoint. These empty attachpoints can be used for instance to create various equipment for aircraft carriers. Simply assign one of the keywords to the object to trigger the wanted behavior of the object. Valid names are:&lt;br /&gt;
*attachpt_catapult_start_n,&lt;br /&gt;
*attachpt_catapult_end_n,&lt;br /&gt;
*attachpt_blast_shield_n,&lt;br /&gt;
*attachpt_runway_start,&lt;br /&gt;
*attachpt_runway_end,&lt;br /&gt;
*attachpt_runway_edg,&lt;br /&gt;
*attachpt_cable_n_1,&lt;br /&gt;
*attachpt_cable_n_2.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Material parameters ==&lt;br /&gt;
{{ambox&lt;br /&gt;
| type  = content&lt;br /&gt;
| imageleft = [[Image:40px-Emblem-Info.png|40px]]&lt;br /&gt;
| imageright = [[Image:Broom icon.jpg|40px]]&lt;br /&gt;
| style = width: 100%; color: black; font-weight: bold; background:#EFFFB0; font-style: italic&lt;br /&gt;
| text  = &amp;lt;small&amp;gt;Please note that you should re-initialize your material if you are updating a scene from an older version of the Blender2P3D/FSX toolset. To do so, select your preferred option in the dropdown for the material mode selection. &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The P3D/FSX Blender toolset will extend the material properties to include flight simulator-specific parameters. Make sure to carefully go through the list of properties to make sure that your material is ready for export.&lt;br /&gt;
The most fundamental parameter is the main material mode. You can choose between &amp;quot;PBR Material&amp;quot;, &amp;quot;Specular Material&amp;quot; and &amp;quot;Disabled&amp;quot;. Note that any material with the mode being set to &amp;quot;disabled&amp;quot; will be skipped during the export process. Also, note that the PBR material is only available for models used in Prepar3D version 4.4 or higher. Therefore, if you are preparing a model for FSX or older versions of Prepar3d, make sure to have the material mode set to the Specular workflow.&lt;br /&gt;
&lt;br /&gt;
The P3D/FSX Blender toolset is making use of Blender&#039;s node tree and as a result, it is important that your materials comply with the conventions of the addon&#039;s exporter. Whenever you change between different material modes, a script will automatically replace the current node tree with one that is compatible with the chosen material mode. This means that currently, you will have to re-assign all textures every time you change the material mode!&lt;br /&gt;
&lt;br /&gt;
When assigning a new texture to any of the slots, a script will check if the texture is of the DDS format and if so, set up the node tree with a WYSIWYG representation of the simulator&#039;s shader. To do this, the addon will perform these two steps:&lt;br /&gt;
1. vertically flipping the UV for the texture node&lt;br /&gt;
2. reversing the red-in-alpha action for the normal map, meaning you can input a P3D/FSX conform normal map and it&#039;ll show up correctly in Blender.&lt;br /&gt;
&lt;br /&gt;
The new material handling also incorporates the detail map in the node tree and synchronizes the scaling of the detail map with the settings made in the Blender2P3D/FSX material panel.&lt;br /&gt;
&lt;br /&gt;
When exporting your scene, the exporter will run an analysis on all materials to extract the texture information. This is done in two ways, by checking what texture nodes connect to the relevant input nodes and by looking for specific node names. This way, it is possible to modify the node tree in Blender while retaining the ability to export the materials properly. The texture paths are searched for in the following manner:&lt;br /&gt;
1. Check if the (new) texture slots in the material panel are populated and use those if found.&lt;br /&gt;
2. If not, check the relevant input socket of the BSDF Principled shader node&lt;br /&gt;
3. follow all the links from that node and create a list of texture image nodes&lt;br /&gt;
4. if there are more than one texture image nodes directly or indirectly connected to the input socket, check the name of both and see if it matches&lt;br /&gt;
5. if there are NO texture image nodes connected to the input socket, search through ALL the texture image nodes of the graph, and check if the name matches.&lt;br /&gt;
&lt;br /&gt;
On the creation of the node tree, the texture image nodes will be given their corresponding names. Those are:&lt;br /&gt;
&amp;quot;diffuse&amp;quot; for the diffuse/albedo texture&lt;br /&gt;
&amp;quot;specular&amp;quot; for the specular texture&lt;br /&gt;
&amp;quot;metallic&amp;quot; for the metallic/smoothness/ao texture&lt;br /&gt;
&amp;quot;emissive&amp;quot; for the emissive/lightmap texture&lt;br /&gt;
&amp;quot;normal&amp;quot; for the normal/bump map texture&lt;br /&gt;
&amp;quot;clear-coat&amp;quot; for the amount/smoothness/normal x-component/normal y-component&lt;br /&gt;
&lt;br /&gt;
I suggest not deleting any of those texture nodes, in case you&#039;ll need them at a later stage. If you don&#039;t want a certain texture map to show up on your model, just disconnect the corresponding link.&lt;br /&gt;
&lt;br /&gt;
By default, the emissive image texture is not connected to anything. If you want to see the effects of your lightmap on the model in Blender, simply link the texture node with the input socket labeled &amp;quot;Emission&amp;quot;/&amp;quot;Emissive Color&amp;quot;. Note that the emissive map doesn&#039;t have to be linked with the base shader node in order for the lightmap texture to be found by the exporter!&lt;br /&gt;
&lt;br /&gt;
=== PBR Material mode ===&lt;br /&gt;
[[Image:Pbr shader.jpg|thumb|right|The node tree for PBR material.]]&lt;br /&gt;
When you switch to the PBR Material mode, the node tree will be populated with a &amp;quot;BSDF Principled&amp;quot; node and a number of nodes that are linked up with the principled&#039;s input sockets. You can revise the material at any point by removing nodes or links. You can also add logic blocks between existing links and observe the effects in the viewport. Keep in mind, however, that those types of changes will have no effect on the model when you export it to Prepar3D.&lt;br /&gt;
&lt;br /&gt;
==== Albedo/Diffuse Map ====&lt;br /&gt;
The Albedo/Diffuse map uses the &amp;quot;Base Color&amp;quot; input socket of the BSDF Principled node. By default, the Alpha channel of the texture node is linked with the Alpha input socket of the BSDF node. For all opaque materials, this should have no effect, but for transparent materials, it is important that the link remains.&lt;br /&gt;
&lt;br /&gt;
It is possible to modify the node tree to display the Ambient Occlusion channel of the metallic texture. To do that, add a &amp;quot;MixRGB&amp;quot; node to the node tree and switch the blend mode to &amp;quot;multiply&amp;quot;. Next, connect the Color channel from the albedo texture node to input Color1 of the mixRGB node, and connect the green channel (&amp;quot;G&amp;quot;) from the &amp;quot;separate RGB&amp;quot; node of the metallic node to the Color2 input of the mixRGB node. Lastly, connect the output of the mixRGB node to the Base Color input of the BSDF Principled Shader node.&lt;br /&gt;
&lt;br /&gt;
Make sure to disable Ambient occlusion in the scene render settings to not over-saturate the shading.&lt;br /&gt;
&lt;br /&gt;
==== Metallic Map ====&lt;br /&gt;
The metallic texture consists of three channels. The red channel represents the &amp;quot;metallicness&amp;quot; of the material, the alpha channel the &amp;quot;smoothness&amp;quot; and the green channel can contain an ambient occlusion map. Since Blender is using &amp;quot;roughness&amp;quot; rather than &amp;quot;smoothness&amp;quot;, it is necessary to invert the alpha channel of the metallic texture before plugging it into the BSDF Principled node. This is already done for you within Blender&#039;s shading editor (sometimes called the node editor) when you set up the material for PBR.&lt;br /&gt;
&lt;br /&gt;
Please note that the color space of the metallic node should be changed to &amp;quot;non-color&amp;quot;, once you assigned a texture to the node.&lt;br /&gt;
&lt;br /&gt;
By default, the AO map is omitted, see above if you want to display it in your scene.&lt;br /&gt;
&lt;br /&gt;
Note that for Prepar3Dv5, you can provide a reflection map in the blue channel of the metallic map, however, this channel won&#039;t be displayed in Blender. If you use the reflective channel, make sure to tick the &amp;quot;Metallic map has reflection&amp;quot; in the Metallic properties of the material.&lt;br /&gt;
&lt;br /&gt;
==== Clear Coat Map ====&lt;br /&gt;
The Clear Coat map is comprised of 2 or 3 textures that are packed in the channels within a single RGB or RGBA texture. The 2 required textures in a Clear coat map are the &amp;quot;Amount&amp;quot; and &amp;quot;Smoothness&amp;quot;. The 3rd, optionally, is the Clear Coat Normal map.  The Clear Coat map should not be used with any material that is metallic material. The Clear Coat map should be used on materials that are to appear as if they have been waxed or lacquered (such as automobiles, fine leather, and also, Banners).&lt;br /&gt;
&lt;br /&gt;
The Red Channel of the clear coat is the &amp;quot;Amount&amp;quot; of the clear coat (0.00 to 1.0). Pure black (matte) is represented as 0.00, pure white is 1.0 (maximum amount). In other words, this is the amount of wax or lacquer on the material.&lt;br /&gt;
&lt;br /&gt;
The Green Channel is the &amp;quot;Smoothness&amp;quot; of the Clear Coat. This is also represented as 0.00 to 1.0. Pure black is 0.00 and pure white is 1.0 (maximum smoothness) and gives you the maximum reflection.&lt;br /&gt;
&lt;br /&gt;
The numerical values for the &amp;quot;Amount&amp;quot; and &amp;quot;Smoothness&amp;quot; are for &amp;quot;baking&amp;quot; and procedural texture purposes.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; Within the Shading Editor in Blender (sometimes called the Node Editor), the &amp;quot;Smoothness&amp;quot; map (in the green channel) is being &amp;quot;inverted&amp;quot;. This is because Blender is looking for a &amp;quot;Roughness&amp;quot; map and P3D requires a &amp;quot;Smoothness&amp;quot; map. Using the &amp;quot;Smoothness&amp;quot; texture that is contained in the &amp;quot;Metallic&amp;quot; map will most likely not give you the &amp;quot;look&amp;quot; you were hoping for.&lt;br /&gt;
&lt;br /&gt;
The Clear Coat Normal map (placed in the Blue and Alpha Channels) consists of the x- and y-components of a standard normal map. The x-component (within a standard normal map, it&#039;s in the red Channel) is placed in the Blue channel.  The y-component (within a standard normal map, it&#039;s in the green channel) is placed in the Alpha Channel.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; Just like the Normal map used in P3D, the Clear Coat normal map is in the DirectX format, not OpenGL format  Be aware when &amp;quot;baking&amp;quot; within Blender, the OpenGL Format is used when creating normal maps.  &lt;br /&gt;
&lt;br /&gt;
=== Specular Material mode ===&lt;br /&gt;
[[Image:Specular shader.jpg|thumb|right|The node tree for specular material.]]&lt;br /&gt;
If you select &amp;quot;Specular Material&amp;quot; as the P3D/FSX material mode, the current node tree is removed and replaced. The main shader node will now be an &amp;quot;Eevee Specular&amp;quot; node. The node tree will be populated in a way that most closely represents the shader mechanics of FSX/P3D and all you need to do is add your texture files to the various texture image nodes. As with the PBR node tree, you can modify the Specular node tree in any way you wish - as long as the original Texture image nodes and the Eevee Specular node remain, the exporter will be able to pick up the correct texture paths.&lt;br /&gt;
&lt;br /&gt;
Please note that since it is a node specifically designed for the Eevee render engine, material created in this way won&#039;t render properly if you switch the viewport render mode to &amp;quot;Cycles&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
=== Normal maps for PBR and Specular material ===&lt;br /&gt;
Prepar3D and FSX use a non-standard approach to rendering normal maps and we took the approach on board when developing the node tree for the P3D/FSX material. If you&#039;re using non-DDS files (.PSD, .tga, .png, etc), the shader is set up in an industry-standard way, with the color node of the normal texture node being plugged indirectly into the normal map node of the graph. However, if you&#039;re using DDS files, the addon will change the node tree in a way that reflects the sim as closely as possible by reversing the mandatory red-in-alpha.&lt;br /&gt;
&lt;br /&gt;
Please note that the color space of the normal map will now automatically be changed to &amp;quot;non-color&amp;quot;, once you assigned a texture to the normal map slot.&lt;br /&gt;
&lt;br /&gt;
The legacy NVidia Photoshop plug-in, GIMP plug-in, and the SDK&#039;s Imagetool (FSX and P3D) all use the DirectX format for Normal maps. The latest NVidia plug-in, along with the standalone application, uses the OpenGL Format when creating Normal maps.  Most Normal maps &amp;quot;ready-made&amp;quot; can be changed to the DirectX format by inverting or flipping the &#039;y&#039;-component of the Normal map, however, go with what &amp;quot;looks&amp;quot; correct to you.&lt;br /&gt;
&lt;br /&gt;
=== Environment/Reflection map ===&lt;br /&gt;
Oppose to P3D, Blender is using a global reflection map in conjunction with reflective materials. Depending on your requirements, it might be necessary for you to utilize different reflection maps for different materials. To accommodate this, you can link any reflection map to any material, using the Parameter &amp;quot;Reflection map&amp;quot; under the P3D/FSX material properties. However, any change to the file or file path will not change anything about how reflections are presented in Blender.&lt;br /&gt;
If you would like to get an idea of how your reflection map works with your other material settings, you can manually change Blender&#039;s global reflection map. To do so, open the &amp;quot;World Properties&amp;quot; and under &amp;quot;Surface-&amp;gt;Color&amp;quot;, select &amp;quot;Environment Texture&amp;quot; as a new source for the world reflection map and navigate to your texture. Don&#039;t forget to change the render mode to &amp;quot;Viewport Shading&amp;quot;. Please note that changes to the world properties won&#039;t be taken into account when exporting your model to &amp;quot;.X&amp;quot; or &amp;quot;.MDL&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
=== Transparency ===&lt;br /&gt;
If you&#039;re working with PBR material, switching your material to transparent is simple. In the P3D/FSX material settings change the &amp;quot;Render mode&amp;quot; to &amp;quot;Masked&amp;quot;. The transparency value is taken from the Alpha channel of the Albedo texture node and will be visualized in the viewport. Note that switching from &amp;quot;Opaque&amp;quot; to &amp;quot;Masked&amp;quot; will also enable Backface culling by default, this is simply done for your convenience, but you can switch it off at any time with no effect on the P3D/FSX model itself.&lt;br /&gt;
&lt;br /&gt;
Transparency for Specular material is currently not automated in this way, so any changes to the &amp;quot;Framebuffer Blend&amp;quot; properties of the material will have no effect on how the model is displayed in Blender. These values are, however, taken into consideration when you export your model and should work as expected.&lt;br /&gt;
&lt;br /&gt;
= Exporting to .X/.MDL =&lt;br /&gt;
[[Image:Blender2P3DFSX Export1.jpg|thumb|Export options of the Blender2P3D/FSX toolset.]]&lt;br /&gt;
An essential element of the Blender2P3D/FSX toolset is the ability to export a Blender scene directly into the .mdl format. You can access the exporter by clicking on File-&amp;gt;Export-&amp;gt;DirectX for P3D/FSX (.X/.MDL). This will open the export dialog. On the right side of the window, you can choose various options for the export. Don&#039;t forget to enter a valid filename on the bottom of the screen before pressing &amp;quot;Export P3D/FSX .X file&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Note: I recommend opening the Blender console before starting the export process. At the moment the exporter won&#039;t give you any visual feedback on whether it&#039;s running or not, so checking on the console helps to make sure that everything is working smoothly. The console can be accessed through Window-&amp;gt;Toggle System Console.&lt;br /&gt;
&lt;br /&gt;
== Exporter options ==&lt;br /&gt;
&#039;&#039;&#039;Export only current selection&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
If this option is active, only the elements of your scene that are currently selected will be exported. This can be useful if you want to quickly check certain parts of the scene, without exporting everything at once.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Apply all modifiers&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
If this option is selected, every object in the scene will have its modifiers applied before being encoded into the .X file. It is important to have this option enabled, otherwise your model might not be displayed correctly in the sim.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Export animations and LOD&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
To make sure that the animations and LODs are being exported, this option should be enabled.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Skinned mesh&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
If there are any skinned meshes in you scene, make sure to enable this option. Otherwise, the skinned mesh animations are being omitted.&amp;lt;br/&amp;gt; &lt;br /&gt;
&#039;&#039;&#039;Export MDL&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
If this option is selected, the exporter will automatically call the XToMdl.exe converter once the .x file is written. Enable this option to export directly into the Prapar3D/FSX compatible 3d model format.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Create XML Scenery placement for this MDL&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
If this option is selected, the exporter will create an XML file that has all the scenery export information such as &#039;&#039;coordinates (latitude, longitude, altitude, pitch, bank, heading)&#039;&#039; and the &#039;&#039;scenery complexity&#039;&#039; of the scenery objects/model to be exported (by default &#039;&#039;Scenery Complexity = Normal&#039;&#039;). Then, it will convert the created &amp;quot;.MDL&amp;quot; format file into &amp;quot;.BGL&amp;quot; format file which then can be used directly in the simulator.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Create Sample XML Scenery Placement&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
If this option is selected, the exporter will create a SAMPLE XML file to show the developer how the scenery xml file should be written. &#039;&#039;Remember to only select this option if you wish to create the &amp;quot;.BGL&amp;quot; file manually/by your own&#039;&#039;.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Log File&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
If this option is checked, a log file will be generated in the same folder you export your scene to. The log file is a simple text file with the friendly name of the model [ex. Hangar_(date)_(time)_log.txt]. It can contain valuable information on the export progress if something goes wrong.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Use BMP&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
If selected, all texture filenames will be changed to &amp;lt;filename&amp;gt;.bmp.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Export process ==&lt;br /&gt;
The exporter will generate an .X file and - if selected - a .xanim file, which will hold the geometric information of your model, as well as the specs of your materials. Some of the properties of the model will be taken directly from the Blender scene, whereas some properties come from the custom properties that the Blender2P3D/FSX addon adds to objects and materials.&lt;br /&gt;
&lt;br /&gt;
The following list describes the operation of the exporter step-by-step.&lt;br /&gt;
# &#039;&#039;&#039;Collecting object Information&#039;&#039;&#039;&amp;lt;!--&lt;br /&gt;
 --&amp;gt;&amp;lt;p&amp;gt;The exporter will first go through the hierarchy of the scene and generate a list of exportable objects. Those objects are meshes, bones, and empty object(s) if they have anything attached to it. The exporter will also check if the SDK was initialized, a modeldef.xml was found, and if the scene contains a valid GUID and friendly name. If &amp;quot;&#039;&#039;Export Animations&#039;&#039;&amp;quot; was enabled in the export dialog, a list will be generated that contains information on every part that has an animation tag assigned to it.&amp;lt;/p&amp;gt;&lt;br /&gt;
# &#039;&#039;&#039;Writing the header&#039;&#039;&#039;&amp;lt;!--&lt;br /&gt;
 --&amp;gt;&amp;lt;p&amp;gt;The header of the .x file contains templates for mesh and material information. Since P3D and FSX models differ slightly, the templates are being written depending on the selected SDK.&amp;lt;/p&amp;gt;&lt;br /&gt;
# &#039;&#039;&#039;Outline of the scene&#039;s hierarchy&#039;&#039;&#039;&amp;lt;!--&lt;br /&gt;
 --&amp;gt;&amp;lt;p&amp;gt;The exporter will write a quick outline of the scene&#039;s objects into the .X file. This outline has no function but is informative to anyone who needs to debug any errors during the export.&amp;lt;/p&amp;gt;&lt;br /&gt;
# &#039;&#039;&#039;Writing scene information&#039;&#039;&#039;&amp;lt;!--&lt;br /&gt;
 --&amp;gt;&amp;lt;p&amp;gt;Next, the exporter will go through the list of eligible objects and encode the geometric information. This includes the position of the vertices, a list of polygons, mesh normals for each vertex, and UV coordinates.&amp;lt;/p&amp;gt;&lt;br /&gt;
## &#039;&#039;&#039;Analyzing mesh materials&#039;&#039;&#039;&amp;lt;!--&lt;br /&gt;
 --&amp;gt;&amp;lt;p&amp;gt;For each material, the exporter will analyze the node tree to find the relevant image texture nodes. If an image texture node cannot be found, or if the filename is empty, the corresponding texture type will be skipped by the exporter.&amp;lt;/p&amp;gt;&lt;br /&gt;
## &#039;&#039;&#039;Writing mesh material&#039;&#039;&#039;&amp;lt;!--&lt;br /&gt;
 --&amp;gt;&amp;lt;p&amp;gt;Once all data is collected, the material properties are being encoded in the .x file.&amp;lt;/p&amp;gt;&lt;br /&gt;
#&#039;&#039;&#039;Writing Animations&#039;&#039;&#039;&amp;lt;!--&lt;br /&gt;
 --&amp;gt;&amp;lt;p&amp;gt;If &amp;quot;&#039;&#039;Export animations and LODs&#039;&#039;&amp;quot; has been selected in the exporter window, a .xanim file is generated, which contains the animation data for all animated objects.&amp;lt;/p&amp;gt;&lt;br /&gt;
#&#039;&#039;&#039;Converting to MDL&#039;&#039;&#039;&amp;lt;!--&lt;br /&gt;
 --&amp;gt;&amp;lt;p&amp;gt;If &amp;quot;&#039;&#039;Export MDL&#039;&#039;&amp;quot; has been selected in the exporter window, the exporter will execute the XToMdl.exe of the selected SDK. The Blender system console will show the progress during this step of the export, however, note that the output is currently not logged in the log file that is generated by the exporter. If there is an issue with the .X file, or if the XToMdl.exe couldn&#039;t be found, an error will be shown in the Blender window.&amp;lt;/p&amp;gt;&lt;br /&gt;
#&#039;&#039;&#039;Export BGL&#039;&#039;&#039;&amp;lt;!--&lt;br /&gt;
 --&amp;gt;&amp;lt;p&amp;gt;BGL is a scenery file format that is being used in Flight Simulator. If &amp;quot;&#039;&#039;Create XML Scenery placement for this MDL&#039;&#039;&amp;quot; has been selected in the exporter window, the created .MDL format file will run through an application called bglcomp [which is an in-build application that comes with the Software Development (Kit)] to create the Flight Simulator use .BGL format file. This BGL format file can be used directly in the simulator later.&amp;lt;/p&amp;gt; &lt;br /&gt;
&lt;br /&gt;
If the export was successful, you&#039;ll find the .X and the .MDL file in the selected folder, ready to be imported into P3D/FSX.&lt;br /&gt;
&lt;br /&gt;
Please note that the exporter currently does not optimize your model! If you want to improve on the performance of your 3d asset, it is recommended to join all parts that share a material but don&#039;t have an animation or attachpoint assigned to it. Also note that the export process takes a long time to complete, please have the system console open to check up on the progress of the export.&lt;br /&gt;
&lt;br /&gt;
= Credits and license =&lt;br /&gt;
The addon in its current version is the hard work of many members of the fsdeveloper.com forum. The original FSX2Blender addon was developed by:&lt;br /&gt;
[https://www.fsdeveloper.com/forum/members/capt_x.6562/ Felix Owono-Ateba], [https://www.fsdeveloper.com/forum/members/ronh.1886/ Ron Haertel], [https://www.fsdeveloper.com/forum/members/krispy1001.11839/ Kris Pyatt] (2017) and [https://www.fsdeveloper.com/forum/members/manochvarma-raman.16466/ Manochvarma Raman] (2018)&lt;br /&gt;
This current incarnation of the addon uses most of the original algorithms, but with an updated UI and compatibility for Blender v2.8.x. Parts of the original exporter script have been rewritten to accommodate Blender&#039;s new material workflow and to add PBR support to the addon (P3D v4.4+ only). This work was done 2019/2020 by [https://www.fsdeveloper.com/forum/members/vitus.2026/ Otmar Nitsche]. Further additions to the material workflow were added by [https://www.fsdeveloper.com/forum/members/dave-hoeffgen.14361/ David Hoeffgen] in 2020.  The UI and the Clear Coat map components (P3D v5) were updated/ added for Blender v3.x.x by [https://www.fsdeveloper.com/forum/members/dave_w.16881/ Dave_W] &amp;amp; [https://www.fsdeveloper.com/forum/members/pyscen.1491/ Doug A] in November 2022.&lt;br /&gt;
&lt;br /&gt;
Special thanks go to [https://www.fsdeveloper.com/forum/members/arno.1/ Arno Gerretsen] and [https://www.fsdeveloper.com/forum/members/spotlope.39/ Bill Womack] for their input during the development and testing of the addon.&lt;br /&gt;
&lt;br /&gt;
The software is licensed under [http://www.gnu.org/licenses/gpl-3.0.html GNU General Public License (GNU-GPL-3)]. Feel free to use it as you see fit, both for freeware and commercial projects. If you have suggestions for changes, use the forum. If you would like to get involved in the development of the addon, contact any of the authors mentioned above to coordinate the effort.&lt;/div&gt;</summary>
		<author><name>Pyscen</name></author>
	</entry>
	<entry>
		<id>http://www.fsdeveloper.com/wiki/index.php?title=Blender2P3D/FSX&amp;diff=11344</id>
		<title>Blender2P3D/FSX</title>
		<link rel="alternate" type="text/html" href="http://www.fsdeveloper.com/wiki/index.php?title=Blender2P3D/FSX&amp;diff=11344"/>
		<updated>2022-12-03T18:58:26Z</updated>

		<summary type="html">&lt;p&gt;Pyscen: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{ambox&lt;br /&gt;
| type  = content&lt;br /&gt;
| imageleft = [[Image:40px-Emblem-Info.png|40px]]&lt;br /&gt;
| imageright = [[Image:Broom icon.jpg|40px]]&lt;br /&gt;
| style = width: 100%; color: black; background:#EFFFB0; font-style: italic&lt;br /&gt;
| text = The current version of the &#039;&#039;&#039;Blender2P3D/FSX&#039;&#039;&#039; addon is &#039;&#039;&#039;v1.0.2&#039;&#039;&#039;.  The &#039;&#039;&#039;Blender2P3D/FSX toolset&#039;&#039;&#039; is an addon for [http://www.blender.org/download/ Blender].|]&lt;br /&gt;
}&lt;br /&gt;
}&lt;br /&gt;
[[Category:Tools]]&lt;br /&gt;
[[Category:Blender]]&lt;br /&gt;
[[category:Modeling]]{&lt;br /&gt;
[[Category:Aircraft Design]]&lt;br /&gt;
[[category:Scenery Design]]&lt;br /&gt;
[[Category:Terrain Design]]&lt;br /&gt;
[[Category:Airport Design]]&lt;br /&gt;
[[category:Texturing]]&lt;br /&gt;
[[category:SDK]]&lt;br /&gt;
[[category:Manuals]]&lt;br /&gt;
{{Infobox-Applicable-FSVersion&lt;br /&gt;
| MSFS= false&lt;br /&gt;
| FSXI = false&lt;br /&gt;
| P3D5 = true&lt;br /&gt;
| P3D4 = true&lt;br /&gt;
| P3D3 = true&lt;br /&gt;
| P3D2 = true&lt;br /&gt;
| P3D = true&lt;br /&gt;
| FSW = unknown&lt;br /&gt;
| FSX-SE = true&lt;br /&gt;
| FSXA = true&lt;br /&gt;
| FSX = true&lt;br /&gt;
| FS2004 = unknown&lt;br /&gt;
| FS2002 = unknown&lt;br /&gt;
| XP11 = unknown&lt;br /&gt;
| XP10 = unknown&lt;br /&gt;
| XP9 = unknown&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
This addon is a continuation of the [[Blender2FSX Toolset manual]] and it incorporates compatibility with the latest API for Blender version v3.x.x and above. The new toolset also features full support of PBR materials for Lockheed Martin&#039;s Prepar3D v4.4 and above, as well as some changes to the interface and file structure of the addon.&lt;br /&gt;
This wiki will help you install and use the new toolset.&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
= Installation =&lt;br /&gt;
== Requirements ==&lt;br /&gt;
* Windows 11 and 10 &lt;br /&gt;
&lt;br /&gt;
* Microsoft Flight Simulator X SDK &#039;&#039;&#039;&#039;&#039;including updates&#039;&#039;&#039; to SP2 or Acceleration&#039;&#039; or&lt;br /&gt;
&lt;br /&gt;
* Lockheed Martin Prepar3D SDK v1.x, v2.x, v3.x, &amp;amp; v4.x (&#039;&#039;FSX Steam Edition should use the Prepar3D SDK v1.x&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
* [http://www.blender.org/download/ Blender] (version: &#039;&#039;&#039;v3.x&#039;&#039;&#039; or above)&lt;br /&gt;
&lt;br /&gt;
Make sure that &#039;&#039;&#039;&#039;&#039;ALL&#039;&#039;&#039; SDKs&#039;&#039; that you are using are installed prior to installing/ activating this Toolset!&lt;br /&gt;
&lt;br /&gt;
== Setup ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:blender2p3dfsx_setup1.jpg&lt;br /&gt;
Image:blender2p3dfsx_setup2.jpg&lt;br /&gt;
Image:blender2p3dfsx_setup3.jpg&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
After downloading the add-on, open Blender 3.x.x and open the Preferences (Edit-&amp;gt;Preferences). Navigate to the &amp;quot;Add-ons&amp;quot; tab and click on &amp;quot;Install...&amp;quot;. &lt;br /&gt;
In the file manager, navigate to where you have downloaded the Toolset file, select it and click on &amp;quot;Install Add-on&amp;quot;. This will extract the content of the zip file to your Blender script folder (by default under %APPDATA%\Blender Foundation\Blender\&amp;lt;version number&amp;gt;\scripts\addons). Next, you need to activate the addon by clicking on the &#039;&#039;check-mark&#039;&#039; next to &amp;quot;3DView: P3D/FSX Toolset&amp;quot;. That should enable the addon and the various panels and properties. Close the Preferences window.&lt;br /&gt;
&lt;br /&gt;
To ensure that the addon was correctly installed, press &amp;quot;N&amp;quot; on your keyboard while the mouse pointer is in one of the main viewports. This should open the main panels of the addon under the tab named &amp;quot;P3D/FSX&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
= Using the Tools =&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
[[Image:Blender2p3dfsx setup4.jpg|thumb|right|P3D/FSX Toolset panels]]&lt;br /&gt;
Once installed, the Blender2P3D/FSX toolset will append the list of toolkit panels in your viewport. Press &amp;quot;N&amp;quot; to open or close the list of tools. There will be a new entry named &amp;quot;P3D/FSX&amp;quot;, which gives access to the tools of this addon. The different tools are organized in different panels, which are grouped by function.&lt;br /&gt;
The addon adds object properties to the scene. These properties are for instance the references to the various SDKs you can utilize or object properties like attached animations or scenery properties. &lt;br /&gt;
Furthermore, the addon will append the material parameters by P3D or FSX specific parameters.&lt;br /&gt;
Lastly, the addon extends the exporter capabilities and allows you to export your scene to an x-file format and from there calls XToMdl.exe to generate a Prapar3D/Flight Simulator X compatible 3d model.&lt;br /&gt;
&lt;br /&gt;
== Setting up your scene ==&lt;br /&gt;
To ensure that your 3d asset export properly to Prepar3D or Flight Simulator X, you must make sure to prepare and configure the Blender scene. To get started, open the toolset panels by pressing &amp;quot;N&amp;quot; on your keyboard with the main viewport in focus. This will open a list of panels you have currently activated in your Blender configuration. Click on the tab &amp;quot;P3D/FSX&amp;quot; to bring up the panels of the Blender2P3D/FSX toolset.&lt;br /&gt;
=== Configure the SDK ===&lt;br /&gt;
Firstly, go to the &#039;&#039;P3D/FSX Toolset Settings&#039;&#039; and select which SDK you would like to utilize. If &amp;quot;Auto Detect SDK path&amp;quot; is enabled, simply click on &amp;quot;Initialize the SDK&amp;quot;. The addon will then look up the file paths of the SDK in the Windows registry. This method should work in 99% of the cases, however, if the Addon cannot find the file paths, you can also use the &#039;&#039;Manually Find ModelDef file&#039;&#039; option to set up the path.&lt;br /&gt;
Please note that it is necessary to initialize the SDK every time you restart Blender, or load a new scene. This way you ensure that all entries of the modeldef.xml are properly loaded into Blender.&lt;br /&gt;
&lt;br /&gt;
=== Configure the scene ===&lt;br /&gt;
In order for your 3d asset to export properly, you have to ensure that both a GUID and a friendly name are assigned to your scene. To do so, open the &#039;&#039;P3D/FSX File Properties&#039;&#039; panel and type the friendly name in the first edit box. You can use the button &#039;&#039;Generate GUID&#039;&#039; to automatically generate a valid GUID for your scene. Alternatively, you can generate the GUID externally and copy and paste the string into the GUID edit box.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
== Scenery properties ==&lt;br /&gt;
[[image:Blender2P3DFSX Scenery.jpg|thumb|right|Scenery tool of the Blender2P3D/FSX addon.]]&lt;br /&gt;
[feel free to enter the information here.]&lt;br /&gt;
&lt;br /&gt;
=== Quicksave information ===&lt;br /&gt;
With the latest update of the toolkit, you&#039;ll be able to quicksave the location data of your scene. To do so, go to the &#039;&#039;Load/Save scenery data&#039;&#039; section, enter a location name and click on &#039;&#039;Add Location&#039;&#039;. This will save all settings of latitude, longitude, etc. into an XML file on your hard drive. To recall any of those previously saved datasets, click on &#039;&#039;Load Location&#039;&#039;, to open a list of names of previously saved locations. Select the location you wish to load and click on &#039;&#039;LOAD&#039;&#039;. This will populate all fields of the Scenery Tools with those from the XML file.&lt;br /&gt;
&lt;br /&gt;
Note that there is currently no interface to remove entries from the list. But if you&#039;d like to edit or update your quick-save list, you can find the XML file in the following location:&lt;br /&gt;
%APPDATA%\Blender Foundation\Blender\&amp;lt;version number&amp;gt;\config\p3d_locations.xml&lt;br /&gt;
&lt;br /&gt;
The addon will try to load the XML file whenever you initialize the SDK (see [[https://www.fsdeveloper.com/wiki/index.php?title=Blender2P3D/FSX#Setting_up_your_scene Setting up your scene]]). There will be a warning message in the system console of Blender if the file wasn&#039;t found on your hard drive. You can safely ignore this warning if you don&#039;t use this feature of the toolset.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Animations ==&lt;br /&gt;
[[Image:Blender2p3dfsx animation tool.jpg|thumb|left|The Animation tool of the Blender2P3D/FSX toolset.]]&lt;br /&gt;
To register an animation for a P3D/FSX asset, open the &#039;&#039;P3D/FSX Animation Tool&#039;&#039; panel. You will be presented with a list of animations, as found in the modeldef.xml file. To assign an animation to a selected object, choose it from the list and click on &#039;&#039;Assign&#039;&#039;. You can use the search function to filter the list for certain keywords, click on the little arrow on the bottom of the list to expose the search bar.&lt;br /&gt;
[[Image:Blender2p3dfsx object properties.jpg|thumb|right|Object properties for the Blender2P3D/FSX toolset.]]&lt;br /&gt;
Once an animation has been assigned, make sure to enter an animation length in the object&#039;s properties as well. Open the objects properties panel and scroll to the &#039;&#039;P3D/FSX Properties&#039;&#039; section. Here, you&#039;ll find the properties of the attached animation as well as a list of all utilized attachpoints for that object.&lt;br /&gt;
You can also delete an animation by clicking on the &#039;&#039;Clear&#039;&#039; button.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Attachpoints ==&lt;br /&gt;
Open the Attach Tool to access the various options for attachpoints. You can activate or deactivate a number of different functions by clicking on the corresponding buttons in the list. The buttons turn blue when active. Don&#039;t forget to assign the selected attachpoint and its parameters to an object by selecting the object in the scene and clicking on &#039;&#039;Attach&#039;&#039; on the bottom of the panel.&lt;br /&gt;
To see what attachpoints are active for any given object in the scene, select the object and open the object properties. Under &#039;&#039;P3D/FSX Properties&#039;&#039;, you&#039;ll find a list of all attachpoints under the animation properties for the selected object.&lt;br /&gt;
=== Effects ===&lt;br /&gt;
[[Image:Blender2P3DFSX attach effect.jpg|thumb|left|Attachpoint properties for effects.]]&lt;br /&gt;
To attach an effect to an object in your scene, click on the &#039;&#039;Effect&#039;&#039; button in the P3D/FSX Attach Tool panel. This will extend the panel and allow you to specify the parameters of the effect you&#039;d like to attach.&lt;br /&gt;
* &#039;&#039;&#039;Name&#039;&#039;&#039;: set an attachpoint name for the object.&lt;br /&gt;
* &#039;&#039;&#039;Effect&#039;&#039;&#039;: type the filename of the effect you would like to attach to the object.&lt;br /&gt;
* &#039;&#039;&#039;Param&#039;&#039;&#039;: define paramters for the effect. Those can be, for instance, conditions for the effect to trigger. Refer to the P3D/FSX SDK for more information on valid syntax for this field.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
=== Visibility ===&lt;br /&gt;
[[Image:Blender2P3DFSX attach visibility.jpg|thumb|left|Attachpoint properties for visibility.]]&lt;br /&gt;
Add a visibility tag to the selected object by clicking on &#039;&#039;Visibility&#039;&#039; on the P3D/FSX Attach Tool panel. This will open a list of available visibility tags, which you can attach to a selected object in the scene using the &amp;quot;Attach&amp;quot; button.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== MouseRect ===&lt;br /&gt;
[[Image:attach mouserect.jpg|thumb|left|Attachpoint properties for mouserects.]]&lt;br /&gt;
To add a mouserect to the selected object in the scene, click on &#039;&#039;Mouse Rect&#039;&#039;. This will reveal a dropdown list of all available mouserects, as defined in the modeldef.xml file.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
=== Platform ===&lt;br /&gt;
[[Image:Blender2P3DFSX attach platform.jpg|thumb|left|Attachpoint properties for platforms.]]&lt;br /&gt;
You can define an object as a &amp;quot;platform&amp;quot; by activating &#039;&#039;Platform&#039;&#039; in the P3D/FSX Attach Tool panel. Make sure to select a surface property for the platform in the dropdown list.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
=== No Crash ===&lt;br /&gt;
Enable the no crash flag for the selected object in the scene by clicking on &#039;&#039;No Crash&#039;&#039; in the P3D/FSX Attach Tool panel.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
=== Empty ===&lt;br /&gt;
[[Image:Blender2P3DFSX attach empty.jpg|thumb|left|Attachpoint properties for empty attachpoints.]]&lt;br /&gt;
You can also attach an empty attachpoint to an object in the scene by clicking on &#039;&#039;Empty&#039;&#039; in the P3D/FSX Attach Tool panel. This will enable you to assign a name for the attachpoint. These empty attachpoints can be used for instance to create various equipment for aircraft carriers. Simply assign one of the keywords to the object to trigger the wanted behavior of the object. Valid names are:&lt;br /&gt;
*attachpt_catapult_start_n,&lt;br /&gt;
*attachpt_catapult_end_n,&lt;br /&gt;
*attachpt_blast_shield_n,&lt;br /&gt;
*attachpt_runway_start,&lt;br /&gt;
*attachpt_runway_end,&lt;br /&gt;
*attachpt_runway_edg,&lt;br /&gt;
*attachpt_cable_n_1,&lt;br /&gt;
*attachpt_cable_n_2.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Material parameters ==&lt;br /&gt;
{{ambox&lt;br /&gt;
| type  = content&lt;br /&gt;
| imageleft = [[Image:40px-Emblem-Info.png|40px]]&lt;br /&gt;
| imageright = [[Image:Broom icon.jpg|40px]]&lt;br /&gt;
| style = width: 100%; color: black; font-weight: bold; background:#EFFFB0; font-style: italic&lt;br /&gt;
| text  = &amp;lt;small&amp;gt;Please note that you should re-initialize your material if you are updating a scene from an older version of the Blender2P3D/FSX toolset. To do so, select your preferred option in the dropdown for the material mode selection. &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The P3D/FSX Blender toolset will extend the material properties to include flight simulator-specific parameters. Make sure to carefully go through the list of properties to make sure that your material is ready for export.&lt;br /&gt;
The most fundamental parameter is the main material mode. You can choose between &amp;quot;PBR Material&amp;quot;, &amp;quot;Specular Material&amp;quot; and &amp;quot;Disabled&amp;quot;. Note that any material with the mode being set to &amp;quot;disabled&amp;quot; will be skipped during the export process. Also, note that the PBR material is only available for models used in Prepar3D version 4.4 or higher. Therefore, if you are preparing a model for FSX or older versions of Prepar3d, make sure to have the material mode set to the Specular workflow.&lt;br /&gt;
&lt;br /&gt;
The P3D/FSX Blender toolset is making use of Blender&#039;s node tree and as a result, it is important that your materials comply with the conventions of the addon&#039;s exporter. Whenever you change between different material modes, a script will automatically replace the current node tree with one that is compatible with the chosen material mode. This means that currently, you will have to re-assign all textures every time you change the material mode!&lt;br /&gt;
&lt;br /&gt;
When assigning a new texture to any of the slots, a script will check if the texture is of the DDS format and if so, set up the node tree with a WYSIWYG representation of the simulator&#039;s shader. To do this, the addon will perform these two steps:&lt;br /&gt;
1. vertically flipping the UV for the texture node&lt;br /&gt;
2. reversing the red-in-alpha action for the normal map, meaning you can input a P3D/FSX conform normal map and it&#039;ll show up correctly in Blender.&lt;br /&gt;
&lt;br /&gt;
The new material handling also incorporates the detail map in the node tree and synchronizes the scaling of the detail map with the settings made in the Blender2P3D/FSX material panel.&lt;br /&gt;
&lt;br /&gt;
When exporting your scene, the exporter will run an analysis on all materials to extract the texture information. This is done in two ways, by checking what texture nodes connect to the relevant input nodes and by looking for specific node names. This way, it is possible to modify the node tree in Blender while retaining the ability to export the materials properly. The texture paths are searched for in the following manner:&lt;br /&gt;
1. Check if the (new) texture slots in the material panel are populated and use those if found.&lt;br /&gt;
2. If not, check the relevant input socket of the BSDF Principled shader node&lt;br /&gt;
3. follow all the links from that node and create a list of texture image nodes&lt;br /&gt;
4. if there are more than one texture image nodes directly or indirectly connected to the input socket, check the name of both and see if it matches&lt;br /&gt;
5. if there are NO texture image nodes connected to the input socket, search through ALL the texture image nodes of the graph, and check if the name matches.&lt;br /&gt;
&lt;br /&gt;
On the creation of the node tree, the texture image nodes will be given their corresponding names. Those are:&lt;br /&gt;
&amp;quot;diffuse&amp;quot; for the diffuse/albedo texture&lt;br /&gt;
&amp;quot;specular&amp;quot; for the specular texture&lt;br /&gt;
&amp;quot;metallic&amp;quot; for the metallic/smoothness/ao texture&lt;br /&gt;
&amp;quot;emissive&amp;quot; for the emissive/lightmap texture&lt;br /&gt;
&amp;quot;normal&amp;quot; for the normal/bump map texture&lt;br /&gt;
&amp;quot;clear-coat&amp;quot; for the amount/smoothness/normal x-component/normal y-component&lt;br /&gt;
&lt;br /&gt;
I suggest not deleting any of those texture nodes, in case you&#039;ll need them at a later stage. If you don&#039;t want a certain texture map to show up on your model, just disconnect the corresponding link.&lt;br /&gt;
&lt;br /&gt;
By default, the emissive image texture is not connected to anything. If you want to see the effects of your lightmap on the model in Blender, simply link the texture node with the input socket labeled &amp;quot;Emission&amp;quot;/&amp;quot;Emissive Color&amp;quot;. Note that the emissive map doesn&#039;t have to be linked with the base shader node in order for the lightmap texture to be found by the exporter!&lt;br /&gt;
&lt;br /&gt;
=== PBR Material mode ===&lt;br /&gt;
[[Image:Pbr shader.jpg|thumb|right|The node tree for PBR material.]]&lt;br /&gt;
When you switch to the PBR Material mode, the node tree will be populated with a &amp;quot;BSDF Principled&amp;quot; node and a number of nodes that are linked up with the principled&#039;s input sockets. You can revise the material at any point by removing nodes or links. You can also add logic blocks between existing links and observe the effects in the viewport. Keep in mind, however, that those types of changes will have no effect on the model when you export it to Prepar3D.&lt;br /&gt;
&lt;br /&gt;
==== Albedo/Diffuse Map ====&lt;br /&gt;
The Albedo/Diffuse map uses the &amp;quot;Base Color&amp;quot; input socket of the BSDF Principled node. By default, the Alpha channel of the texture node is linked with the Alpha input socket of the BSDF node. For all opaque materials, this should have no effect, but for transparent materials, it is important that the link remains.&lt;br /&gt;
&lt;br /&gt;
It is possible to modify the node tree to display the Ambient Occlusion channel of the metallic texture. To do that, add a &amp;quot;MixRGB&amp;quot; node to the node tree and switch the blend mode to &amp;quot;multiply&amp;quot;. Next, connect the Color channel from the albedo texture node to input Color1 of the mixRGB node, and connect the green channel (&amp;quot;G&amp;quot;) from the &amp;quot;separate RGB&amp;quot; node of the metallic node to the Color2 input of the mixRGB node. Lastly, connect the output of the mixRGB node to the Base Color input of the BSDF Principled Shader node.&lt;br /&gt;
&lt;br /&gt;
Make sure to disable Ambient occlusion in the scene render settings to not over-saturate the shading.&lt;br /&gt;
&lt;br /&gt;
==== Metallic Map ====&lt;br /&gt;
The metallic texture consists of three channels. The red channel represents the &amp;quot;metallicness&amp;quot; of the material, the alpha channel the &amp;quot;smoothness&amp;quot; and the green channel can contain an ambient occlusion map. Since Blender is using &amp;quot;roughness&amp;quot; rather than &amp;quot;smoothness&amp;quot;, it is necessary to invert the alpha channel of the metallic texture before plugging it into the BSDF Principled node. This is already done for you within Blender&#039;s shading editor (sometimes called the node editor) when you set up the material for PBR.&lt;br /&gt;
&lt;br /&gt;
Please note that the color space of the metallic node should be changed to &amp;quot;non-color&amp;quot;, once you assigned a texture to the node.&lt;br /&gt;
&lt;br /&gt;
By default, the AO map is omitted, see above if you want to display it in your scene.&lt;br /&gt;
&lt;br /&gt;
Note that for Prepar3Dv5, you can provide a reflection map in the blue channel of the metallic map, however, this channel won&#039;t be displayed in Blender. If you use the reflective channel, make sure to tick the &amp;quot;Metallic map has reflection&amp;quot; in the Metallic properties of the material.&lt;br /&gt;
&lt;br /&gt;
==== Clear Coat Map ====&lt;br /&gt;
The Clear Coat map is comprised of 2 or 3 textures that are packed in the channels within a single RGB or RGBA texture. The 2 required textures in a Clear coat map are the &amp;quot;Amount&amp;quot; and &amp;quot;Smoothness&amp;quot;. The 3rd, optionally, is the Clear Coat Normal map.  The Clear Coat map should not be used with any material that is metallic material. The Clear Coat map should be used on materials that are to appear as if they have been waxed or lacquered (such as automobiles, fine leather, and also, Banners).&lt;br /&gt;
&lt;br /&gt;
The Red Channel of the clear coat is the &amp;quot;Amount&amp;quot; of the clear coat (0.00 to 1.0). Pure black (matte) is represented as 0.00, pure white is 1.0 (maximum amount). In other words, this is the amount of wax or lacquer on the material.&lt;br /&gt;
&lt;br /&gt;
The Green Channel is the &amp;quot;Smoothness&amp;quot; of the Clear Coat. This is also represented as 0.00 to 1.0. Pure black is 0.00 and pure white is 1.0 (maximum smoothness) and gives you the maximum reflection.&lt;br /&gt;
&lt;br /&gt;
The numerical values for the &amp;quot;Amount&amp;quot; and &amp;quot;Smoothness&amp;quot; are for &amp;quot;baking&amp;quot; and procedural texture purposes.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; Within the Shading Editor in Blender (sometimes called the Node Editor), the &amp;quot;Smoothness&amp;quot; map (in the green channel) is being &amp;quot;inverted&amp;quot;. This is because Blender is looking for a &amp;quot;Roughness&amp;quot; map and P3D requires a &amp;quot;Smoothness&amp;quot; map. Using the &amp;quot;Smoothness&amp;quot; texture that is contained in the &amp;quot;Metallic&amp;quot; map will most likely not give you the &amp;quot;look&amp;quot; you were hoping for.&lt;br /&gt;
&lt;br /&gt;
The Clear Coat Normal map (placed in the Blue and Alpha Channels) consists of the x- and y-components of a standard normal map. The x-component (within a standard normal map, it&#039;s in the red Channel) is placed in the Blue channel.  The y-component (within a standard normal map, it&#039;s in the green channel) is placed in the Alpha Channel.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; Just like the Normal map used in P3D, the Clear Coat normal map is in the DirectX format, not OpenGL format  Be aware when &amp;quot;baking&amp;quot; within Blender, the OpenGL Format is used when creating normal maps.  &lt;br /&gt;
&lt;br /&gt;
=== Specular Material mode ===&lt;br /&gt;
[[Image:Specular shader.jpg|thumb|right|The node tree for specular material.]]&lt;br /&gt;
If you select &amp;quot;Specular Material&amp;quot; as the P3D/FSX material mode, the current node tree is removed and replaced. The main shader node will now be an &amp;quot;Eevee Specular&amp;quot; node. The node tree will be populated in a way that most closely represents the shader mechanics of FSX/P3D and all you need to do is add your texture files to the various texture image nodes. As with the PBR node tree, you can modify the Specular node tree in any way you wish - as long as the original Texture image nodes and the Eevee Specular node remain, the exporter will be able to pick up the correct texture paths.&lt;br /&gt;
&lt;br /&gt;
Please note that since it is a node specifically designed for the Eevee render engine, material created in this way won&#039;t render properly if you switch the viewport render mode to &amp;quot;Cycles&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
=== Normal maps for PBR and Specular material ===&lt;br /&gt;
Prepar3D and FSX use a non-standard approach to rendering normal maps and we took the approach on board when developing the node tree for the P3D/FSX material. If you&#039;re using non-DDS files (.PSD, .tga, .png, etc), the shader is set up in an industry-standard way, with the color node of the normal texture node being plugged indirectly into the normal map node of the graph. However, if you&#039;re using DDS files, the addon will change the node tree in a way that reflects the sim as closely as possible by reversing the mandatory red-in-alpha.&lt;br /&gt;
&lt;br /&gt;
Please note that the color space of the normal map will now automatically be changed to &amp;quot;non-color&amp;quot;, once you assigned a texture to the normal map slot.&lt;br /&gt;
&lt;br /&gt;
The legacy NVidia Photoshop plug-in, GIMP plug-in, and the SDK&#039;s Imagetool (FSX and P3D) all use the DirectX format for Normal maps. The latest NVidia plug-in, along with the standalone application, uses the OpenGL Format when creating Normal maps.  Most Normal maps &amp;quot;ready-made&amp;quot; can be changed to the DirectX format by inverting or flipping the &#039;y&#039;-component of the Normal map, however, go with what &amp;quot;looks&amp;quot; correct to you.&lt;br /&gt;
&lt;br /&gt;
=== Environment/Reflection map ===&lt;br /&gt;
Oppose to P3D, Blender is using a global reflection map in conjunction with reflective materials. Depending on your requirements, it might be necessary for you to utilize different reflection maps for different materials. To accommodate this, you can link any reflection map to any material, using the Parameter &amp;quot;Reflection map&amp;quot; under the P3D/FSX material properties. However, any change to the file or file path will not change anything about how reflections are presented in Blender.&lt;br /&gt;
If you would like to get an idea of how your reflection map works with your other material settings, you can manually change Blender&#039;s global reflection map. To do so, open the &amp;quot;World Properties&amp;quot; and under &amp;quot;Surface-&amp;gt;Color&amp;quot;, select &amp;quot;Environment Texture&amp;quot; as a new source for the world reflection map and navigate to your texture. Don&#039;t forget to change the render mode to &amp;quot;Viewport Shading&amp;quot;. Please note that changes to the world properties won&#039;t be taken into account when exporting your model to &amp;quot;.X&amp;quot; or &amp;quot;.MDL&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
=== Transparency ===&lt;br /&gt;
If you&#039;re working with PBR material, switching your material to transparent is simple. In the P3D/FSX material settings change the &amp;quot;Render mode&amp;quot; to &amp;quot;Masked&amp;quot;. The transparency value is taken from the Alpha channel of the Albedo texture node and will be visualized in the viewport. Note that switching from &amp;quot;Opaque&amp;quot; to &amp;quot;Masked&amp;quot; will also enable Backface culling by default, this is simply done for your convenience, but you can switch it off at any time with no effect on the P3D/FSX model itself.&lt;br /&gt;
&lt;br /&gt;
Transparency for Specular material is currently not automated in this way, so any changes to the &amp;quot;Framebuffer Blend&amp;quot; properties of the material will have no effect on how the model is displayed in Blender. These values are, however, taken into consideration when you export your model and should work as expected.&lt;br /&gt;
&lt;br /&gt;
= Exporting to .X/.MDL =&lt;br /&gt;
[[Image:Blender2P3DFSX Export1.jpg|thumb|Export options of the Blender2P3D/FSX toolset.]]&lt;br /&gt;
An essential element of the Blender2P3D/FSX toolset is the ability to export a Blender scene directly into the .mdl format. You can access the exporter by clicking on File-&amp;gt;Export-&amp;gt;DirectX for P3D/FSX (.X/.MDL). This will open the export dialog. On the right side of the window, you can choose various options for the export. Don&#039;t forget to enter a valid filename on the bottom of the screen before pressing &amp;quot;Export P3D/FSX .X file&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Note: I recommend opening the Blender console before starting the export process. At the moment the exporter won&#039;t give you any visual feedback on whether it&#039;s running or not, so checking on the console helps to make sure that everything is working smoothly. The console can be accessed through Window-&amp;gt;Toggle System Console.&lt;br /&gt;
&lt;br /&gt;
== Exporter options ==&lt;br /&gt;
&#039;&#039;&#039;Export only current selection&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
If this option is active, only the elements of your scene that are currently selected will be exported. This can be useful if you want to quickly check certain parts of the scene, without exporting everything at once.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Apply all modifiers&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
If this option is selected, every object in the scene will have its modifiers applied before being encoded into the .X file. It is important to have this option enabled, otherwise your model might not be displayed correctly in the sim.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Export animations and LOD&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
To make sure that the animations and LODs are being exported, this option should be enabled.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Skinned mesh&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
If there are any skinned meshes in you scene, make sure to enable this option. Otherwise, the skinned mesh animations are being omitted.&amp;lt;br/&amp;gt; &lt;br /&gt;
&#039;&#039;&#039;Export MDL&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
If this option is selected, the exporter will automatically call the XToMdl.exe converter once the .x file is written. Enable this option to export directly into the Prapar3D/FSX compatible 3d model format.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Create XML Scenery placement for this MDL&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
If this option is selected, the exporter will create an XML file that has all the scenery export information such as &#039;&#039;coordinates (latitude, longitude, altitude, pitch, bank, heading)&#039;&#039; and the &#039;&#039;scenery complexity&#039;&#039; of the scenery objects/model to be exported (by default &#039;&#039;Scenery Complexity = Normal&#039;&#039;). Then, it will convert the created &amp;quot;.MDL&amp;quot; format file into &amp;quot;.BGL&amp;quot; format file which then can be used directly in the simulator.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Create Sample XML Scenery Placement&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
If this option is selected, the exporter will create a SAMPLE XML file to show the developer how the scenery xml file should be written. &#039;&#039;Remember to only select this option if you wish to create the &amp;quot;.BGL&amp;quot; file manually/by your own&#039;&#039;.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Log File&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
If this option is checked, a log file will be generated in the same folder you export your scene to. The log file is a simple text file with the friendly name of the model [ex. Hangar_(date)_(time)_log.txt]. It can contain valuable information on the export progress if something goes wrong.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Use BMP&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
If selected, all texture filenames will be changed to &amp;lt;filename&amp;gt;.bmp.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Export process ==&lt;br /&gt;
The exporter will generate an .X file and - if selected - a .xanim file, which will hold the geometric information of your model, as well as the specs of your materials. Some of the properties of the model will be taken directly from the Blender scene, whereas some properties come from the custom properties that the Blender2P3D/FSX addon adds to objects and materials.&lt;br /&gt;
&lt;br /&gt;
The following list describes the operation of the exporter step-by-step.&lt;br /&gt;
# &#039;&#039;&#039;Collecting object Information&#039;&#039;&#039;&amp;lt;!--&lt;br /&gt;
 --&amp;gt;&amp;lt;p&amp;gt;The exporter will first go through the hierarchy of the scene and generate a list of exportable objects. Those objects are meshes, bones, and empty object(s) if they have anything attached to it. The exporter will also check if the SDK was initialized, a modeldef.xml was found, and if the scene contains a valid GUID and friendly name. If &amp;quot;&#039;&#039;Export Animations&#039;&#039;&amp;quot; was enabled in the export dialog, a list will be generated that contains information on every part that has an animation tag assigned to it.&amp;lt;/p&amp;gt;&lt;br /&gt;
# &#039;&#039;&#039;Writing the header&#039;&#039;&#039;&amp;lt;!--&lt;br /&gt;
 --&amp;gt;&amp;lt;p&amp;gt;The header of the .x file contains templates for mesh and material information. Since P3D and FSX models differ slightly, the templates are being written depending on the selected SDK.&amp;lt;/p&amp;gt;&lt;br /&gt;
# &#039;&#039;&#039;Outline of the scene&#039;s hierarchy&#039;&#039;&#039;&amp;lt;!--&lt;br /&gt;
 --&amp;gt;&amp;lt;p&amp;gt;The exporter will write a quick outline of the scene&#039;s objects into the .X file. This outline has no function but is informative to anyone who needs to debug any errors during the export.&amp;lt;/p&amp;gt;&lt;br /&gt;
# &#039;&#039;&#039;Writing scene information&#039;&#039;&#039;&amp;lt;!--&lt;br /&gt;
 --&amp;gt;&amp;lt;p&amp;gt;Next, the exporter will go through the list of eligible objects and encode the geometric information. This includes the position of the vertices, a list of polygons, mesh normals for each vertex, and UV coordinates.&amp;lt;/p&amp;gt;&lt;br /&gt;
## &#039;&#039;&#039;Analyzing mesh materials&#039;&#039;&#039;&amp;lt;!--&lt;br /&gt;
 --&amp;gt;&amp;lt;p&amp;gt;For each material, the exporter will analyze the node tree to find the relevant image texture nodes. If an image texture node cannot be found, or if the filename is empty, the corresponding texture type will be skipped by the exporter.&amp;lt;/p&amp;gt;&lt;br /&gt;
## &#039;&#039;&#039;Writing mesh material&#039;&#039;&#039;&amp;lt;!--&lt;br /&gt;
 --&amp;gt;&amp;lt;p&amp;gt;Once all data is collected, the material properties are being encoded in the .x file.&amp;lt;/p&amp;gt;&lt;br /&gt;
#&#039;&#039;&#039;Writing Animations&#039;&#039;&#039;&amp;lt;!--&lt;br /&gt;
 --&amp;gt;&amp;lt;p&amp;gt;If &amp;quot;&#039;&#039;Export animations and LODs&#039;&#039;&amp;quot; has been selected in the exporter window, a .xanim file is generated, which contains the animation data for all animated objects.&amp;lt;/p&amp;gt;&lt;br /&gt;
#&#039;&#039;&#039;Converting to MDL&#039;&#039;&#039;&amp;lt;!--&lt;br /&gt;
 --&amp;gt;&amp;lt;p&amp;gt;If &amp;quot;&#039;&#039;Export MDL&#039;&#039;&amp;quot; has been selected in the exporter window, the exporter will execute the XToMdl.exe of the selected SDK. The Blender system console will show the progress during this step of the export, however, note that the output is currently not logged in the log file that is generated by the exporter. If there is an issue with the .X file, or if the XToMdl.exe couldn&#039;t be found, an error will be shown in the Blender window.&amp;lt;/p&amp;gt;&lt;br /&gt;
#&#039;&#039;&#039;Export BGL&#039;&#039;&#039;&amp;lt;!--&lt;br /&gt;
 --&amp;gt;&amp;lt;p&amp;gt;BGL is a scenery file format that is being used in Flight Simulator. If &amp;quot;&#039;&#039;Create XML Scenery placement for this MDL&#039;&#039;&amp;quot; has been selected in the exporter window, the created .MDL format file will run through an application called bglcomp [which is an in-build application that comes with the Software Development (Kit)] to create the Flight Simulator use .BGL format file. This BGL format file can be used directly in the simulator later.&amp;lt;/p&amp;gt; &lt;br /&gt;
&lt;br /&gt;
If the export was successful, you&#039;ll find the .X and the .MDL file in the selected folder, ready to be imported into P3D/FSX.&lt;br /&gt;
&lt;br /&gt;
Please note that the exporter currently does not optimize your model! If you want to improve on the performance of your 3d asset, it is recommended to join all parts that share a material but don&#039;t have an animation or attachpoint assigned to it. Also note that the export process takes a long time to complete, please have the system console open to check up on the progress of the export.&lt;br /&gt;
&lt;br /&gt;
= Credits and license =&lt;br /&gt;
The addon in its current version is the hard work of many members of the fsdeveloper.com forum. The original FSX2Blender addon was developed by:&lt;br /&gt;
[https://www.fsdeveloper.com/forum/members/capt_x.6562/ Felix Owono-Ateba], [https://www.fsdeveloper.com/forum/members/ronh.1886/ Ron Haertel], [https://www.fsdeveloper.com/forum/members/krispy1001.11839/ Kris Pyatt] (2017) and [https://www.fsdeveloper.com/forum/members/manochvarma-raman.16466/ Manochvarma Raman] (2018)&lt;br /&gt;
This current incarnation of the addon uses most of the original algorithms, but with an updated UI and compatibility for Blender v2.8.x. Parts of the original exporter script have been rewritten to accommodate Blender&#039;s new material workflow and to add PBR support to the addon (P3D v4.4+ only). This work was done 2019/2020 by [https://www.fsdeveloper.com/forum/members/vitus.2026/ Otmar Nitsche]. Further additions to the material workflow were added by [https://www.fsdeveloper.com/forum/members/dave-hoeffgen.14361/ David Hoeffgen] in 2020.  The UI and the Clear Coat map components (P3D v5) were updated/ added for Blender v3.x.x by [https://www.fsdeveloper.com/forum/members/dave_w.16881/ Dave_W] &amp;amp; [https://www.fsdeveloper.com/forum/members/pyscen.1491/ Doug A] in November 2022.&lt;br /&gt;
&lt;br /&gt;
Special thanks go to [https://www.fsdeveloper.com/forum/members/arno.1/ Arno Gerretsen] and [https://www.fsdeveloper.com/forum/members/spotlope.39/ Bill Womack] for their input during the development and testing of the addon.&lt;br /&gt;
&lt;br /&gt;
The software is licensed under [http://www.gnu.org/licenses/gpl-3.0.html GNU General Public License (GNU-GPL-3)]. Feel free to use it as you see fit, both for freeware and commercial projects. If you have suggestions for changes, use the forum. If you would like to get involved in the development of the addon, contact any of the authors mentioned above to coordinate the effort.&lt;/div&gt;</summary>
		<author><name>Pyscen</name></author>
	</entry>
	<entry>
		<id>http://www.fsdeveloper.com/wiki/index.php?title=Blender2P3D/FSX&amp;diff=11343</id>
		<title>Blender2P3D/FSX</title>
		<link rel="alternate" type="text/html" href="http://www.fsdeveloper.com/wiki/index.php?title=Blender2P3D/FSX&amp;diff=11343"/>
		<updated>2022-12-03T18:57:49Z</updated>

		<summary type="html">&lt;p&gt;Pyscen: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{ambox&lt;br /&gt;
| type  = content&lt;br /&gt;
| imageleft = [[Image:40px-Emblem-Info.png|40px]]&lt;br /&gt;
| imageright = [[Image:Broom icon.jpg|40px]]&lt;br /&gt;
| style = width: 100%; color: black; background:#EFFFB0; font-style: italic&lt;br /&gt;
| text = The current version of the &#039;&#039;&#039;Blender2P3D/FSX&#039;&#039;&#039; addon is &#039;&#039;&#039;v1.0.2&#039;&#039;&#039;.  The &#039;&#039;&#039;Blender2P3D/FSX toolset&#039;&#039;&#039; is an addon for [http://www.blender.org/download/ Blender].|]&lt;br /&gt;
}&lt;br /&gt;
[[Category:Tools]]&lt;br /&gt;
[[Category:Blender]]&lt;br /&gt;
[[category:Modeling]]{&lt;br /&gt;
[[Category:Aircraft Design]]&lt;br /&gt;
[[category:Scenery Design]]&lt;br /&gt;
[[Category:Terrain Design]]&lt;br /&gt;
[[Category:Airport Design]]&lt;br /&gt;
[[category:Texturing]]&lt;br /&gt;
[[category:SDK]]&lt;br /&gt;
[[category:Manuals]]&lt;br /&gt;
{{Infobox-Applicable-FSVersion&lt;br /&gt;
| MSFS= false&lt;br /&gt;
| FSXI = false&lt;br /&gt;
| P3D5 = true&lt;br /&gt;
| P3D4 = true&lt;br /&gt;
| P3D3 = true&lt;br /&gt;
| P3D2 = true&lt;br /&gt;
| P3D = true&lt;br /&gt;
| FSW = unknown&lt;br /&gt;
| FSX-SE = true&lt;br /&gt;
| FSXA = true&lt;br /&gt;
| FSX = true&lt;br /&gt;
| FS2004 = unknown&lt;br /&gt;
| FS2002 = unknown&lt;br /&gt;
| XP11 = unknown&lt;br /&gt;
| XP10 = unknown&lt;br /&gt;
| XP9 = unknown&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
This addon is a continuation of the [[Blender2FSX Toolset manual]] and it incorporates compatibility with the latest API for Blender version v3.x.x and above. The new toolset also features full support of PBR materials for Lockheed Martin&#039;s Prepar3D v4.4 and above, as well as some changes to the interface and file structure of the addon.&lt;br /&gt;
This wiki will help you install and use the new toolset.&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
= Installation =&lt;br /&gt;
== Requirements ==&lt;br /&gt;
* Windows 11 and 10 &lt;br /&gt;
&lt;br /&gt;
* Microsoft Flight Simulator X SDK &#039;&#039;&#039;&#039;&#039;including updates&#039;&#039;&#039; to SP2 or Acceleration&#039;&#039; or&lt;br /&gt;
&lt;br /&gt;
* Lockheed Martin Prepar3D SDK v1.x, v2.x, v3.x, &amp;amp; v4.x (&#039;&#039;FSX Steam Edition should use the Prepar3D SDK v1.x&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
* [http://www.blender.org/download/ Blender] (version: &#039;&#039;&#039;v3.x&#039;&#039;&#039; or above)&lt;br /&gt;
&lt;br /&gt;
Make sure that &#039;&#039;&#039;&#039;&#039;ALL&#039;&#039;&#039; SDKs&#039;&#039; that you are using are installed prior to installing/ activating this Toolset!&lt;br /&gt;
&lt;br /&gt;
== Setup ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:blender2p3dfsx_setup1.jpg&lt;br /&gt;
Image:blender2p3dfsx_setup2.jpg&lt;br /&gt;
Image:blender2p3dfsx_setup3.jpg&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
After downloading the add-on, open Blender 3.x.x and open the Preferences (Edit-&amp;gt;Preferences). Navigate to the &amp;quot;Add-ons&amp;quot; tab and click on &amp;quot;Install...&amp;quot;. &lt;br /&gt;
In the file manager, navigate to where you have downloaded the Toolset file, select it and click on &amp;quot;Install Add-on&amp;quot;. This will extract the content of the zip file to your Blender script folder (by default under %APPDATA%\Blender Foundation\Blender\&amp;lt;version number&amp;gt;\scripts\addons). Next, you need to activate the addon by clicking on the &#039;&#039;check-mark&#039;&#039; next to &amp;quot;3DView: P3D/FSX Toolset&amp;quot;. That should enable the addon and the various panels and properties. Close the Preferences window.&lt;br /&gt;
&lt;br /&gt;
To ensure that the addon was correctly installed, press &amp;quot;N&amp;quot; on your keyboard while the mouse pointer is in one of the main viewports. This should open the main panels of the addon under the tab named &amp;quot;P3D/FSX&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
= Using the Tools =&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
[[Image:Blender2p3dfsx setup4.jpg|thumb|right|P3D/FSX Toolset panels]]&lt;br /&gt;
Once installed, the Blender2P3D/FSX toolset will append the list of toolkit panels in your viewport. Press &amp;quot;N&amp;quot; to open or close the list of tools. There will be a new entry named &amp;quot;P3D/FSX&amp;quot;, which gives access to the tools of this addon. The different tools are organized in different panels, which are grouped by function.&lt;br /&gt;
The addon adds object properties to the scene. These properties are for instance the references to the various SDKs you can utilize or object properties like attached animations or scenery properties. &lt;br /&gt;
Furthermore, the addon will append the material parameters by P3D or FSX specific parameters.&lt;br /&gt;
Lastly, the addon extends the exporter capabilities and allows you to export your scene to an x-file format and from there calls XToMdl.exe to generate a Prapar3D/Flight Simulator X compatible 3d model.&lt;br /&gt;
&lt;br /&gt;
== Setting up your scene ==&lt;br /&gt;
To ensure that your 3d asset export properly to Prepar3D or Flight Simulator X, you must make sure to prepare and configure the Blender scene. To get started, open the toolset panels by pressing &amp;quot;N&amp;quot; on your keyboard with the main viewport in focus. This will open a list of panels you have currently activated in your Blender configuration. Click on the tab &amp;quot;P3D/FSX&amp;quot; to bring up the panels of the Blender2P3D/FSX toolset.&lt;br /&gt;
=== Configure the SDK ===&lt;br /&gt;
Firstly, go to the &#039;&#039;P3D/FSX Toolset Settings&#039;&#039; and select which SDK you would like to utilize. If &amp;quot;Auto Detect SDK path&amp;quot; is enabled, simply click on &amp;quot;Initialize the SDK&amp;quot;. The addon will then look up the file paths of the SDK in the Windows registry. This method should work in 99% of the cases, however, if the Addon cannot find the file paths, you can also use the &#039;&#039;Manually Find ModelDef file&#039;&#039; option to set up the path.&lt;br /&gt;
Please note that it is necessary to initialize the SDK every time you restart Blender, or load a new scene. This way you ensure that all entries of the modeldef.xml are properly loaded into Blender.&lt;br /&gt;
&lt;br /&gt;
=== Configure the scene ===&lt;br /&gt;
In order for your 3d asset to export properly, you have to ensure that both a GUID and a friendly name are assigned to your scene. To do so, open the &#039;&#039;P3D/FSX File Properties&#039;&#039; panel and type the friendly name in the first edit box. You can use the button &#039;&#039;Generate GUID&#039;&#039; to automatically generate a valid GUID for your scene. Alternatively, you can generate the GUID externally and copy and paste the string into the GUID edit box.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
== Scenery properties ==&lt;br /&gt;
[[image:Blender2P3DFSX Scenery.jpg|thumb|right|Scenery tool of the Blender2P3D/FSX addon.]]&lt;br /&gt;
[feel free to enter the information here.]&lt;br /&gt;
&lt;br /&gt;
=== Quicksave information ===&lt;br /&gt;
With the latest update of the toolkit, you&#039;ll be able to quicksave the location data of your scene. To do so, go to the &#039;&#039;Load/Save scenery data&#039;&#039; section, enter a location name and click on &#039;&#039;Add Location&#039;&#039;. This will save all settings of latitude, longitude, etc. into an XML file on your hard drive. To recall any of those previously saved datasets, click on &#039;&#039;Load Location&#039;&#039;, to open a list of names of previously saved locations. Select the location you wish to load and click on &#039;&#039;LOAD&#039;&#039;. This will populate all fields of the Scenery Tools with those from the XML file.&lt;br /&gt;
&lt;br /&gt;
Note that there is currently no interface to remove entries from the list. But if you&#039;d like to edit or update your quick-save list, you can find the XML file in the following location:&lt;br /&gt;
%APPDATA%\Blender Foundation\Blender\&amp;lt;version number&amp;gt;\config\p3d_locations.xml&lt;br /&gt;
&lt;br /&gt;
The addon will try to load the XML file whenever you initialize the SDK (see [[https://www.fsdeveloper.com/wiki/index.php?title=Blender2P3D/FSX#Setting_up_your_scene Setting up your scene]]). There will be a warning message in the system console of Blender if the file wasn&#039;t found on your hard drive. You can safely ignore this warning if you don&#039;t use this feature of the toolset.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Animations ==&lt;br /&gt;
[[Image:Blender2p3dfsx animation tool.jpg|thumb|left|The Animation tool of the Blender2P3D/FSX toolset.]]&lt;br /&gt;
To register an animation for a P3D/FSX asset, open the &#039;&#039;P3D/FSX Animation Tool&#039;&#039; panel. You will be presented with a list of animations, as found in the modeldef.xml file. To assign an animation to a selected object, choose it from the list and click on &#039;&#039;Assign&#039;&#039;. You can use the search function to filter the list for certain keywords, click on the little arrow on the bottom of the list to expose the search bar.&lt;br /&gt;
[[Image:Blender2p3dfsx object properties.jpg|thumb|right|Object properties for the Blender2P3D/FSX toolset.]]&lt;br /&gt;
Once an animation has been assigned, make sure to enter an animation length in the object&#039;s properties as well. Open the objects properties panel and scroll to the &#039;&#039;P3D/FSX Properties&#039;&#039; section. Here, you&#039;ll find the properties of the attached animation as well as a list of all utilized attachpoints for that object.&lt;br /&gt;
You can also delete an animation by clicking on the &#039;&#039;Clear&#039;&#039; button.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Attachpoints ==&lt;br /&gt;
Open the Attach Tool to access the various options for attachpoints. You can activate or deactivate a number of different functions by clicking on the corresponding buttons in the list. The buttons turn blue when active. Don&#039;t forget to assign the selected attachpoint and its parameters to an object by selecting the object in the scene and clicking on &#039;&#039;Attach&#039;&#039; on the bottom of the panel.&lt;br /&gt;
To see what attachpoints are active for any given object in the scene, select the object and open the object properties. Under &#039;&#039;P3D/FSX Properties&#039;&#039;, you&#039;ll find a list of all attachpoints under the animation properties for the selected object.&lt;br /&gt;
=== Effects ===&lt;br /&gt;
[[Image:Blender2P3DFSX attach effect.jpg|thumb|left|Attachpoint properties for effects.]]&lt;br /&gt;
To attach an effect to an object in your scene, click on the &#039;&#039;Effect&#039;&#039; button in the P3D/FSX Attach Tool panel. This will extend the panel and allow you to specify the parameters of the effect you&#039;d like to attach.&lt;br /&gt;
* &#039;&#039;&#039;Name&#039;&#039;&#039;: set an attachpoint name for the object.&lt;br /&gt;
* &#039;&#039;&#039;Effect&#039;&#039;&#039;: type the filename of the effect you would like to attach to the object.&lt;br /&gt;
* &#039;&#039;&#039;Param&#039;&#039;&#039;: define paramters for the effect. Those can be, for instance, conditions for the effect to trigger. Refer to the P3D/FSX SDK for more information on valid syntax for this field.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
=== Visibility ===&lt;br /&gt;
[[Image:Blender2P3DFSX attach visibility.jpg|thumb|left|Attachpoint properties for visibility.]]&lt;br /&gt;
Add a visibility tag to the selected object by clicking on &#039;&#039;Visibility&#039;&#039; on the P3D/FSX Attach Tool panel. This will open a list of available visibility tags, which you can attach to a selected object in the scene using the &amp;quot;Attach&amp;quot; button.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== MouseRect ===&lt;br /&gt;
[[Image:attach mouserect.jpg|thumb|left|Attachpoint properties for mouserects.]]&lt;br /&gt;
To add a mouserect to the selected object in the scene, click on &#039;&#039;Mouse Rect&#039;&#039;. This will reveal a dropdown list of all available mouserects, as defined in the modeldef.xml file.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
=== Platform ===&lt;br /&gt;
[[Image:Blender2P3DFSX attach platform.jpg|thumb|left|Attachpoint properties for platforms.]]&lt;br /&gt;
You can define an object as a &amp;quot;platform&amp;quot; by activating &#039;&#039;Platform&#039;&#039; in the P3D/FSX Attach Tool panel. Make sure to select a surface property for the platform in the dropdown list.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
=== No Crash ===&lt;br /&gt;
Enable the no crash flag for the selected object in the scene by clicking on &#039;&#039;No Crash&#039;&#039; in the P3D/FSX Attach Tool panel.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
=== Empty ===&lt;br /&gt;
[[Image:Blender2P3DFSX attach empty.jpg|thumb|left|Attachpoint properties for empty attachpoints.]]&lt;br /&gt;
You can also attach an empty attachpoint to an object in the scene by clicking on &#039;&#039;Empty&#039;&#039; in the P3D/FSX Attach Tool panel. This will enable you to assign a name for the attachpoint. These empty attachpoints can be used for instance to create various equipment for aircraft carriers. Simply assign one of the keywords to the object to trigger the wanted behavior of the object. Valid names are:&lt;br /&gt;
*attachpt_catapult_start_n,&lt;br /&gt;
*attachpt_catapult_end_n,&lt;br /&gt;
*attachpt_blast_shield_n,&lt;br /&gt;
*attachpt_runway_start,&lt;br /&gt;
*attachpt_runway_end,&lt;br /&gt;
*attachpt_runway_edg,&lt;br /&gt;
*attachpt_cable_n_1,&lt;br /&gt;
*attachpt_cable_n_2.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Material parameters ==&lt;br /&gt;
{{ambox&lt;br /&gt;
| type  = content&lt;br /&gt;
| imageleft = [[Image:40px-Emblem-Info.png|40px]]&lt;br /&gt;
| imageright = [[Image:Broom icon.jpg|40px]]&lt;br /&gt;
| style = width: 100%; color: black; font-weight: bold; background:#EFFFB0; font-style: italic&lt;br /&gt;
| text  = &amp;lt;small&amp;gt;Please note that you should re-initialize your material if you are updating a scene from an older version of the Blender2P3D/FSX toolset. To do so, select your preferred option in the dropdown for the material mode selection. &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The P3D/FSX Blender toolset will extend the material properties to include flight simulator-specific parameters. Make sure to carefully go through the list of properties to make sure that your material is ready for export.&lt;br /&gt;
The most fundamental parameter is the main material mode. You can choose between &amp;quot;PBR Material&amp;quot;, &amp;quot;Specular Material&amp;quot; and &amp;quot;Disabled&amp;quot;. Note that any material with the mode being set to &amp;quot;disabled&amp;quot; will be skipped during the export process. Also, note that the PBR material is only available for models used in Prepar3D version 4.4 or higher. Therefore, if you are preparing a model for FSX or older versions of Prepar3d, make sure to have the material mode set to the Specular workflow.&lt;br /&gt;
&lt;br /&gt;
The P3D/FSX Blender toolset is making use of Blender&#039;s node tree and as a result, it is important that your materials comply with the conventions of the addon&#039;s exporter. Whenever you change between different material modes, a script will automatically replace the current node tree with one that is compatible with the chosen material mode. This means that currently, you will have to re-assign all textures every time you change the material mode!&lt;br /&gt;
&lt;br /&gt;
When assigning a new texture to any of the slots, a script will check if the texture is of the DDS format and if so, set up the node tree with a WYSIWYG representation of the simulator&#039;s shader. To do this, the addon will perform these two steps:&lt;br /&gt;
1. vertically flipping the UV for the texture node&lt;br /&gt;
2. reversing the red-in-alpha action for the normal map, meaning you can input a P3D/FSX conform normal map and it&#039;ll show up correctly in Blender.&lt;br /&gt;
&lt;br /&gt;
The new material handling also incorporates the detail map in the node tree and synchronizes the scaling of the detail map with the settings made in the Blender2P3D/FSX material panel.&lt;br /&gt;
&lt;br /&gt;
When exporting your scene, the exporter will run an analysis on all materials to extract the texture information. This is done in two ways, by checking what texture nodes connect to the relevant input nodes and by looking for specific node names. This way, it is possible to modify the node tree in Blender while retaining the ability to export the materials properly. The texture paths are searched for in the following manner:&lt;br /&gt;
1. Check if the (new) texture slots in the material panel are populated and use those if found.&lt;br /&gt;
2. If not, check the relevant input socket of the BSDF Principled shader node&lt;br /&gt;
3. follow all the links from that node and create a list of texture image nodes&lt;br /&gt;
4. if there are more than one texture image nodes directly or indirectly connected to the input socket, check the name of both and see if it matches&lt;br /&gt;
5. if there are NO texture image nodes connected to the input socket, search through ALL the texture image nodes of the graph, and check if the name matches.&lt;br /&gt;
&lt;br /&gt;
On the creation of the node tree, the texture image nodes will be given their corresponding names. Those are:&lt;br /&gt;
&amp;quot;diffuse&amp;quot; for the diffuse/albedo texture&lt;br /&gt;
&amp;quot;specular&amp;quot; for the specular texture&lt;br /&gt;
&amp;quot;metallic&amp;quot; for the metallic/smoothness/ao texture&lt;br /&gt;
&amp;quot;emissive&amp;quot; for the emissive/lightmap texture&lt;br /&gt;
&amp;quot;normal&amp;quot; for the normal/bump map texture&lt;br /&gt;
&amp;quot;clear-coat&amp;quot; for the amount/smoothness/normal x-component/normal y-component&lt;br /&gt;
&lt;br /&gt;
I suggest not deleting any of those texture nodes, in case you&#039;ll need them at a later stage. If you don&#039;t want a certain texture map to show up on your model, just disconnect the corresponding link.&lt;br /&gt;
&lt;br /&gt;
By default, the emissive image texture is not connected to anything. If you want to see the effects of your lightmap on the model in Blender, simply link the texture node with the input socket labeled &amp;quot;Emission&amp;quot;/&amp;quot;Emissive Color&amp;quot;. Note that the emissive map doesn&#039;t have to be linked with the base shader node in order for the lightmap texture to be found by the exporter!&lt;br /&gt;
&lt;br /&gt;
=== PBR Material mode ===&lt;br /&gt;
[[Image:Pbr shader.jpg|thumb|right|The node tree for PBR material.]]&lt;br /&gt;
When you switch to the PBR Material mode, the node tree will be populated with a &amp;quot;BSDF Principled&amp;quot; node and a number of nodes that are linked up with the principled&#039;s input sockets. You can revise the material at any point by removing nodes or links. You can also add logic blocks between existing links and observe the effects in the viewport. Keep in mind, however, that those types of changes will have no effect on the model when you export it to Prepar3D.&lt;br /&gt;
&lt;br /&gt;
==== Albedo/Diffuse Map ====&lt;br /&gt;
The Albedo/Diffuse map uses the &amp;quot;Base Color&amp;quot; input socket of the BSDF Principled node. By default, the Alpha channel of the texture node is linked with the Alpha input socket of the BSDF node. For all opaque materials, this should have no effect, but for transparent materials, it is important that the link remains.&lt;br /&gt;
&lt;br /&gt;
It is possible to modify the node tree to display the Ambient Occlusion channel of the metallic texture. To do that, add a &amp;quot;MixRGB&amp;quot; node to the node tree and switch the blend mode to &amp;quot;multiply&amp;quot;. Next, connect the Color channel from the albedo texture node to input Color1 of the mixRGB node, and connect the green channel (&amp;quot;G&amp;quot;) from the &amp;quot;separate RGB&amp;quot; node of the metallic node to the Color2 input of the mixRGB node. Lastly, connect the output of the mixRGB node to the Base Color input of the BSDF Principled Shader node.&lt;br /&gt;
&lt;br /&gt;
Make sure to disable Ambient occlusion in the scene render settings to not over-saturate the shading.&lt;br /&gt;
&lt;br /&gt;
==== Metallic Map ====&lt;br /&gt;
The metallic texture consists of three channels. The red channel represents the &amp;quot;metallicness&amp;quot; of the material, the alpha channel the &amp;quot;smoothness&amp;quot; and the green channel can contain an ambient occlusion map. Since Blender is using &amp;quot;roughness&amp;quot; rather than &amp;quot;smoothness&amp;quot;, it is necessary to invert the alpha channel of the metallic texture before plugging it into the BSDF Principled node. This is already done for you within Blender&#039;s shading editor (sometimes called the node editor) when you set up the material for PBR.&lt;br /&gt;
&lt;br /&gt;
Please note that the color space of the metallic node should be changed to &amp;quot;non-color&amp;quot;, once you assigned a texture to the node.&lt;br /&gt;
&lt;br /&gt;
By default, the AO map is omitted, see above if you want to display it in your scene.&lt;br /&gt;
&lt;br /&gt;
Note that for Prepar3Dv5, you can provide a reflection map in the blue channel of the metallic map, however, this channel won&#039;t be displayed in Blender. If you use the reflective channel, make sure to tick the &amp;quot;Metallic map has reflection&amp;quot; in the Metallic properties of the material.&lt;br /&gt;
&lt;br /&gt;
==== Clear Coat Map ====&lt;br /&gt;
The Clear Coat map is comprised of 2 or 3 textures that are packed in the channels within a single RGB or RGBA texture. The 2 required textures in a Clear coat map are the &amp;quot;Amount&amp;quot; and &amp;quot;Smoothness&amp;quot;. The 3rd, optionally, is the Clear Coat Normal map.  The Clear Coat map should not be used with any material that is metallic material. The Clear Coat map should be used on materials that are to appear as if they have been waxed or lacquered (such as automobiles, fine leather, and also, Banners).&lt;br /&gt;
&lt;br /&gt;
The Red Channel of the clear coat is the &amp;quot;Amount&amp;quot; of the clear coat (0.00 to 1.0). Pure black (matte) is represented as 0.00, pure white is 1.0 (maximum amount). In other words, this is the amount of wax or lacquer on the material.&lt;br /&gt;
&lt;br /&gt;
The Green Channel is the &amp;quot;Smoothness&amp;quot; of the Clear Coat. This is also represented as 0.00 to 1.0. Pure black is 0.00 and pure white is 1.0 (maximum smoothness) and gives you the maximum reflection.&lt;br /&gt;
&lt;br /&gt;
The numerical values for the &amp;quot;Amount&amp;quot; and &amp;quot;Smoothness&amp;quot; are for &amp;quot;baking&amp;quot; and procedural texture purposes.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; Within the Shading Editor in Blender (sometimes called the Node Editor), the &amp;quot;Smoothness&amp;quot; map (in the green channel) is being &amp;quot;inverted&amp;quot;. This is because Blender is looking for a &amp;quot;Roughness&amp;quot; map and P3D requires a &amp;quot;Smoothness&amp;quot; map. Using the &amp;quot;Smoothness&amp;quot; texture that is contained in the &amp;quot;Metallic&amp;quot; map will most likely not give you the &amp;quot;look&amp;quot; you were hoping for.&lt;br /&gt;
&lt;br /&gt;
The Clear Coat Normal map (placed in the Blue and Alpha Channels) consists of the x- and y-components of a standard normal map. The x-component (within a standard normal map, it&#039;s in the red Channel) is placed in the Blue channel.  The y-component (within a standard normal map, it&#039;s in the green channel) is placed in the Alpha Channel.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; Just like the Normal map used in P3D, the Clear Coat normal map is in the DirectX format, not OpenGL format  Be aware when &amp;quot;baking&amp;quot; within Blender, the OpenGL Format is used when creating normal maps.  &lt;br /&gt;
&lt;br /&gt;
=== Specular Material mode ===&lt;br /&gt;
[[Image:Specular shader.jpg|thumb|right|The node tree for specular material.]]&lt;br /&gt;
If you select &amp;quot;Specular Material&amp;quot; as the P3D/FSX material mode, the current node tree is removed and replaced. The main shader node will now be an &amp;quot;Eevee Specular&amp;quot; node. The node tree will be populated in a way that most closely represents the shader mechanics of FSX/P3D and all you need to do is add your texture files to the various texture image nodes. As with the PBR node tree, you can modify the Specular node tree in any way you wish - as long as the original Texture image nodes and the Eevee Specular node remain, the exporter will be able to pick up the correct texture paths.&lt;br /&gt;
&lt;br /&gt;
Please note that since it is a node specifically designed for the Eevee render engine, material created in this way won&#039;t render properly if you switch the viewport render mode to &amp;quot;Cycles&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
=== Normal maps for PBR and Specular material ===&lt;br /&gt;
Prepar3D and FSX use a non-standard approach to rendering normal maps and we took the approach on board when developing the node tree for the P3D/FSX material. If you&#039;re using non-DDS files (.PSD, .tga, .png, etc), the shader is set up in an industry-standard way, with the color node of the normal texture node being plugged indirectly into the normal map node of the graph. However, if you&#039;re using DDS files, the addon will change the node tree in a way that reflects the sim as closely as possible by reversing the mandatory red-in-alpha.&lt;br /&gt;
&lt;br /&gt;
Please note that the color space of the normal map will now automatically be changed to &amp;quot;non-color&amp;quot;, once you assigned a texture to the normal map slot.&lt;br /&gt;
&lt;br /&gt;
The legacy NVidia Photoshop plug-in, GIMP plug-in, and the SDK&#039;s Imagetool (FSX and P3D) all use the DirectX format for Normal maps. The latest NVidia plug-in, along with the standalone application, uses the OpenGL Format when creating Normal maps.  Most Normal maps &amp;quot;ready-made&amp;quot; can be changed to the DirectX format by inverting or flipping the &#039;y&#039;-component of the Normal map, however, go with what &amp;quot;looks&amp;quot; correct to you.&lt;br /&gt;
&lt;br /&gt;
=== Environment/Reflection map ===&lt;br /&gt;
Oppose to P3D, Blender is using a global reflection map in conjunction with reflective materials. Depending on your requirements, it might be necessary for you to utilize different reflection maps for different materials. To accommodate this, you can link any reflection map to any material, using the Parameter &amp;quot;Reflection map&amp;quot; under the P3D/FSX material properties. However, any change to the file or file path will not change anything about how reflections are presented in Blender.&lt;br /&gt;
If you would like to get an idea of how your reflection map works with your other material settings, you can manually change Blender&#039;s global reflection map. To do so, open the &amp;quot;World Properties&amp;quot; and under &amp;quot;Surface-&amp;gt;Color&amp;quot;, select &amp;quot;Environment Texture&amp;quot; as a new source for the world reflection map and navigate to your texture. Don&#039;t forget to change the render mode to &amp;quot;Viewport Shading&amp;quot;. Please note that changes to the world properties won&#039;t be taken into account when exporting your model to &amp;quot;.X&amp;quot; or &amp;quot;.MDL&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
=== Transparency ===&lt;br /&gt;
If you&#039;re working with PBR material, switching your material to transparent is simple. In the P3D/FSX material settings change the &amp;quot;Render mode&amp;quot; to &amp;quot;Masked&amp;quot;. The transparency value is taken from the Alpha channel of the Albedo texture node and will be visualized in the viewport. Note that switching from &amp;quot;Opaque&amp;quot; to &amp;quot;Masked&amp;quot; will also enable Backface culling by default, this is simply done for your convenience, but you can switch it off at any time with no effect on the P3D/FSX model itself.&lt;br /&gt;
&lt;br /&gt;
Transparency for Specular material is currently not automated in this way, so any changes to the &amp;quot;Framebuffer Blend&amp;quot; properties of the material will have no effect on how the model is displayed in Blender. These values are, however, taken into consideration when you export your model and should work as expected.&lt;br /&gt;
&lt;br /&gt;
= Exporting to .X/.MDL =&lt;br /&gt;
[[Image:Blender2P3DFSX Export1.jpg|thumb|Export options of the Blender2P3D/FSX toolset.]]&lt;br /&gt;
An essential element of the Blender2P3D/FSX toolset is the ability to export a Blender scene directly into the .mdl format. You can access the exporter by clicking on File-&amp;gt;Export-&amp;gt;DirectX for P3D/FSX (.X/.MDL). This will open the export dialog. On the right side of the window, you can choose various options for the export. Don&#039;t forget to enter a valid filename on the bottom of the screen before pressing &amp;quot;Export P3D/FSX .X file&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Note: I recommend opening the Blender console before starting the export process. At the moment the exporter won&#039;t give you any visual feedback on whether it&#039;s running or not, so checking on the console helps to make sure that everything is working smoothly. The console can be accessed through Window-&amp;gt;Toggle System Console.&lt;br /&gt;
&lt;br /&gt;
== Exporter options ==&lt;br /&gt;
&#039;&#039;&#039;Export only current selection&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
If this option is active, only the elements of your scene that are currently selected will be exported. This can be useful if you want to quickly check certain parts of the scene, without exporting everything at once.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Apply all modifiers&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
If this option is selected, every object in the scene will have its modifiers applied before being encoded into the .X file. It is important to have this option enabled, otherwise your model might not be displayed correctly in the sim.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Export animations and LOD&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
To make sure that the animations and LODs are being exported, this option should be enabled.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Skinned mesh&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
If there are any skinned meshes in you scene, make sure to enable this option. Otherwise, the skinned mesh animations are being omitted.&amp;lt;br/&amp;gt; &lt;br /&gt;
&#039;&#039;&#039;Export MDL&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
If this option is selected, the exporter will automatically call the XToMdl.exe converter once the .x file is written. Enable this option to export directly into the Prapar3D/FSX compatible 3d model format.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Create XML Scenery placement for this MDL&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
If this option is selected, the exporter will create an XML file that has all the scenery export information such as &#039;&#039;coordinates (latitude, longitude, altitude, pitch, bank, heading)&#039;&#039; and the &#039;&#039;scenery complexity&#039;&#039; of the scenery objects/model to be exported (by default &#039;&#039;Scenery Complexity = Normal&#039;&#039;). Then, it will convert the created &amp;quot;.MDL&amp;quot; format file into &amp;quot;.BGL&amp;quot; format file which then can be used directly in the simulator.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Create Sample XML Scenery Placement&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
If this option is selected, the exporter will create a SAMPLE XML file to show the developer how the scenery xml file should be written. &#039;&#039;Remember to only select this option if you wish to create the &amp;quot;.BGL&amp;quot; file manually/by your own&#039;&#039;.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Log File&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
If this option is checked, a log file will be generated in the same folder you export your scene to. The log file is a simple text file with the friendly name of the model [ex. Hangar_(date)_(time)_log.txt]. It can contain valuable information on the export progress if something goes wrong.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Use BMP&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
If selected, all texture filenames will be changed to &amp;lt;filename&amp;gt;.bmp.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Export process ==&lt;br /&gt;
The exporter will generate an .X file and - if selected - a .xanim file, which will hold the geometric information of your model, as well as the specs of your materials. Some of the properties of the model will be taken directly from the Blender scene, whereas some properties come from the custom properties that the Blender2P3D/FSX addon adds to objects and materials.&lt;br /&gt;
&lt;br /&gt;
The following list describes the operation of the exporter step-by-step.&lt;br /&gt;
# &#039;&#039;&#039;Collecting object Information&#039;&#039;&#039;&amp;lt;!--&lt;br /&gt;
 --&amp;gt;&amp;lt;p&amp;gt;The exporter will first go through the hierarchy of the scene and generate a list of exportable objects. Those objects are meshes, bones, and empty object(s) if they have anything attached to it. The exporter will also check if the SDK was initialized, a modeldef.xml was found, and if the scene contains a valid GUID and friendly name. If &amp;quot;&#039;&#039;Export Animations&#039;&#039;&amp;quot; was enabled in the export dialog, a list will be generated that contains information on every part that has an animation tag assigned to it.&amp;lt;/p&amp;gt;&lt;br /&gt;
# &#039;&#039;&#039;Writing the header&#039;&#039;&#039;&amp;lt;!--&lt;br /&gt;
 --&amp;gt;&amp;lt;p&amp;gt;The header of the .x file contains templates for mesh and material information. Since P3D and FSX models differ slightly, the templates are being written depending on the selected SDK.&amp;lt;/p&amp;gt;&lt;br /&gt;
# &#039;&#039;&#039;Outline of the scene&#039;s hierarchy&#039;&#039;&#039;&amp;lt;!--&lt;br /&gt;
 --&amp;gt;&amp;lt;p&amp;gt;The exporter will write a quick outline of the scene&#039;s objects into the .X file. This outline has no function but is informative to anyone who needs to debug any errors during the export.&amp;lt;/p&amp;gt;&lt;br /&gt;
# &#039;&#039;&#039;Writing scene information&#039;&#039;&#039;&amp;lt;!--&lt;br /&gt;
 --&amp;gt;&amp;lt;p&amp;gt;Next, the exporter will go through the list of eligible objects and encode the geometric information. This includes the position of the vertices, a list of polygons, mesh normals for each vertex, and UV coordinates.&amp;lt;/p&amp;gt;&lt;br /&gt;
## &#039;&#039;&#039;Analyzing mesh materials&#039;&#039;&#039;&amp;lt;!--&lt;br /&gt;
 --&amp;gt;&amp;lt;p&amp;gt;For each material, the exporter will analyze the node tree to find the relevant image texture nodes. If an image texture node cannot be found, or if the filename is empty, the corresponding texture type will be skipped by the exporter.&amp;lt;/p&amp;gt;&lt;br /&gt;
## &#039;&#039;&#039;Writing mesh material&#039;&#039;&#039;&amp;lt;!--&lt;br /&gt;
 --&amp;gt;&amp;lt;p&amp;gt;Once all data is collected, the material properties are being encoded in the .x file.&amp;lt;/p&amp;gt;&lt;br /&gt;
#&#039;&#039;&#039;Writing Animations&#039;&#039;&#039;&amp;lt;!--&lt;br /&gt;
 --&amp;gt;&amp;lt;p&amp;gt;If &amp;quot;&#039;&#039;Export animations and LODs&#039;&#039;&amp;quot; has been selected in the exporter window, a .xanim file is generated, which contains the animation data for all animated objects.&amp;lt;/p&amp;gt;&lt;br /&gt;
#&#039;&#039;&#039;Converting to MDL&#039;&#039;&#039;&amp;lt;!--&lt;br /&gt;
 --&amp;gt;&amp;lt;p&amp;gt;If &amp;quot;&#039;&#039;Export MDL&#039;&#039;&amp;quot; has been selected in the exporter window, the exporter will execute the XToMdl.exe of the selected SDK. The Blender system console will show the progress during this step of the export, however, note that the output is currently not logged in the log file that is generated by the exporter. If there is an issue with the .X file, or if the XToMdl.exe couldn&#039;t be found, an error will be shown in the Blender window.&amp;lt;/p&amp;gt;&lt;br /&gt;
#&#039;&#039;&#039;Export BGL&#039;&#039;&#039;&amp;lt;!--&lt;br /&gt;
 --&amp;gt;&amp;lt;p&amp;gt;BGL is a scenery file format that is being used in Flight Simulator. If &amp;quot;&#039;&#039;Create XML Scenery placement for this MDL&#039;&#039;&amp;quot; has been selected in the exporter window, the created .MDL format file will run through an application called bglcomp [which is an in-build application that comes with the Software Development (Kit)] to create the Flight Simulator use .BGL format file. This BGL format file can be used directly in the simulator later.&amp;lt;/p&amp;gt; &lt;br /&gt;
&lt;br /&gt;
If the export was successful, you&#039;ll find the .X and the .MDL file in the selected folder, ready to be imported into P3D/FSX.&lt;br /&gt;
&lt;br /&gt;
Please note that the exporter currently does not optimize your model! If you want to improve on the performance of your 3d asset, it is recommended to join all parts that share a material but don&#039;t have an animation or attachpoint assigned to it. Also note that the export process takes a long time to complete, please have the system console open to check up on the progress of the export.&lt;br /&gt;
&lt;br /&gt;
= Credits and license =&lt;br /&gt;
The addon in its current version is the hard work of many members of the fsdeveloper.com forum. The original FSX2Blender addon was developed by:&lt;br /&gt;
[https://www.fsdeveloper.com/forum/members/capt_x.6562/ Felix Owono-Ateba], [https://www.fsdeveloper.com/forum/members/ronh.1886/ Ron Haertel], [https://www.fsdeveloper.com/forum/members/krispy1001.11839/ Kris Pyatt] (2017) and [https://www.fsdeveloper.com/forum/members/manochvarma-raman.16466/ Manochvarma Raman] (2018)&lt;br /&gt;
This current incarnation of the addon uses most of the original algorithms, but with an updated UI and compatibility for Blender v2.8.x. Parts of the original exporter script have been rewritten to accommodate Blender&#039;s new material workflow and to add PBR support to the addon (P3D v4.4+ only). This work was done 2019/2020 by [https://www.fsdeveloper.com/forum/members/vitus.2026/ Otmar Nitsche]. Further additions to the material workflow were added by [https://www.fsdeveloper.com/forum/members/dave-hoeffgen.14361/ David Hoeffgen] in 2020.  The UI and the Clear Coat map components (P3D v5) were updated/ added for Blender v3.x.x by [https://www.fsdeveloper.com/forum/members/dave_w.16881/ Dave_W] &amp;amp; [https://www.fsdeveloper.com/forum/members/pyscen.1491/ Doug A] in November 2022.&lt;br /&gt;
&lt;br /&gt;
Special thanks go to [https://www.fsdeveloper.com/forum/members/arno.1/ Arno Gerretsen] and [https://www.fsdeveloper.com/forum/members/spotlope.39/ Bill Womack] for their input during the development and testing of the addon.&lt;br /&gt;
&lt;br /&gt;
The software is licensed under [http://www.gnu.org/licenses/gpl-3.0.html GNU General Public License (GNU-GPL-3)]. Feel free to use it as you see fit, both for freeware and commercial projects. If you have suggestions for changes, use the forum. If you would like to get involved in the development of the addon, contact any of the authors mentioned above to coordinate the effort.&lt;/div&gt;</summary>
		<author><name>Pyscen</name></author>
	</entry>
	<entry>
		<id>http://www.fsdeveloper.com/wiki/index.php?title=Blender2P3D/FSX&amp;diff=11342</id>
		<title>Blender2P3D/FSX</title>
		<link rel="alternate" type="text/html" href="http://www.fsdeveloper.com/wiki/index.php?title=Blender2P3D/FSX&amp;diff=11342"/>
		<updated>2022-12-03T18:57:06Z</updated>

		<summary type="html">&lt;p&gt;Pyscen: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{ambox&lt;br /&gt;
| type  = content&lt;br /&gt;
| imageleft = [[Image:40px-Emblem-Info.png|40px]]&lt;br /&gt;
| imageright = [[Image:Broom icon.jpg|40px]]&lt;br /&gt;
| style = width: 100%; color: black; background:#EFFFB0; font-style: italic&lt;br /&gt;
| text = The current version of the &#039;&#039;&#039;Blender2P3D/FSX&#039;&#039;&#039; addon is &#039;&#039;&#039;v1.0.2&#039;&#039;&#039;.  The &#039;&#039;&#039;Blender2P3D/FSX toolset&#039;&#039;&#039; is an addon for [http://www.blender.org/download/ Blender].|]&lt;br /&gt;
}}&lt;br /&gt;
[[Category:Tools]]&lt;br /&gt;
[[Category:Blender]]&lt;br /&gt;
[[category:Modeling]]{&lt;br /&gt;
[[Category:Aircraft Design]]&lt;br /&gt;
[[category:Scenery Design]]&lt;br /&gt;
[[Category:Terrain Design]]&lt;br /&gt;
[[Category:Airport Design]]&lt;br /&gt;
[[category:Texturing]]&lt;br /&gt;
[[category:SDK]]&lt;br /&gt;
[[category:Manuals]]&lt;br /&gt;
{{Infobox-Applicable-FSVersion&lt;br /&gt;
| MSFS= false&lt;br /&gt;
| FSXI = false&lt;br /&gt;
| P3D5 = true&lt;br /&gt;
| P3D4 = true&lt;br /&gt;
| P3D3 = true&lt;br /&gt;
| P3D2 = true&lt;br /&gt;
| P3D = true&lt;br /&gt;
| FSW = unknown&lt;br /&gt;
| FSX-SE = true&lt;br /&gt;
| FSXA = true&lt;br /&gt;
| FSX = true&lt;br /&gt;
| FS2004 = unknown&lt;br /&gt;
| FS2002 = unknown&lt;br /&gt;
| XP11 = unknown&lt;br /&gt;
| XP10 = unknown&lt;br /&gt;
| XP9 = unknown&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
This addon is a continuation of the [[Blender2FSX Toolset manual]] and it incorporates compatibility with the latest API for Blender version v3.x.x and above. The new toolset also features full support of PBR materials for Lockheed Martin&#039;s Prepar3D v4.4 and above, as well as some changes to the interface and file structure of the addon.&lt;br /&gt;
This wiki will help you install and use the new toolset.&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
= Installation =&lt;br /&gt;
== Requirements ==&lt;br /&gt;
* Windows 11 and 10 &lt;br /&gt;
&lt;br /&gt;
* Microsoft Flight Simulator X SDK &#039;&#039;&#039;&#039;&#039;including updates&#039;&#039;&#039; to SP2 or Acceleration&#039;&#039; or&lt;br /&gt;
&lt;br /&gt;
* Lockheed Martin Prepar3D SDK v1.x, v2.x, v3.x, &amp;amp; v4.x (&#039;&#039;FSX Steam Edition should use the Prepar3D SDK v1.x&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
* [http://www.blender.org/download/ Blender] (version: &#039;&#039;&#039;v3.x&#039;&#039;&#039; or above)&lt;br /&gt;
&lt;br /&gt;
Make sure that &#039;&#039;&#039;&#039;&#039;ALL&#039;&#039;&#039; SDKs&#039;&#039; that you are using are installed prior to installing/ activating this Toolset!&lt;br /&gt;
&lt;br /&gt;
== Setup ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:blender2p3dfsx_setup1.jpg&lt;br /&gt;
Image:blender2p3dfsx_setup2.jpg&lt;br /&gt;
Image:blender2p3dfsx_setup3.jpg&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
After downloading the add-on, open Blender 3.x.x and open the Preferences (Edit-&amp;gt;Preferences). Navigate to the &amp;quot;Add-ons&amp;quot; tab and click on &amp;quot;Install...&amp;quot;. &lt;br /&gt;
In the file manager, navigate to where you have downloaded the Toolset file, select it and click on &amp;quot;Install Add-on&amp;quot;. This will extract the content of the zip file to your Blender script folder (by default under %APPDATA%\Blender Foundation\Blender\&amp;lt;version number&amp;gt;\scripts\addons). Next, you need to activate the addon by clicking on the &#039;&#039;check-mark&#039;&#039; next to &amp;quot;3DView: P3D/FSX Toolset&amp;quot;. That should enable the addon and the various panels and properties. Close the Preferences window.&lt;br /&gt;
&lt;br /&gt;
To ensure that the addon was correctly installed, press &amp;quot;N&amp;quot; on your keyboard while the mouse pointer is in one of the main viewports. This should open the main panels of the addon under the tab named &amp;quot;P3D/FSX&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
= Using the Tools =&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
[[Image:Blender2p3dfsx setup4.jpg|thumb|right|P3D/FSX Toolset panels]]&lt;br /&gt;
Once installed, the Blender2P3D/FSX toolset will append the list of toolkit panels in your viewport. Press &amp;quot;N&amp;quot; to open or close the list of tools. There will be a new entry named &amp;quot;P3D/FSX&amp;quot;, which gives access to the tools of this addon. The different tools are organized in different panels, which are grouped by function.&lt;br /&gt;
The addon adds object properties to the scene. These properties are for instance the references to the various SDKs you can utilize or object properties like attached animations or scenery properties. &lt;br /&gt;
Furthermore, the addon will append the material parameters by P3D or FSX specific parameters.&lt;br /&gt;
Lastly, the addon extends the exporter capabilities and allows you to export your scene to an x-file format and from there calls XToMdl.exe to generate a Prapar3D/Flight Simulator X compatible 3d model.&lt;br /&gt;
&lt;br /&gt;
== Setting up your scene ==&lt;br /&gt;
To ensure that your 3d asset export properly to Prepar3D or Flight Simulator X, you must make sure to prepare and configure the Blender scene. To get started, open the toolset panels by pressing &amp;quot;N&amp;quot; on your keyboard with the main viewport in focus. This will open a list of panels you have currently activated in your Blender configuration. Click on the tab &amp;quot;P3D/FSX&amp;quot; to bring up the panels of the Blender2P3D/FSX toolset.&lt;br /&gt;
=== Configure the SDK ===&lt;br /&gt;
Firstly, go to the &#039;&#039;P3D/FSX Toolset Settings&#039;&#039; and select which SDK you would like to utilize. If &amp;quot;Auto Detect SDK path&amp;quot; is enabled, simply click on &amp;quot;Initialize the SDK&amp;quot;. The addon will then look up the file paths of the SDK in the Windows registry. This method should work in 99% of the cases, however, if the Addon cannot find the file paths, you can also use the &#039;&#039;Manually Find ModelDef file&#039;&#039; option to set up the path.&lt;br /&gt;
Please note that it is necessary to initialize the SDK every time you restart Blender, or load a new scene. This way you ensure that all entries of the modeldef.xml are properly loaded into Blender.&lt;br /&gt;
&lt;br /&gt;
=== Configure the scene ===&lt;br /&gt;
In order for your 3d asset to export properly, you have to ensure that both a GUID and a friendly name are assigned to your scene. To do so, open the &#039;&#039;P3D/FSX File Properties&#039;&#039; panel and type the friendly name in the first edit box. You can use the button &#039;&#039;Generate GUID&#039;&#039; to automatically generate a valid GUID for your scene. Alternatively, you can generate the GUID externally and copy and paste the string into the GUID edit box.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
== Scenery properties ==&lt;br /&gt;
[[image:Blender2P3DFSX Scenery.jpg|thumb|right|Scenery tool of the Blender2P3D/FSX addon.]]&lt;br /&gt;
[feel free to enter the information here.]&lt;br /&gt;
&lt;br /&gt;
=== Quicksave information ===&lt;br /&gt;
With the latest update of the toolkit, you&#039;ll be able to quicksave the location data of your scene. To do so, go to the &#039;&#039;Load/Save scenery data&#039;&#039; section, enter a location name and click on &#039;&#039;Add Location&#039;&#039;. This will save all settings of latitude, longitude, etc. into an XML file on your hard drive. To recall any of those previously saved datasets, click on &#039;&#039;Load Location&#039;&#039;, to open a list of names of previously saved locations. Select the location you wish to load and click on &#039;&#039;LOAD&#039;&#039;. This will populate all fields of the Scenery Tools with those from the XML file.&lt;br /&gt;
&lt;br /&gt;
Note that there is currently no interface to remove entries from the list. But if you&#039;d like to edit or update your quick-save list, you can find the XML file in the following location:&lt;br /&gt;
%APPDATA%\Blender Foundation\Blender\&amp;lt;version number&amp;gt;\config\p3d_locations.xml&lt;br /&gt;
&lt;br /&gt;
The addon will try to load the XML file whenever you initialize the SDK (see [[https://www.fsdeveloper.com/wiki/index.php?title=Blender2P3D/FSX#Setting_up_your_scene Setting up your scene]]). There will be a warning message in the system console of Blender if the file wasn&#039;t found on your hard drive. You can safely ignore this warning if you don&#039;t use this feature of the toolset.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Animations ==&lt;br /&gt;
[[Image:Blender2p3dfsx animation tool.jpg|thumb|left|The Animation tool of the Blender2P3D/FSX toolset.]]&lt;br /&gt;
To register an animation for a P3D/FSX asset, open the &#039;&#039;P3D/FSX Animation Tool&#039;&#039; panel. You will be presented with a list of animations, as found in the modeldef.xml file. To assign an animation to a selected object, choose it from the list and click on &#039;&#039;Assign&#039;&#039;. You can use the search function to filter the list for certain keywords, click on the little arrow on the bottom of the list to expose the search bar.&lt;br /&gt;
[[Image:Blender2p3dfsx object properties.jpg|thumb|right|Object properties for the Blender2P3D/FSX toolset.]]&lt;br /&gt;
Once an animation has been assigned, make sure to enter an animation length in the object&#039;s properties as well. Open the objects properties panel and scroll to the &#039;&#039;P3D/FSX Properties&#039;&#039; section. Here, you&#039;ll find the properties of the attached animation as well as a list of all utilized attachpoints for that object.&lt;br /&gt;
You can also delete an animation by clicking on the &#039;&#039;Clear&#039;&#039; button.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Attachpoints ==&lt;br /&gt;
Open the Attach Tool to access the various options for attachpoints. You can activate or deactivate a number of different functions by clicking on the corresponding buttons in the list. The buttons turn blue when active. Don&#039;t forget to assign the selected attachpoint and its parameters to an object by selecting the object in the scene and clicking on &#039;&#039;Attach&#039;&#039; on the bottom of the panel.&lt;br /&gt;
To see what attachpoints are active for any given object in the scene, select the object and open the object properties. Under &#039;&#039;P3D/FSX Properties&#039;&#039;, you&#039;ll find a list of all attachpoints under the animation properties for the selected object.&lt;br /&gt;
=== Effects ===&lt;br /&gt;
[[Image:Blender2P3DFSX attach effect.jpg|thumb|left|Attachpoint properties for effects.]]&lt;br /&gt;
To attach an effect to an object in your scene, click on the &#039;&#039;Effect&#039;&#039; button in the P3D/FSX Attach Tool panel. This will extend the panel and allow you to specify the parameters of the effect you&#039;d like to attach.&lt;br /&gt;
* &#039;&#039;&#039;Name&#039;&#039;&#039;: set an attachpoint name for the object.&lt;br /&gt;
* &#039;&#039;&#039;Effect&#039;&#039;&#039;: type the filename of the effect you would like to attach to the object.&lt;br /&gt;
* &#039;&#039;&#039;Param&#039;&#039;&#039;: define paramters for the effect. Those can be, for instance, conditions for the effect to trigger. Refer to the P3D/FSX SDK for more information on valid syntax for this field.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
=== Visibility ===&lt;br /&gt;
[[Image:Blender2P3DFSX attach visibility.jpg|thumb|left|Attachpoint properties for visibility.]]&lt;br /&gt;
Add a visibility tag to the selected object by clicking on &#039;&#039;Visibility&#039;&#039; on the P3D/FSX Attach Tool panel. This will open a list of available visibility tags, which you can attach to a selected object in the scene using the &amp;quot;Attach&amp;quot; button.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== MouseRect ===&lt;br /&gt;
[[Image:attach mouserect.jpg|thumb|left|Attachpoint properties for mouserects.]]&lt;br /&gt;
To add a mouserect to the selected object in the scene, click on &#039;&#039;Mouse Rect&#039;&#039;. This will reveal a dropdown list of all available mouserects, as defined in the modeldef.xml file.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
=== Platform ===&lt;br /&gt;
[[Image:Blender2P3DFSX attach platform.jpg|thumb|left|Attachpoint properties for platforms.]]&lt;br /&gt;
You can define an object as a &amp;quot;platform&amp;quot; by activating &#039;&#039;Platform&#039;&#039; in the P3D/FSX Attach Tool panel. Make sure to select a surface property for the platform in the dropdown list.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
=== No Crash ===&lt;br /&gt;
Enable the no crash flag for the selected object in the scene by clicking on &#039;&#039;No Crash&#039;&#039; in the P3D/FSX Attach Tool panel.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
=== Empty ===&lt;br /&gt;
[[Image:Blender2P3DFSX attach empty.jpg|thumb|left|Attachpoint properties for empty attachpoints.]]&lt;br /&gt;
You can also attach an empty attachpoint to an object in the scene by clicking on &#039;&#039;Empty&#039;&#039; in the P3D/FSX Attach Tool panel. This will enable you to assign a name for the attachpoint. These empty attachpoints can be used for instance to create various equipment for aircraft carriers. Simply assign one of the keywords to the object to trigger the wanted behavior of the object. Valid names are:&lt;br /&gt;
*attachpt_catapult_start_n,&lt;br /&gt;
*attachpt_catapult_end_n,&lt;br /&gt;
*attachpt_blast_shield_n,&lt;br /&gt;
*attachpt_runway_start,&lt;br /&gt;
*attachpt_runway_end,&lt;br /&gt;
*attachpt_runway_edg,&lt;br /&gt;
*attachpt_cable_n_1,&lt;br /&gt;
*attachpt_cable_n_2.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Material parameters ==&lt;br /&gt;
{{ambox&lt;br /&gt;
| type  = content&lt;br /&gt;
| imageleft = [[Image:40px-Emblem-Info.png|40px]]&lt;br /&gt;
| imageright = [[Image:Broom icon.jpg|40px]]&lt;br /&gt;
| style = width: 100%; color: black; font-weight: bold; background:#EFFFB0; font-style: italic&lt;br /&gt;
| text  = &amp;lt;small&amp;gt;Please note that you should re-initialize your material if you are updating a scene from an older version of the Blender2P3D/FSX toolset. To do so, select your preferred option in the dropdown for the material mode selection. &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The P3D/FSX Blender toolset will extend the material properties to include flight simulator-specific parameters. Make sure to carefully go through the list of properties to make sure that your material is ready for export.&lt;br /&gt;
The most fundamental parameter is the main material mode. You can choose between &amp;quot;PBR Material&amp;quot;, &amp;quot;Specular Material&amp;quot; and &amp;quot;Disabled&amp;quot;. Note that any material with the mode being set to &amp;quot;disabled&amp;quot; will be skipped during the export process. Also, note that the PBR material is only available for models used in Prepar3D version 4.4 or higher. Therefore, if you are preparing a model for FSX or older versions of Prepar3d, make sure to have the material mode set to the Specular workflow.&lt;br /&gt;
&lt;br /&gt;
The P3D/FSX Blender toolset is making use of Blender&#039;s node tree and as a result, it is important that your materials comply with the conventions of the addon&#039;s exporter. Whenever you change between different material modes, a script will automatically replace the current node tree with one that is compatible with the chosen material mode. This means that currently, you will have to re-assign all textures every time you change the material mode!&lt;br /&gt;
&lt;br /&gt;
When assigning a new texture to any of the slots, a script will check if the texture is of the DDS format and if so, set up the node tree with a WYSIWYG representation of the simulator&#039;s shader. To do this, the addon will perform these two steps:&lt;br /&gt;
1. vertically flipping the UV for the texture node&lt;br /&gt;
2. reversing the red-in-alpha action for the normal map, meaning you can input a P3D/FSX conform normal map and it&#039;ll show up correctly in Blender.&lt;br /&gt;
&lt;br /&gt;
The new material handling also incorporates the detail map in the node tree and synchronizes the scaling of the detail map with the settings made in the Blender2P3D/FSX material panel.&lt;br /&gt;
&lt;br /&gt;
When exporting your scene, the exporter will run an analysis on all materials to extract the texture information. This is done in two ways, by checking what texture nodes connect to the relevant input nodes and by looking for specific node names. This way, it is possible to modify the node tree in Blender while retaining the ability to export the materials properly. The texture paths are searched for in the following manner:&lt;br /&gt;
1. Check if the (new) texture slots in the material panel are populated and use those if found.&lt;br /&gt;
2. If not, check the relevant input socket of the BSDF Principled shader node&lt;br /&gt;
3. follow all the links from that node and create a list of texture image nodes&lt;br /&gt;
4. if there are more than one texture image nodes directly or indirectly connected to the input socket, check the name of both and see if it matches&lt;br /&gt;
5. if there are NO texture image nodes connected to the input socket, search through ALL the texture image nodes of the graph, and check if the name matches.&lt;br /&gt;
&lt;br /&gt;
On the creation of the node tree, the texture image nodes will be given their corresponding names. Those are:&lt;br /&gt;
&amp;quot;diffuse&amp;quot; for the diffuse/albedo texture&lt;br /&gt;
&amp;quot;specular&amp;quot; for the specular texture&lt;br /&gt;
&amp;quot;metallic&amp;quot; for the metallic/smoothness/ao texture&lt;br /&gt;
&amp;quot;emissive&amp;quot; for the emissive/lightmap texture&lt;br /&gt;
&amp;quot;normal&amp;quot; for the normal/bump map texture&lt;br /&gt;
&amp;quot;clear-coat&amp;quot; for the amount/smoothness/normal x-component/normal y-component&lt;br /&gt;
&lt;br /&gt;
I suggest not deleting any of those texture nodes, in case you&#039;ll need them at a later stage. If you don&#039;t want a certain texture map to show up on your model, just disconnect the corresponding link.&lt;br /&gt;
&lt;br /&gt;
By default, the emissive image texture is not connected to anything. If you want to see the effects of your lightmap on the model in Blender, simply link the texture node with the input socket labeled &amp;quot;Emission&amp;quot;/&amp;quot;Emissive Color&amp;quot;. Note that the emissive map doesn&#039;t have to be linked with the base shader node in order for the lightmap texture to be found by the exporter!&lt;br /&gt;
&lt;br /&gt;
=== PBR Material mode ===&lt;br /&gt;
[[Image:Pbr shader.jpg|thumb|right|The node tree for PBR material.]]&lt;br /&gt;
When you switch to the PBR Material mode, the node tree will be populated with a &amp;quot;BSDF Principled&amp;quot; node and a number of nodes that are linked up with the principled&#039;s input sockets. You can revise the material at any point by removing nodes or links. You can also add logic blocks between existing links and observe the effects in the viewport. Keep in mind, however, that those types of changes will have no effect on the model when you export it to Prepar3D.&lt;br /&gt;
&lt;br /&gt;
==== Albedo/Diffuse Map ====&lt;br /&gt;
The Albedo/Diffuse map uses the &amp;quot;Base Color&amp;quot; input socket of the BSDF Principled node. By default, the Alpha channel of the texture node is linked with the Alpha input socket of the BSDF node. For all opaque materials, this should have no effect, but for transparent materials, it is important that the link remains.&lt;br /&gt;
&lt;br /&gt;
It is possible to modify the node tree to display the Ambient Occlusion channel of the metallic texture. To do that, add a &amp;quot;MixRGB&amp;quot; node to the node tree and switch the blend mode to &amp;quot;multiply&amp;quot;. Next, connect the Color channel from the albedo texture node to input Color1 of the mixRGB node, and connect the green channel (&amp;quot;G&amp;quot;) from the &amp;quot;separate RGB&amp;quot; node of the metallic node to the Color2 input of the mixRGB node. Lastly, connect the output of the mixRGB node to the Base Color input of the BSDF Principled Shader node.&lt;br /&gt;
&lt;br /&gt;
Make sure to disable Ambient occlusion in the scene render settings to not over-saturate the shading.&lt;br /&gt;
&lt;br /&gt;
==== Metallic Map ====&lt;br /&gt;
The metallic texture consists of three channels. The red channel represents the &amp;quot;metallicness&amp;quot; of the material, the alpha channel the &amp;quot;smoothness&amp;quot; and the green channel can contain an ambient occlusion map. Since Blender is using &amp;quot;roughness&amp;quot; rather than &amp;quot;smoothness&amp;quot;, it is necessary to invert the alpha channel of the metallic texture before plugging it into the BSDF Principled node. This is already done for you within Blender&#039;s shading editor (sometimes called the node editor) when you set up the material for PBR.&lt;br /&gt;
&lt;br /&gt;
Please note that the color space of the metallic node should be changed to &amp;quot;non-color&amp;quot;, once you assigned a texture to the node.&lt;br /&gt;
&lt;br /&gt;
By default, the AO map is omitted, see above if you want to display it in your scene.&lt;br /&gt;
&lt;br /&gt;
Note that for Prepar3Dv5, you can provide a reflection map in the blue channel of the metallic map, however, this channel won&#039;t be displayed in Blender. If you use the reflective channel, make sure to tick the &amp;quot;Metallic map has reflection&amp;quot; in the Metallic properties of the material.&lt;br /&gt;
&lt;br /&gt;
==== Clear Coat Map ====&lt;br /&gt;
The Clear Coat map is comprised of 2 or 3 textures that are packed in the channels within a single RGB or RGBA texture. The 2 required textures in a Clear coat map are the &amp;quot;Amount&amp;quot; and &amp;quot;Smoothness&amp;quot;. The 3rd, optionally, is the Clear Coat Normal map.  The Clear Coat map should not be used with any material that is metallic material. The Clear Coat map should be used on materials that are to appear as if they have been waxed or lacquered (such as automobiles, fine leather, and also, Banners).&lt;br /&gt;
&lt;br /&gt;
The Red Channel of the clear coat is the &amp;quot;Amount&amp;quot; of the clear coat (0.00 to 1.0). Pure black (matte) is represented as 0.00, pure white is 1.0 (maximum amount). In other words, this is the amount of wax or lacquer on the material.&lt;br /&gt;
&lt;br /&gt;
The Green Channel is the &amp;quot;Smoothness&amp;quot; of the Clear Coat. This is also represented as 0.00 to 1.0. Pure black is 0.00 and pure white is 1.0 (maximum smoothness) and gives you the maximum reflection.&lt;br /&gt;
&lt;br /&gt;
The numerical values for the &amp;quot;Amount&amp;quot; and &amp;quot;Smoothness&amp;quot; are for &amp;quot;baking&amp;quot; and procedural texture purposes.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; Within the Shading Editor in Blender (sometimes called the Node Editor), the &amp;quot;Smoothness&amp;quot; map (in the green channel) is being &amp;quot;inverted&amp;quot;. This is because Blender is looking for a &amp;quot;Roughness&amp;quot; map and P3D requires a &amp;quot;Smoothness&amp;quot; map. Using the &amp;quot;Smoothness&amp;quot; texture that is contained in the &amp;quot;Metallic&amp;quot; map will most likely not give you the &amp;quot;look&amp;quot; you were hoping for.&lt;br /&gt;
&lt;br /&gt;
The Clear Coat Normal map (placed in the Blue and Alpha Channels) consists of the x- and y-components of a standard normal map. The x-component (within a standard normal map, it&#039;s in the red Channel) is placed in the Blue channel.  The y-component (within a standard normal map, it&#039;s in the green channel) is placed in the Alpha Channel.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; Just like the Normal map used in P3D, the Clear Coat normal map is in the DirectX format, not OpenGL format  Be aware when &amp;quot;baking&amp;quot; within Blender, the OpenGL Format is used when creating normal maps.  &lt;br /&gt;
&lt;br /&gt;
=== Specular Material mode ===&lt;br /&gt;
[[Image:Specular shader.jpg|thumb|right|The node tree for specular material.]]&lt;br /&gt;
If you select &amp;quot;Specular Material&amp;quot; as the P3D/FSX material mode, the current node tree is removed and replaced. The main shader node will now be an &amp;quot;Eevee Specular&amp;quot; node. The node tree will be populated in a way that most closely represents the shader mechanics of FSX/P3D and all you need to do is add your texture files to the various texture image nodes. As with the PBR node tree, you can modify the Specular node tree in any way you wish - as long as the original Texture image nodes and the Eevee Specular node remain, the exporter will be able to pick up the correct texture paths.&lt;br /&gt;
&lt;br /&gt;
Please note that since it is a node specifically designed for the Eevee render engine, material created in this way won&#039;t render properly if you switch the viewport render mode to &amp;quot;Cycles&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
=== Normal maps for PBR and Specular material ===&lt;br /&gt;
Prepar3D and FSX use a non-standard approach to rendering normal maps and we took the approach on board when developing the node tree for the P3D/FSX material. If you&#039;re using non-DDS files (.PSD, .tga, .png, etc), the shader is set up in an industry-standard way, with the color node of the normal texture node being plugged indirectly into the normal map node of the graph. However, if you&#039;re using DDS files, the addon will change the node tree in a way that reflects the sim as closely as possible by reversing the mandatory red-in-alpha.&lt;br /&gt;
&lt;br /&gt;
Please note that the color space of the normal map will now automatically be changed to &amp;quot;non-color&amp;quot;, once you assigned a texture to the normal map slot.&lt;br /&gt;
&lt;br /&gt;
The legacy NVidia Photoshop plug-in, GIMP plug-in, and the SDK&#039;s Imagetool (FSX and P3D) all use the DirectX format for Normal maps. The latest NVidia plug-in, along with the standalone application, uses the OpenGL Format when creating Normal maps.  Most Normal maps &amp;quot;ready-made&amp;quot; can be changed to the DirectX format by inverting or flipping the &#039;y&#039;-component of the Normal map, however, go with what &amp;quot;looks&amp;quot; correct to you.&lt;br /&gt;
&lt;br /&gt;
=== Environment/Reflection map ===&lt;br /&gt;
Oppose to P3D, Blender is using a global reflection map in conjunction with reflective materials. Depending on your requirements, it might be necessary for you to utilize different reflection maps for different materials. To accommodate this, you can link any reflection map to any material, using the Parameter &amp;quot;Reflection map&amp;quot; under the P3D/FSX material properties. However, any change to the file or file path will not change anything about how reflections are presented in Blender.&lt;br /&gt;
If you would like to get an idea of how your reflection map works with your other material settings, you can manually change Blender&#039;s global reflection map. To do so, open the &amp;quot;World Properties&amp;quot; and under &amp;quot;Surface-&amp;gt;Color&amp;quot;, select &amp;quot;Environment Texture&amp;quot; as a new source for the world reflection map and navigate to your texture. Don&#039;t forget to change the render mode to &amp;quot;Viewport Shading&amp;quot;. Please note that changes to the world properties won&#039;t be taken into account when exporting your model to &amp;quot;.X&amp;quot; or &amp;quot;.MDL&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
=== Transparency ===&lt;br /&gt;
If you&#039;re working with PBR material, switching your material to transparent is simple. In the P3D/FSX material settings change the &amp;quot;Render mode&amp;quot; to &amp;quot;Masked&amp;quot;. The transparency value is taken from the Alpha channel of the Albedo texture node and will be visualized in the viewport. Note that switching from &amp;quot;Opaque&amp;quot; to &amp;quot;Masked&amp;quot; will also enable Backface culling by default, this is simply done for your convenience, but you can switch it off at any time with no effect on the P3D/FSX model itself.&lt;br /&gt;
&lt;br /&gt;
Transparency for Specular material is currently not automated in this way, so any changes to the &amp;quot;Framebuffer Blend&amp;quot; properties of the material will have no effect on how the model is displayed in Blender. These values are, however, taken into consideration when you export your model and should work as expected.&lt;br /&gt;
&lt;br /&gt;
= Exporting to .X/.MDL =&lt;br /&gt;
[[Image:Blender2P3DFSX Export1.jpg|thumb|Export options of the Blender2P3D/FSX toolset.]]&lt;br /&gt;
An essential element of the Blender2P3D/FSX toolset is the ability to export a Blender scene directly into the .mdl format. You can access the exporter by clicking on File-&amp;gt;Export-&amp;gt;DirectX for P3D/FSX (.X/.MDL). This will open the export dialog. On the right side of the window, you can choose various options for the export. Don&#039;t forget to enter a valid filename on the bottom of the screen before pressing &amp;quot;Export P3D/FSX .X file&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Note: I recommend opening the Blender console before starting the export process. At the moment the exporter won&#039;t give you any visual feedback on whether it&#039;s running or not, so checking on the console helps to make sure that everything is working smoothly. The console can be accessed through Window-&amp;gt;Toggle System Console.&lt;br /&gt;
&lt;br /&gt;
== Exporter options ==&lt;br /&gt;
&#039;&#039;&#039;Export only current selection&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
If this option is active, only the elements of your scene that are currently selected will be exported. This can be useful if you want to quickly check certain parts of the scene, without exporting everything at once.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Apply all modifiers&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
If this option is selected, every object in the scene will have its modifiers applied before being encoded into the .X file. It is important to have this option enabled, otherwise your model might not be displayed correctly in the sim.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Export animations and LOD&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
To make sure that the animations and LODs are being exported, this option should be enabled.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Skinned mesh&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
If there are any skinned meshes in you scene, make sure to enable this option. Otherwise, the skinned mesh animations are being omitted.&amp;lt;br/&amp;gt; &lt;br /&gt;
&#039;&#039;&#039;Export MDL&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
If this option is selected, the exporter will automatically call the XToMdl.exe converter once the .x file is written. Enable this option to export directly into the Prapar3D/FSX compatible 3d model format.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Create XML Scenery placement for this MDL&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
If this option is selected, the exporter will create an XML file that has all the scenery export information such as &#039;&#039;coordinates (latitude, longitude, altitude, pitch, bank, heading)&#039;&#039; and the &#039;&#039;scenery complexity&#039;&#039; of the scenery objects/model to be exported (by default &#039;&#039;Scenery Complexity = Normal&#039;&#039;). Then, it will convert the created &amp;quot;.MDL&amp;quot; format file into &amp;quot;.BGL&amp;quot; format file which then can be used directly in the simulator.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Create Sample XML Scenery Placement&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
If this option is selected, the exporter will create a SAMPLE XML file to show the developer how the scenery xml file should be written. &#039;&#039;Remember to only select this option if you wish to create the &amp;quot;.BGL&amp;quot; file manually/by your own&#039;&#039;.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Log File&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
If this option is checked, a log file will be generated in the same folder you export your scene to. The log file is a simple text file with the friendly name of the model [ex. Hangar_(date)_(time)_log.txt]. It can contain valuable information on the export progress if something goes wrong.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Use BMP&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
If selected, all texture filenames will be changed to &amp;lt;filename&amp;gt;.bmp.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Export process ==&lt;br /&gt;
The exporter will generate an .X file and - if selected - a .xanim file, which will hold the geometric information of your model, as well as the specs of your materials. Some of the properties of the model will be taken directly from the Blender scene, whereas some properties come from the custom properties that the Blender2P3D/FSX addon adds to objects and materials.&lt;br /&gt;
&lt;br /&gt;
The following list describes the operation of the exporter step-by-step.&lt;br /&gt;
# &#039;&#039;&#039;Collecting object Information&#039;&#039;&#039;&amp;lt;!--&lt;br /&gt;
 --&amp;gt;&amp;lt;p&amp;gt;The exporter will first go through the hierarchy of the scene and generate a list of exportable objects. Those objects are meshes, bones, and empty object(s) if they have anything attached to it. The exporter will also check if the SDK was initialized, a modeldef.xml was found, and if the scene contains a valid GUID and friendly name. If &amp;quot;&#039;&#039;Export Animations&#039;&#039;&amp;quot; was enabled in the export dialog, a list will be generated that contains information on every part that has an animation tag assigned to it.&amp;lt;/p&amp;gt;&lt;br /&gt;
# &#039;&#039;&#039;Writing the header&#039;&#039;&#039;&amp;lt;!--&lt;br /&gt;
 --&amp;gt;&amp;lt;p&amp;gt;The header of the .x file contains templates for mesh and material information. Since P3D and FSX models differ slightly, the templates are being written depending on the selected SDK.&amp;lt;/p&amp;gt;&lt;br /&gt;
# &#039;&#039;&#039;Outline of the scene&#039;s hierarchy&#039;&#039;&#039;&amp;lt;!--&lt;br /&gt;
 --&amp;gt;&amp;lt;p&amp;gt;The exporter will write a quick outline of the scene&#039;s objects into the .X file. This outline has no function but is informative to anyone who needs to debug any errors during the export.&amp;lt;/p&amp;gt;&lt;br /&gt;
# &#039;&#039;&#039;Writing scene information&#039;&#039;&#039;&amp;lt;!--&lt;br /&gt;
 --&amp;gt;&amp;lt;p&amp;gt;Next, the exporter will go through the list of eligible objects and encode the geometric information. This includes the position of the vertices, a list of polygons, mesh normals for each vertex, and UV coordinates.&amp;lt;/p&amp;gt;&lt;br /&gt;
## &#039;&#039;&#039;Analyzing mesh materials&#039;&#039;&#039;&amp;lt;!--&lt;br /&gt;
 --&amp;gt;&amp;lt;p&amp;gt;For each material, the exporter will analyze the node tree to find the relevant image texture nodes. If an image texture node cannot be found, or if the filename is empty, the corresponding texture type will be skipped by the exporter.&amp;lt;/p&amp;gt;&lt;br /&gt;
## &#039;&#039;&#039;Writing mesh material&#039;&#039;&#039;&amp;lt;!--&lt;br /&gt;
 --&amp;gt;&amp;lt;p&amp;gt;Once all data is collected, the material properties are being encoded in the .x file.&amp;lt;/p&amp;gt;&lt;br /&gt;
#&#039;&#039;&#039;Writing Animations&#039;&#039;&#039;&amp;lt;!--&lt;br /&gt;
 --&amp;gt;&amp;lt;p&amp;gt;If &amp;quot;&#039;&#039;Export animations and LODs&#039;&#039;&amp;quot; has been selected in the exporter window, a .xanim file is generated, which contains the animation data for all animated objects.&amp;lt;/p&amp;gt;&lt;br /&gt;
#&#039;&#039;&#039;Converting to MDL&#039;&#039;&#039;&amp;lt;!--&lt;br /&gt;
 --&amp;gt;&amp;lt;p&amp;gt;If &amp;quot;&#039;&#039;Export MDL&#039;&#039;&amp;quot; has been selected in the exporter window, the exporter will execute the XToMdl.exe of the selected SDK. The Blender system console will show the progress during this step of the export, however, note that the output is currently not logged in the log file that is generated by the exporter. If there is an issue with the .X file, or if the XToMdl.exe couldn&#039;t be found, an error will be shown in the Blender window.&amp;lt;/p&amp;gt;&lt;br /&gt;
#&#039;&#039;&#039;Export BGL&#039;&#039;&#039;&amp;lt;!--&lt;br /&gt;
 --&amp;gt;&amp;lt;p&amp;gt;BGL is a scenery file format that is being used in Flight Simulator. If &amp;quot;&#039;&#039;Create XML Scenery placement for this MDL&#039;&#039;&amp;quot; has been selected in the exporter window, the created .MDL format file will run through an application called bglcomp [which is an in-build application that comes with the Software Development (Kit)] to create the Flight Simulator use .BGL format file. This BGL format file can be used directly in the simulator later.&amp;lt;/p&amp;gt; &lt;br /&gt;
&lt;br /&gt;
If the export was successful, you&#039;ll find the .X and the .MDL file in the selected folder, ready to be imported into P3D/FSX.&lt;br /&gt;
&lt;br /&gt;
Please note that the exporter currently does not optimize your model! If you want to improve on the performance of your 3d asset, it is recommended to join all parts that share a material but don&#039;t have an animation or attachpoint assigned to it. Also note that the export process takes a long time to complete, please have the system console open to check up on the progress of the export.&lt;br /&gt;
&lt;br /&gt;
= Credits and license =&lt;br /&gt;
The addon in its current version is the hard work of many members of the fsdeveloper.com forum. The original FSX2Blender addon was developed by:&lt;br /&gt;
[https://www.fsdeveloper.com/forum/members/capt_x.6562/ Felix Owono-Ateba], [https://www.fsdeveloper.com/forum/members/ronh.1886/ Ron Haertel], [https://www.fsdeveloper.com/forum/members/krispy1001.11839/ Kris Pyatt] (2017) and [https://www.fsdeveloper.com/forum/members/manochvarma-raman.16466/ Manochvarma Raman] (2018)&lt;br /&gt;
This current incarnation of the addon uses most of the original algorithms, but with an updated UI and compatibility for Blender v2.8.x. Parts of the original exporter script have been rewritten to accommodate Blender&#039;s new material workflow and to add PBR support to the addon (P3D v4.4+ only). This work was done 2019/2020 by [https://www.fsdeveloper.com/forum/members/vitus.2026/ Otmar Nitsche]. Further additions to the material workflow were added by [https://www.fsdeveloper.com/forum/members/dave-hoeffgen.14361/ David Hoeffgen] in 2020.  The UI and the Clear Coat map components (P3D v5) were updated/ added for Blender v3.x.x by [https://www.fsdeveloper.com/forum/members/dave_w.16881/ Dave_W] &amp;amp; [https://www.fsdeveloper.com/forum/members/pyscen.1491/ Doug A] in November 2022.&lt;br /&gt;
&lt;br /&gt;
Special thanks go to [https://www.fsdeveloper.com/forum/members/arno.1/ Arno Gerretsen] and [https://www.fsdeveloper.com/forum/members/spotlope.39/ Bill Womack] for their input during the development and testing of the addon.&lt;br /&gt;
&lt;br /&gt;
The software is licensed under [http://www.gnu.org/licenses/gpl-3.0.html GNU General Public License (GNU-GPL-3)]. Feel free to use it as you see fit, both for freeware and commercial projects. If you have suggestions for changes, use the forum. If you would like to get involved in the development of the addon, contact any of the authors mentioned above to coordinate the effort.&lt;/div&gt;</summary>
		<author><name>Pyscen</name></author>
	</entry>
	<entry>
		<id>http://www.fsdeveloper.com/wiki/index.php?title=Blender2P3D/FSX&amp;diff=11341</id>
		<title>Blender2P3D/FSX</title>
		<link rel="alternate" type="text/html" href="http://www.fsdeveloper.com/wiki/index.php?title=Blender2P3D/FSX&amp;diff=11341"/>
		<updated>2022-12-03T18:51:59Z</updated>

		<summary type="html">&lt;p&gt;Pyscen: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{ambox&lt;br /&gt;
| type  = content&lt;br /&gt;
| imageleft = [[Image:40px-Emblem-Info.png|40px]]&lt;br /&gt;
| imageright = [[Image:Broom icon.jpg|40px]]&lt;br /&gt;
| style = width: 100%; color: black; background:#EFFFB0; font-style: italic&lt;br /&gt;
| text = The current version of the &#039;&#039;&#039;Blender2P3D/FSX&#039;&#039;&#039; addon is &#039;&#039;&#039;v1.0.2&#039;&#039;&#039;.  The &#039;&#039;&#039;Blender2P3D/FSX toolset&#039;&#039;&#039; is an addon for [http://www.blender.org/download/ Blender].|]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Tools]]&lt;br /&gt;
[[Category:Blender]]&lt;br /&gt;
[[category:Modeling]]{&lt;br /&gt;
[[Category:Aircraft Design]]&lt;br /&gt;
[[category:Scenery Design]]&lt;br /&gt;
[[Category:Terrain Design]]&lt;br /&gt;
[[Category:Airport Design]]&lt;br /&gt;
[[category:Texturing]]&lt;br /&gt;
[[category:SDK]]&lt;br /&gt;
[[category:Manuals]]&lt;br /&gt;
{{Infobox-Applicable-FSVersion&lt;br /&gt;
| MSFS= false&lt;br /&gt;
| FSXI = false&lt;br /&gt;
| P3D5 = true&lt;br /&gt;
| P3D4 = true&lt;br /&gt;
| P3D3 = true&lt;br /&gt;
| P3D2 = true&lt;br /&gt;
| P3D = true&lt;br /&gt;
| FSW = unknown&lt;br /&gt;
| FSX-SE = true&lt;br /&gt;
| FSXA = true&lt;br /&gt;
| FSX = true&lt;br /&gt;
| FS2004 = unknown&lt;br /&gt;
| FS2002 = unknown&lt;br /&gt;
| XP11 = unknown&lt;br /&gt;
| XP10 = unknown&lt;br /&gt;
| XP9 = unknown&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
This addon is a continuation of the [[Blender2FSX Toolset manual]] and it incorporates compatibility with the latest API for Blender version v3.x.x and above. The new toolset also features full support of PBR materials for Lockheed Martin&#039;s Prepar3D v4.4 and above, as well as some changes to the interface and file structure of the addon.&lt;br /&gt;
This wiki will help you install and use the new toolset.&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
= Installation =&lt;br /&gt;
== Requirements ==&lt;br /&gt;
* Windows 11 and 10 &lt;br /&gt;
&lt;br /&gt;
* Microsoft Flight Simulator X SDK &#039;&#039;&#039;&#039;&#039;including updates&#039;&#039;&#039; to SP2 or Acceleration&#039;&#039; or&lt;br /&gt;
&lt;br /&gt;
* Lockheed Martin Prepar3D SDK v1.x, v2.x, v3.x, &amp;amp; v4.x (&#039;&#039;FSX Steam Edition should use the Prepar3D SDK v1.x&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
* [http://www.blender.org/download/ Blender] (version: &#039;&#039;&#039;v3.x&#039;&#039;&#039; or above)&lt;br /&gt;
&lt;br /&gt;
Make sure that &#039;&#039;&#039;&#039;&#039;ALL&#039;&#039;&#039; SDKs&#039;&#039; that you are going to use are installed prior to installing/ activating this Toolset!&lt;br /&gt;
&lt;br /&gt;
== Setup ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:blender2p3dfsx_setup1.jpg&lt;br /&gt;
Image:blender2p3dfsx_setup2.jpg&lt;br /&gt;
Image:blender2p3dfsx_setup3.jpg&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
After downloading the add-on, open Blender 3.x.x and open the Preferences (Edit-&amp;gt;Preferences). Navigate to the &amp;quot;Add-ons&amp;quot; tab and click on &amp;quot;Install...&amp;quot;. &lt;br /&gt;
In the file manager, navigate to where you have downloaded the Toolset file, select it and click on &amp;quot;Install Add-on&amp;quot;. This will extract the content of the zip file to your Blender script folder (by default under %APPDATA%\Blender Foundation\Blender\&amp;lt;version number&amp;gt;\scripts\addons). Next, you need to activate the addon by clicking on the &#039;&#039;check-mark&#039;&#039; next to &amp;quot;3DView: P3D/FSX Toolset&amp;quot;. That should enable the addon and the various panels and properties. Close the Preferences window.&lt;br /&gt;
&lt;br /&gt;
To ensure that the addon was correctly installed, press &amp;quot;N&amp;quot; on your keyboard while the mouse pointer is in one of the main viewports. This should open the main panels of the addon under the tab named &amp;quot;P3D/FSX&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
= Using the Tools =&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
[[Image:Blender2p3dfsx setup4.jpg|thumb|right|P3D/FSX Toolset panels]]&lt;br /&gt;
Once installed, the Blender2P3D/FSX toolset will append the list of toolkit panels in your viewport. Press &amp;quot;N&amp;quot; to open or close the list of tools. There will be a new entry named &amp;quot;P3D/FSX&amp;quot;, which gives access to the tools of this addon. The different tools are organized in different panels, which are grouped by function.&lt;br /&gt;
The addon adds object properties to the scene. These properties are for instance the references to the various SDKs you can utilize or object properties like attached animations or scenery properties. &lt;br /&gt;
Furthermore, the addon will append the material parameters by P3D or FSX specific parameters.&lt;br /&gt;
Lastly, the addon extends the exporter capabilities and allows you to export your scene to an x-file format and from there calls XToMdl.exe to generate a Prapar3D/Flight Simulator X compatible 3d model.&lt;br /&gt;
&lt;br /&gt;
== Setting up your scene ==&lt;br /&gt;
To ensure that your 3d asset export properly to Prepar3D or Flight Simulator X, you must make sure to prepare and configure the Blender scene. To get started, open the toolset panels by pressing &amp;quot;N&amp;quot; on your keyboard with the main viewport in focus. This will open a list of panels you have currently activated in your Blender configuration. Click on the tab &amp;quot;P3D/FSX&amp;quot; to bring up the panels of the Blender2P3D/FSX toolset.&lt;br /&gt;
=== Configure the SDK ===&lt;br /&gt;
Firstly, go to the &#039;&#039;P3D/FSX Toolset Settings&#039;&#039; and select which SDK you would like to utilize. If &amp;quot;Auto Detect SDK path&amp;quot; is enabled, simply click on &amp;quot;Initialize the SDK&amp;quot;. The addon will then look up the file paths of the SDK in the Windows registry. This method should work in 99% of the cases, however, if the Addon cannot find the file paths, you can also use the &#039;&#039;Manually Find ModelDef file&#039;&#039; option to set up the path.&lt;br /&gt;
Please note that it is necessary to initialize the SDK every time you restart Blender, or load a new scene. This way you ensure that all entries of the modeldef.xml are properly loaded into Blender.&lt;br /&gt;
&lt;br /&gt;
=== Configure the scene ===&lt;br /&gt;
In order for your 3d asset to export properly, you have to ensure that both a GUID and a friendly name are assigned to your scene. To do so, open the &#039;&#039;P3D/FSX File Properties&#039;&#039; panel and type the friendly name in the first edit box. You can use the button &#039;&#039;Generate GUID&#039;&#039; to automatically generate a valid GUID for your scene. Alternatively, you can generate the GUID externally and copy and paste the string into the GUID edit box.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
== Scenery properties ==&lt;br /&gt;
[[image:Blender2P3DFSX Scenery.jpg|thumb|right|Scenery tool of the Blender2P3D/FSX addon.]]&lt;br /&gt;
[feel free to enter the information here.]&lt;br /&gt;
&lt;br /&gt;
=== Quicksave information ===&lt;br /&gt;
With the latest update of the toolkit, you&#039;ll be able to quicksave the location data of your scene. To do so, go to the &#039;&#039;Load/Save scenery data&#039;&#039; section, enter a location name and click on &#039;&#039;Add Location&#039;&#039;. This will save all settings of latitude, longitude, etc. into an XML file on your hard drive. To recall any of those previously saved datasets, click on &#039;&#039;Load Location&#039;&#039;, to open a list of names of previously saved locations. Select the location you wish to load and click on &#039;&#039;LOAD&#039;&#039;. This will populate all fields of the Scenery Tools with those from the XML file.&lt;br /&gt;
&lt;br /&gt;
Note that there is currently no interface to remove entries from the list. But if you&#039;d like to edit or update your quick-save list, you can find the XML file in the following location:&lt;br /&gt;
%APPDATA%\Blender Foundation\Blender\&amp;lt;version number&amp;gt;\config\p3d_locations.xml&lt;br /&gt;
&lt;br /&gt;
The addon will try to load the XML file whenever you initialize the SDK (see [[https://www.fsdeveloper.com/wiki/index.php?title=Blender2P3D/FSX#Setting_up_your_scene Setting up your scene]]). There will be a warning message in the system console of Blender if the file wasn&#039;t found on your hard drive. You can safely ignore this warning if you don&#039;t use this feature of the toolset.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Animations ==&lt;br /&gt;
[[Image:Blender2p3dfsx animation tool.jpg|thumb|left|The Animation tool of the Blender2P3D/FSX toolset.]]&lt;br /&gt;
To register an animation for a P3D/FSX asset, open the &#039;&#039;P3D/FSX Animation Tool&#039;&#039; panel. You will be presented with a list of animations, as found in the modeldef.xml file. To assign an animation to a selected object, choose it from the list and click on &#039;&#039;Assign&#039;&#039;. You can use the search function to filter the list for certain keywords, click on the little arrow on the bottom of the list to expose the search bar.&lt;br /&gt;
[[Image:Blender2p3dfsx object properties.jpg|thumb|right|Object properties for the Blender2P3D/FSX toolset.]]&lt;br /&gt;
Once an animation has been assigned, make sure to enter an animation length in the object&#039;s properties as well. Open the objects properties panel and scroll to the &#039;&#039;P3D/FSX Properties&#039;&#039; section. Here, you&#039;ll find the properties of the attached animation as well as a list of all utilized attachpoints for that object.&lt;br /&gt;
You can also delete an animation by clicking on the &#039;&#039;Clear&#039;&#039; button.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Attachpoints ==&lt;br /&gt;
Open the Attach Tool to access the various options for attachpoints. You can activate or deactivate a number of different functions by clicking on the corresponding buttons in the list. The buttons turn blue when active. Don&#039;t forget to assign the selected attachpoint and its parameters to an object by selecting the object in the scene and clicking on &#039;&#039;Attach&#039;&#039; on the bottom of the panel.&lt;br /&gt;
To see what attachpoints are active for any given object in the scene, select the object and open the object properties. Under &#039;&#039;P3D/FSX Properties&#039;&#039;, you&#039;ll find a list of all attachpoints under the animation properties for the selected object.&lt;br /&gt;
=== Effects ===&lt;br /&gt;
[[Image:Blender2P3DFSX attach effect.jpg|thumb|left|Attachpoint properties for effects.]]&lt;br /&gt;
To attach an effect to an object in your scene, click on the &#039;&#039;Effect&#039;&#039; button in the P3D/FSX Attach Tool panel. This will extend the panel and allow you to specify the parameters of the effect you&#039;d like to attach.&lt;br /&gt;
* &#039;&#039;&#039;Name&#039;&#039;&#039;: set an attachpoint name for the object.&lt;br /&gt;
* &#039;&#039;&#039;Effect&#039;&#039;&#039;: type the filename of the effect you would like to attach to the object.&lt;br /&gt;
* &#039;&#039;&#039;Param&#039;&#039;&#039;: define paramters for the effect. Those can be, for instance, conditions for the effect to trigger. Refer to the P3D/FSX SDK for more information on valid syntax for this field.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
=== Visibility ===&lt;br /&gt;
[[Image:Blender2P3DFSX attach visibility.jpg|thumb|left|Attachpoint properties for visibility.]]&lt;br /&gt;
Add a visibility tag to the selected object by clicking on &#039;&#039;Visibility&#039;&#039; on the P3D/FSX Attach Tool panel. This will open a list of available visibility tags, which you can attach to a selected object in the scene using the &amp;quot;Attach&amp;quot; button.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== MouseRect ===&lt;br /&gt;
[[Image:attach mouserect.jpg|thumb|left|Attachpoint properties for mouserects.]]&lt;br /&gt;
To add a mouserect to the selected object in the scene, click on &#039;&#039;Mouse Rect&#039;&#039;. This will reveal a dropdown list of all available mouserects, as defined in the modeldef.xml file.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
=== Platform ===&lt;br /&gt;
[[Image:Blender2P3DFSX attach platform.jpg|thumb|left|Attachpoint properties for platforms.]]&lt;br /&gt;
You can define an object as a &amp;quot;platform&amp;quot; by activating &#039;&#039;Platform&#039;&#039; in the P3D/FSX Attach Tool panel. Make sure to select a surface property for the platform in the dropdown list.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
=== No Crash ===&lt;br /&gt;
Enable the no crash flag for the selected object in the scene by clicking on &#039;&#039;No Crash&#039;&#039; in the P3D/FSX Attach Tool panel.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
=== Empty ===&lt;br /&gt;
[[Image:Blender2P3DFSX attach empty.jpg|thumb|left|Attachpoint properties for empty attachpoints.]]&lt;br /&gt;
You can also attach an empty attachpoint to an object in the scene by clicking on &#039;&#039;Empty&#039;&#039; in the P3D/FSX Attach Tool panel. This will enable you to assign a name for the attachpoint. These empty attachpoints can be used for instance to create various equipment for aircraft carriers. Simply assign one of the keywords to the object to trigger the wanted behavior of the object. Valid names are:&lt;br /&gt;
*attachpt_catapult_start_n,&lt;br /&gt;
*attachpt_catapult_end_n,&lt;br /&gt;
*attachpt_blast_shield_n,&lt;br /&gt;
*attachpt_runway_start,&lt;br /&gt;
*attachpt_runway_end,&lt;br /&gt;
*attachpt_runway_edg,&lt;br /&gt;
*attachpt_cable_n_1,&lt;br /&gt;
*attachpt_cable_n_2.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Material parameters ==&lt;br /&gt;
{{ambox&lt;br /&gt;
| type  = content&lt;br /&gt;
| imageleft = [[Image:40px-Emblem-Info.png|40px]]&lt;br /&gt;
| imageright = [[Image:Broom icon.jpg|40px]]&lt;br /&gt;
| style = width: 100%; color: black; font-weight: bold; background:#EFFFB0; font-style: italic&lt;br /&gt;
| text  = &amp;lt;small&amp;gt;Please note that you should re-initialize your material if you are updating a scene from an older version of the Blender2P3D/FSX toolset. To do so, select your preferred option in the dropdown for the material mode selection. &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The P3D/FSX Blender toolset will extend the material properties to include flight simulator-specific parameters. Make sure to carefully go through the list of properties to make sure that your material is ready for export.&lt;br /&gt;
The most fundamental parameter is the main material mode. You can choose between &amp;quot;PBR Material&amp;quot;, &amp;quot;Specular Material&amp;quot; and &amp;quot;Disabled&amp;quot;. Note that any material with the mode being set to &amp;quot;disabled&amp;quot; will be skipped during the export process. Also, note that the PBR material is only available for models used in Prepar3D version 4.4 or higher. Therefore, if you are preparing a model for FSX or older versions of Prepar3d, make sure to have the material mode set to the Specular workflow.&lt;br /&gt;
&lt;br /&gt;
The P3D/FSX Blender toolset is making use of Blender&#039;s node tree and as a result, it is important that your materials comply with the conventions of the addon&#039;s exporter. Whenever you change between different material modes, a script will automatically replace the current node tree with one that is compatible with the chosen material mode. This means that currently, you will have to re-assign all textures every time you change the material mode!&lt;br /&gt;
&lt;br /&gt;
When assigning a new texture to any of the slots, a script will check if the texture is of the DDS format and if so, set up the node tree with a WYSIWYG representation of the simulator&#039;s shader. To do this, the addon will perform these two steps:&lt;br /&gt;
1. vertically flipping the UV for the texture node&lt;br /&gt;
2. reversing the red-in-alpha action for the normal map, meaning you can input a P3D/FSX conform normal map and it&#039;ll show up correctly in Blender.&lt;br /&gt;
&lt;br /&gt;
The new material handling also incorporates the detail map in the node tree and synchronizes the scaling of the detail map with the settings made in the Blender2P3D/FSX material panel.&lt;br /&gt;
&lt;br /&gt;
When exporting your scene, the exporter will run an analysis on all materials to extract the texture information. This is done in two ways, by checking what texture nodes connect to the relevant input nodes and by looking for specific node names. This way, it is possible to modify the node tree in Blender while retaining the ability to export the materials properly. The texture paths are searched for in the following manner:&lt;br /&gt;
1. Check if the (new) texture slots in the material panel are populated and use those if found.&lt;br /&gt;
2. If not, check the relevant input socket of the BSDF Principled shader node&lt;br /&gt;
3. follow all the links from that node and create a list of texture image nodes&lt;br /&gt;
4. if there are more than one texture image nodes directly or indirectly connected to the input socket, check the name of both and see if it matches&lt;br /&gt;
5. if there are NO texture image nodes connected to the input socket, search through ALL the texture image nodes of the graph, and check if the name matches.&lt;br /&gt;
&lt;br /&gt;
On the creation of the node tree, the texture image nodes will be given their corresponding names. Those are:&lt;br /&gt;
&amp;quot;diffuse&amp;quot; for the diffuse/albedo texture&lt;br /&gt;
&amp;quot;specular&amp;quot; for the specular texture&lt;br /&gt;
&amp;quot;metallic&amp;quot; for the metallic/smoothness/ao texture&lt;br /&gt;
&amp;quot;emissive&amp;quot; for the emissive/lightmap texture&lt;br /&gt;
&amp;quot;normal&amp;quot; for the normal/bump map texture&lt;br /&gt;
&amp;quot;clear-coat&amp;quot; for the amount/smoothness/normal x-component/normal y-component&lt;br /&gt;
&lt;br /&gt;
I suggest not deleting any of those texture nodes, in case you&#039;ll need them at a later stage. If you don&#039;t want a certain texture map to show up on your model, just disconnect the corresponding link.&lt;br /&gt;
&lt;br /&gt;
By default, the emissive image texture is not connected to anything. If you want to see the effects of your lightmap on the model in Blender, simply link the texture node with the input socket labeled &amp;quot;Emission&amp;quot;/&amp;quot;Emissive Color&amp;quot;. Note that the emissive map doesn&#039;t have to be linked with the base shader node in order for the lightmap texture to be found by the exporter!&lt;br /&gt;
&lt;br /&gt;
=== PBR Material mode ===&lt;br /&gt;
[[Image:Pbr shader.jpg|thumb|right|The node tree for PBR material.]]&lt;br /&gt;
When you switch to the PBR Material mode, the node tree will be populated with a &amp;quot;BSDF Principled&amp;quot; node and a number of nodes that are linked up with the principled&#039;s input sockets. You can revise the material at any point by removing nodes or links. You can also add logic blocks between existing links and observe the effects in the viewport. Keep in mind, however, that those types of changes will have no effect on the model when you export it to Prepar3D.&lt;br /&gt;
&lt;br /&gt;
==== Albedo/Diffuse Map ====&lt;br /&gt;
The Albedo/Diffuse map uses the &amp;quot;Base Color&amp;quot; input socket of the BSDF Principled node. By default, the Alpha channel of the texture node is linked with the Alpha input socket of the BSDF node. For all opaque materials, this should have no effect, but for transparent materials, it is important that the link remains.&lt;br /&gt;
&lt;br /&gt;
It is possible to modify the node tree to display the Ambient Occlusion channel of the metallic texture. To do that, add a &amp;quot;MixRGB&amp;quot; node to the node tree and switch the blend mode to &amp;quot;multiply&amp;quot;. Next, connect the Color channel from the albedo texture node to input Color1 of the mixRGB node, and connect the green channel (&amp;quot;G&amp;quot;) from the &amp;quot;separate RGB&amp;quot; node of the metallic node to the Color2 input of the mixRGB node. Lastly, connect the output of the mixRGB node to the Base Color input of the BSDF Principled Shader node.&lt;br /&gt;
&lt;br /&gt;
Make sure to disable Ambient occlusion in the scene render settings to not over-saturate the shading.&lt;br /&gt;
&lt;br /&gt;
==== Metallic Map ====&lt;br /&gt;
The metallic texture consists of three channels. The red channel represents the &amp;quot;metallicness&amp;quot; of the material, the alpha channel the &amp;quot;smoothness&amp;quot; and the green channel can contain an ambient occlusion map. Since Blender is using &amp;quot;roughness&amp;quot; rather than &amp;quot;smoothness&amp;quot;, it is necessary to invert the alpha channel of the metallic texture before plugging it into the BSDF Principled node. This is already done for you within Blender&#039;s shading editor (sometimes called the node editor) when you set up the material for PBR.&lt;br /&gt;
&lt;br /&gt;
Please note that the color space of the metallic node should be changed to &amp;quot;non-color&amp;quot;, once you assigned a texture to the node.&lt;br /&gt;
&lt;br /&gt;
By default, the AO map is omitted, see above if you want to display it in your scene.&lt;br /&gt;
&lt;br /&gt;
Note that for Prepar3Dv5, you can provide a reflection map in the blue channel of the metallic map, however, this channel won&#039;t be displayed in Blender. If you use the reflective channel, make sure to tick the &amp;quot;Metallic map has reflection&amp;quot; in the Metallic properties of the material.&lt;br /&gt;
&lt;br /&gt;
==== Clear Coat Map ====&lt;br /&gt;
The Clear Coat map is comprised of 2 or 3 textures that are packed in the channels within a single RGB or RGBA texture. The 2 required textures in a Clear coat map are the &amp;quot;Amount&amp;quot; and &amp;quot;Smoothness&amp;quot;. The 3rd, optionally, is the Clear Coat Normal map.  The Clear Coat map should not be used with any material that is metallic material. The Clear Coat map should be used on materials that are to appear as if they have been waxed or lacquered (such as automobiles, fine leather, and also, Banners).&lt;br /&gt;
&lt;br /&gt;
The Red Channel of the clear coat is the &amp;quot;Amount&amp;quot; of the clear coat (0.00 to 1.0). Pure black (matte) is represented as 0.00, pure white is 1.0 (maximum amount). In other words, this is the amount of wax or lacquer on the material.&lt;br /&gt;
&lt;br /&gt;
The Green Channel is the &amp;quot;Smoothness&amp;quot; of the Clear Coat. This is also represented as 0.00 to 1.0. Pure black is 0.00 and pure white is 1.0 (maximum smoothness) and gives you the maximum reflection.&lt;br /&gt;
&lt;br /&gt;
The numerical values for the &amp;quot;Amount&amp;quot; and &amp;quot;Smoothness&amp;quot; are for &amp;quot;baking&amp;quot; and procedural texture purposes.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; Within the Shading Editor in Blender (sometimes called the Node Editor), the &amp;quot;Smoothness&amp;quot; map (in the green channel) is being &amp;quot;inverted&amp;quot;. This is because Blender is looking for a &amp;quot;Roughness&amp;quot; map and P3D requires a &amp;quot;Smoothness&amp;quot; map. Using the &amp;quot;Smoothness&amp;quot; texture that is contained in the &amp;quot;Metallic&amp;quot; map will most likely not give you the &amp;quot;look&amp;quot; you were hoping for.&lt;br /&gt;
&lt;br /&gt;
The Clear Coat Normal map (placed in the Blue and Alpha Channels) consists of the x- and y-components of a standard normal map. The x-component (within a standard normal map, it&#039;s in the red Channel) is placed in the Blue channel.  The y-component (within a standard normal map, it&#039;s in the green channel) is placed in the Alpha Channel.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; Just like the Normal map used in P3D, the Clear Coat normal map is in the DirectX format, not OpenGL format  Be aware when &amp;quot;baking&amp;quot; within Blender, the OpenGL Format is used when creating normal maps.  &lt;br /&gt;
&lt;br /&gt;
=== Specular Material mode ===&lt;br /&gt;
[[Image:Specular shader.jpg|thumb|right|The node tree for specular material.]]&lt;br /&gt;
If you select &amp;quot;Specular Material&amp;quot; as the P3D/FSX material mode, the current node tree is removed and replaced. The main shader node will now be an &amp;quot;Eevee Specular&amp;quot; node. The node tree will be populated in a way that most closely represents the shader mechanics of FSX/P3D and all you need to do is add your texture files to the various texture image nodes. As with the PBR node tree, you can modify the Specular node tree in any way you wish - as long as the original Texture image nodes and the Eevee Specular node remain, the exporter will be able to pick up the correct texture paths.&lt;br /&gt;
&lt;br /&gt;
Please note that since it is a node specifically designed for the Eevee render engine, material created in this way won&#039;t render properly if you switch the viewport render mode to &amp;quot;Cycles&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
=== Normal maps for PBR and Specular material ===&lt;br /&gt;
Prepar3D and FSX use a non-standard approach to rendering normal maps and we took the approach on board when developing the node tree for the P3D/FSX material. If you&#039;re using non-DDS files (.PSD, .tga, .png, etc), the shader is set up in an industry-standard way, with the color node of the normal texture node being plugged indirectly into the normal map node of the graph. However, if you&#039;re using DDS files, the addon will change the node tree in a way that reflects the sim as closely as possible by reversing the mandatory red-in-alpha.&lt;br /&gt;
&lt;br /&gt;
Please note that the color space of the normal map will now automatically be changed to &amp;quot;non-color&amp;quot;, once you assigned a texture to the normal map slot.&lt;br /&gt;
&lt;br /&gt;
The legacy NVidia Photoshop plug-in, GIMP plug-in, and the SDK&#039;s Imagetool (FSX and P3D) all use the DirectX format for Normal maps. The latest NVidia plug-in, along with the standalone application, uses the OpenGL Format when creating Normal maps.  Most Normal maps &amp;quot;ready-made&amp;quot; can be changed to the DirectX format by inverting or flipping the &#039;y&#039;-component of the Normal map, however, go with what &amp;quot;looks&amp;quot; correct to you.&lt;br /&gt;
&lt;br /&gt;
=== Environment/Reflection map ===&lt;br /&gt;
Oppose to P3D, Blender is using a global reflection map in conjunction with reflective materials. Depending on your requirements, it might be necessary for you to utilize different reflection maps for different materials. To accommodate this, you can link any reflection map to any material, using the Parameter &amp;quot;Reflection map&amp;quot; under the P3D/FSX material properties. However, any change to the file or file path will not change anything about how reflections are presented in Blender.&lt;br /&gt;
If you would like to get an idea of how your reflection map works with your other material settings, you can manually change Blender&#039;s global reflection map. To do so, open the &amp;quot;World Properties&amp;quot; and under &amp;quot;Surface-&amp;gt;Color&amp;quot;, select &amp;quot;Environment Texture&amp;quot; as a new source for the world reflection map and navigate to your texture. Don&#039;t forget to change the render mode to &amp;quot;Viewport Shading&amp;quot;. Please note that changes to the world properties won&#039;t be taken into account when exporting your model to &amp;quot;.X&amp;quot; or &amp;quot;.MDL&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
=== Transparency ===&lt;br /&gt;
If you&#039;re working with PBR material, switching your material to transparent is simple. In the P3D/FSX material settings change the &amp;quot;Render mode&amp;quot; to &amp;quot;Masked&amp;quot;. The transparency value is taken from the Alpha channel of the Albedo texture node and will be visualized in the viewport. Note that switching from &amp;quot;Opaque&amp;quot; to &amp;quot;Masked&amp;quot; will also enable Backface culling by default, this is simply done for your convenience, but you can switch it off at any time with no effect on the P3D/FSX model itself.&lt;br /&gt;
&lt;br /&gt;
Transparency for Specular material is currently not automated in this way, so any changes to the &amp;quot;Framebuffer Blend&amp;quot; properties of the material will have no effect on how the model is displayed in Blender. These values are, however, taken into consideration when you export your model and should work as expected.&lt;br /&gt;
&lt;br /&gt;
= Exporting to .X/.MDL =&lt;br /&gt;
[[Image:Blender2P3DFSX Export1.jpg|thumb|Export options of the Blender2P3D/FSX toolset.]]&lt;br /&gt;
An essential element of the Blender2P3D/FSX toolset is the ability to export a Blender scene directly into the .mdl format. You can access the exporter by clicking on File-&amp;gt;Export-&amp;gt;DirectX for P3D/FSX (.X/.MDL). This will open the export dialog. On the right side of the window, you can choose various options for the export. Don&#039;t forget to enter a valid filename on the bottom of the screen before pressing &amp;quot;Export P3D/FSX .X file&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Note: I recommend opening the Blender console before starting the export process. At the moment the exporter won&#039;t give you any visual feedback on whether it&#039;s running or not, so checking on the console helps to make sure that everything is working smoothly. The console can be accessed through Window-&amp;gt;Toggle System Console.&lt;br /&gt;
&lt;br /&gt;
== Exporter options ==&lt;br /&gt;
&#039;&#039;&#039;Export only current selection&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
If this option is active, only the elements of your scene that are currently selected will be exported. This can be useful if you want to quickly check certain parts of the scene, without exporting everything at once.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Apply all modifiers&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
If this option is selected, every object in the scene will have its modifiers applied before being encoded into the .X file. It is important to have this option enabled, otherwise your model might not be displayed correctly in the sim.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Export animations and LOD&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
To make sure that the animations and LODs are being exported, this option should be enabled.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Skinned mesh&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
If there are any skinned meshes in you scene, make sure to enable this option. Otherwise, the skinned mesh animations are being omitted.&amp;lt;br/&amp;gt; &lt;br /&gt;
&#039;&#039;&#039;Export MDL&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
If this option is selected, the exporter will automatically call the XToMdl.exe converter once the .x file is written. Enable this option to export directly into the Prapar3D/FSX compatible 3d model format.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Create XML Scenery placement for this MDL&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
If this option is selected, the exporter will create an XML file that has all the scenery export information such as &#039;&#039;coordinates (latitude, longitude, altitude, pitch, bank, heading)&#039;&#039; and the &#039;&#039;scenery complexity&#039;&#039; of the scenery objects/model to be exported (by default &#039;&#039;Scenery Complexity = Normal&#039;&#039;). Then, it will convert the created &amp;quot;.MDL&amp;quot; format file into &amp;quot;.BGL&amp;quot; format file which then can be used directly in the simulator.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Create Sample XML Scenery Placement&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
If this option is selected, the exporter will create a SAMPLE XML file to show the developer how the scenery xml file should be written. &#039;&#039;Remember to only select this option if you wish to create the &amp;quot;.BGL&amp;quot; file manually/by your own&#039;&#039;.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Log File&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
If this option is checked, a log file will be generated in the same folder you export your scene to. The log file is a simple text file with the friendly name of the model [ex. Hangar_(date)_(time)_log.txt]. It can contain valuable information on the export progress if something goes wrong.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Use BMP&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
If selected, all texture filenames will be changed to &amp;lt;filename&amp;gt;.bmp.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Export process ==&lt;br /&gt;
The exporter will generate an .X file and - if selected - a .xanim file, which will hold the geometric information of your model, as well as the specs of your materials. Some of the properties of the model will be taken directly from the Blender scene, whereas some properties come from the custom properties that the Blender2P3D/FSX addon adds to objects and materials.&lt;br /&gt;
&lt;br /&gt;
The following list describes the operation of the exporter step-by-step.&lt;br /&gt;
# &#039;&#039;&#039;Collecting object Information&#039;&#039;&#039;&amp;lt;!--&lt;br /&gt;
 --&amp;gt;&amp;lt;p&amp;gt;The exporter will first go through the hierarchy of the scene and generate a list of exportable objects. Those objects are meshes, bones, and empty object(s) if they have anything attached to it. The exporter will also check if the SDK was initialized, a modeldef.xml was found, and if the scene contains a valid GUID and friendly name. If &amp;quot;&#039;&#039;Export Animations&#039;&#039;&amp;quot; was enabled in the export dialog, a list will be generated that contains information on every part that has an animation tag assigned to it.&amp;lt;/p&amp;gt;&lt;br /&gt;
# &#039;&#039;&#039;Writing the header&#039;&#039;&#039;&amp;lt;!--&lt;br /&gt;
 --&amp;gt;&amp;lt;p&amp;gt;The header of the .x file contains templates for mesh and material information. Since P3D and FSX models differ slightly, the templates are being written depending on the selected SDK.&amp;lt;/p&amp;gt;&lt;br /&gt;
# &#039;&#039;&#039;Outline of the scene&#039;s hierarchy&#039;&#039;&#039;&amp;lt;!--&lt;br /&gt;
 --&amp;gt;&amp;lt;p&amp;gt;The exporter will write a quick outline of the scene&#039;s objects into the .X file. This outline has no function but is informative to anyone who needs to debug any errors during the export.&amp;lt;/p&amp;gt;&lt;br /&gt;
# &#039;&#039;&#039;Writing scene information&#039;&#039;&#039;&amp;lt;!--&lt;br /&gt;
 --&amp;gt;&amp;lt;p&amp;gt;Next, the exporter will go through the list of eligible objects and encode the geometric information. This includes the position of the vertices, a list of polygons, mesh normals for each vertex, and UV coordinates.&amp;lt;/p&amp;gt;&lt;br /&gt;
## &#039;&#039;&#039;Analyzing mesh materials&#039;&#039;&#039;&amp;lt;!--&lt;br /&gt;
 --&amp;gt;&amp;lt;p&amp;gt;For each material, the exporter will analyze the node tree to find the relevant image texture nodes. If an image texture node cannot be found, or if the filename is empty, the corresponding texture type will be skipped by the exporter.&amp;lt;/p&amp;gt;&lt;br /&gt;
## &#039;&#039;&#039;Writing mesh material&#039;&#039;&#039;&amp;lt;!--&lt;br /&gt;
 --&amp;gt;&amp;lt;p&amp;gt;Once all data is collected, the material properties are being encoded in the .x file.&amp;lt;/p&amp;gt;&lt;br /&gt;
#&#039;&#039;&#039;Writing Animations&#039;&#039;&#039;&amp;lt;!--&lt;br /&gt;
 --&amp;gt;&amp;lt;p&amp;gt;If &amp;quot;&#039;&#039;Export animations and LODs&#039;&#039;&amp;quot; has been selected in the exporter window, a .xanim file is generated, which contains the animation data for all animated objects.&amp;lt;/p&amp;gt;&lt;br /&gt;
#&#039;&#039;&#039;Converting to MDL&#039;&#039;&#039;&amp;lt;!--&lt;br /&gt;
 --&amp;gt;&amp;lt;p&amp;gt;If &amp;quot;&#039;&#039;Export MDL&#039;&#039;&amp;quot; has been selected in the exporter window, the exporter will execute the XToMdl.exe of the selected SDK. The Blender system console will show the progress during this step of the export, however, note that the output is currently not logged in the log file that is generated by the exporter. If there is an issue with the .X file, or if the XToMdl.exe couldn&#039;t be found, an error will be shown in the Blender window.&amp;lt;/p&amp;gt;&lt;br /&gt;
#&#039;&#039;&#039;Export BGL&#039;&#039;&#039;&amp;lt;!--&lt;br /&gt;
 --&amp;gt;&amp;lt;p&amp;gt;BGL is a scenery file format that is being used in Flight Simulator. If &amp;quot;&#039;&#039;Create XML Scenery placement for this MDL&#039;&#039;&amp;quot; has been selected in the exporter window, the created .MDL format file will run through an application called bglcomp [which is an in-build application that comes with the Software Development (Kit)] to create the Flight Simulator use .BGL format file. This BGL format file can be used directly in the simulator later.&amp;lt;/p&amp;gt; &lt;br /&gt;
&lt;br /&gt;
If the export was successful, you&#039;ll find the .X and the .MDL file in the selected folder, ready to be imported into P3D/FSX.&lt;br /&gt;
&lt;br /&gt;
Please note that the exporter currently does not optimize your model! If you want to improve on the performance of your 3d asset, it is recommended to join all parts that share a material but don&#039;t have an animation or attachpoint assigned to it. Also note that the export process takes a long time to complete, please have the system console open to check up on the progress of the export.&lt;br /&gt;
&lt;br /&gt;
= Credits and license =&lt;br /&gt;
The addon in its current version is the hard work of many members of the fsdeveloper.com forum. The original FSX2Blender addon was developed by:&lt;br /&gt;
[https://www.fsdeveloper.com/forum/members/capt_x.6562/ Felix Owono-Ateba], [https://www.fsdeveloper.com/forum/members/ronh.1886/ Ron Haertel], [https://www.fsdeveloper.com/forum/members/krispy1001.11839/ Kris Pyatt] (2017) and [https://www.fsdeveloper.com/forum/members/manochvarma-raman.16466/ Manochvarma Raman] (2018)&lt;br /&gt;
This current incarnation of the addon uses most of the original algorithms, but with an updated UI and compatibility for Blender v2.8.x. Parts of the original exporter script have been rewritten to accommodate Blender&#039;s new material workflow and to add PBR support to the addon (P3D v4.4+ only). This work was done 2019/2020 by [https://www.fsdeveloper.com/forum/members/vitus.2026/ Otmar Nitsche]. Further additions to the material workflow were added by [https://www.fsdeveloper.com/forum/members/dave-hoeffgen.14361/ David Hoeffgen] in 2020.  The UI and the Clear Coat map components (P3D v5) were updated/ added for Blender v3.x.x by [https://www.fsdeveloper.com/forum/members/dave_w.16881/ Dave_W] &amp;amp; [https://www.fsdeveloper.com/forum/members/pyscen.1491/ Doug A] in November 2022.&lt;br /&gt;
&lt;br /&gt;
Special thanks go to [https://www.fsdeveloper.com/forum/members/arno.1/ Arno Gerretsen] and [https://www.fsdeveloper.com/forum/members/spotlope.39/ Bill Womack] for their input during the development and testing of the addon.&lt;br /&gt;
&lt;br /&gt;
The software is licensed under [http://www.gnu.org/licenses/gpl-3.0.html GNU General Public License (GNU-GPL-3)]. Feel free to use it as you see fit, both for freeware and commercial projects. If you have suggestions for changes, use the forum. If you would like to get involved in the development of the addon, contact any of the authors mentioned above to coordinate the effort.&lt;/div&gt;</summary>
		<author><name>Pyscen</name></author>
	</entry>
	<entry>
		<id>http://www.fsdeveloper.com/wiki/index.php?title=Blender2P3D/FSX&amp;diff=11340</id>
		<title>Blender2P3D/FSX</title>
		<link rel="alternate" type="text/html" href="http://www.fsdeveloper.com/wiki/index.php?title=Blender2P3D/FSX&amp;diff=11340"/>
		<updated>2022-12-03T18:51:01Z</updated>

		<summary type="html">&lt;p&gt;Pyscen: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{ambox&lt;br /&gt;
| type  = content&lt;br /&gt;
| imageleft = [[Image:40px-Emblem-Info.png|40px]]&lt;br /&gt;
| imageright = [[Image:Broom icon.jpg|40px]]&lt;br /&gt;
| style = width: 100%; color: black; background:#EFFFB0; font-style: italic&lt;br /&gt;
| text = The current version of the &#039;&#039;&#039;Blender2P3D/FSX&#039;&#039;&#039; addon is &#039;&#039;&#039;v1.0.2&#039;&#039;&#039;.  The &#039;&#039;&#039;Blender2P3D/FSX toolset&#039;&#039;&#039; is an addon for [http://www.blender.org/download/ Blender].|]&lt;br /&gt;
}}}&lt;br /&gt;
[[Category:Tools]]&lt;br /&gt;
[[Category:Blender]]&lt;br /&gt;
[[category:Modeling]]{&lt;br /&gt;
[[Category:Aircraft Design]]&lt;br /&gt;
[[category:Scenery Design]]&lt;br /&gt;
[[Category:Terrain Design]]&lt;br /&gt;
[[Category:Airport Design]]&lt;br /&gt;
[[category:Texturing]]&lt;br /&gt;
[[category:SDK]]&lt;br /&gt;
[[category:Manuals]]&lt;br /&gt;
{{Infobox-Applicable-FSVersion&lt;br /&gt;
| MSFS= false&lt;br /&gt;
| FSXI = false&lt;br /&gt;
| P3D5 = true&lt;br /&gt;
| P3D4 = true&lt;br /&gt;
| P3D3 = true&lt;br /&gt;
| P3D2 = true&lt;br /&gt;
| P3D = true&lt;br /&gt;
| FSW = unknown&lt;br /&gt;
| FSX-SE = true&lt;br /&gt;
| FSXA = true&lt;br /&gt;
| FSX = true&lt;br /&gt;
| FS2004 = unknown&lt;br /&gt;
| FS2002 = unknown&lt;br /&gt;
| XP11 = unknown&lt;br /&gt;
| XP10 = unknown&lt;br /&gt;
| XP9 = unknown&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
This addon is a continuation of the [[Blender2FSX Toolset manual]] and it incorporates compatibility with the latest API for Blender version v3.x.x and above. The new toolset also features full support of PBR materials for Lockheed Martin&#039;s Prepar3D v4.4 and above, as well as some changes to the interface and file structure of the addon.&lt;br /&gt;
This wiki will help you install and use the new toolset.&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
= Installation =&lt;br /&gt;
== Requirements ==&lt;br /&gt;
* Windows 11 and 10 &lt;br /&gt;
&lt;br /&gt;
* Microsoft Flight Simulator X SDK &#039;&#039;&#039;&#039;&#039;including updates&#039;&#039;&#039; to SP2 or Acceleration&#039;&#039; or&lt;br /&gt;
&lt;br /&gt;
* Lockheed Martin Prepar3D SDK v1.x, v2.x, v3.x, &amp;amp; v4.x (&#039;&#039;FSX Steam Edition should use the Prepar3D SDK v1.x&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
* [http://www.blender.org/download/ Blender] (version: &#039;&#039;&#039;v3.x&#039;&#039;&#039; or above)&lt;br /&gt;
&lt;br /&gt;
Make sure that &#039;&#039;&#039;&#039;&#039;ALL&#039;&#039;&#039; SDKs&#039;&#039; that you are going to use are installed prior to installing/ activating this Toolset!&lt;br /&gt;
&lt;br /&gt;
== Setup ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:blender2p3dfsx_setup1.jpg&lt;br /&gt;
Image:blender2p3dfsx_setup2.jpg&lt;br /&gt;
Image:blender2p3dfsx_setup3.jpg&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
After downloading the add-on, open Blender 3.x.x and open the Preferences (Edit-&amp;gt;Preferences). Navigate to the &amp;quot;Add-ons&amp;quot; tab and click on &amp;quot;Install...&amp;quot;. &lt;br /&gt;
In the file manager, navigate to where you have downloaded the Toolset file, select it and click on &amp;quot;Install Add-on&amp;quot;. This will extract the content of the zip file to your Blender script folder (by default under %APPDATA%\Blender Foundation\Blender\&amp;lt;version number&amp;gt;\scripts\addons). Next, you need to activate the addon by clicking on the &#039;&#039;check-mark&#039;&#039; next to &amp;quot;3DView: P3D/FSX Toolset&amp;quot;. That should enable the addon and the various panels and properties. Close the Preferences window.&lt;br /&gt;
&lt;br /&gt;
To ensure that the addon was correctly installed, press &amp;quot;N&amp;quot; on your keyboard while the mouse pointer is in one of the main viewports. This should open the main panels of the addon under the tab named &amp;quot;P3D/FSX&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
= Using the Tools =&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
[[Image:Blender2p3dfsx setup4.jpg|thumb|right|P3D/FSX Toolset panels]]&lt;br /&gt;
Once installed, the Blender2P3D/FSX toolset will append the list of toolkit panels in your viewport. Press &amp;quot;N&amp;quot; to open or close the list of tools. There will be a new entry named &amp;quot;P3D/FSX&amp;quot;, which gives access to the tools of this addon. The different tools are organized in different panels, which are grouped by function.&lt;br /&gt;
The addon adds object properties to the scene. These properties are for instance the references to the various SDKs you can utilize or object properties like attached animations or scenery properties. &lt;br /&gt;
Furthermore, the addon will append the material parameters by P3D or FSX specific parameters.&lt;br /&gt;
Lastly, the addon extends the exporter capabilities and allows you to export your scene to an x-file format and from there calls XToMdl.exe to generate a Prapar3D/Flight Simulator X compatible 3d model.&lt;br /&gt;
&lt;br /&gt;
== Setting up your scene ==&lt;br /&gt;
To ensure that your 3d asset export properly to Prepar3D or Flight Simulator X, you must make sure to prepare and configure the Blender scene. To get started, open the toolset panels by pressing &amp;quot;N&amp;quot; on your keyboard with the main viewport in focus. This will open a list of panels you have currently activated in your Blender configuration. Click on the tab &amp;quot;P3D/FSX&amp;quot; to bring up the panels of the Blender2P3D/FSX toolset.&lt;br /&gt;
=== Configure the SDK ===&lt;br /&gt;
Firstly, go to the &#039;&#039;P3D/FSX Toolset Settings&#039;&#039; and select which SDK you would like to utilize. If &amp;quot;Auto Detect SDK path&amp;quot; is enabled, simply click on &amp;quot;Initialize the SDK&amp;quot;. The addon will then look up the file paths of the SDK in the Windows registry. This method should work in 99% of the cases, however, if the Addon cannot find the file paths, you can also use the &#039;&#039;Manually Find ModelDef file&#039;&#039; option to set up the path.&lt;br /&gt;
Please note that it is necessary to initialize the SDK every time you restart Blender, or load a new scene. This way you ensure that all entries of the modeldef.xml are properly loaded into Blender.&lt;br /&gt;
&lt;br /&gt;
=== Configure the scene ===&lt;br /&gt;
In order for your 3d asset to export properly, you have to ensure that both a GUID and a friendly name are assigned to your scene. To do so, open the &#039;&#039;P3D/FSX File Properties&#039;&#039; panel and type the friendly name in the first edit box. You can use the button &#039;&#039;Generate GUID&#039;&#039; to automatically generate a valid GUID for your scene. Alternatively, you can generate the GUID externally and copy and paste the string into the GUID edit box.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
== Scenery properties ==&lt;br /&gt;
[[image:Blender2P3DFSX Scenery.jpg|thumb|right|Scenery tool of the Blender2P3D/FSX addon.]]&lt;br /&gt;
[feel free to enter the information here.]&lt;br /&gt;
&lt;br /&gt;
=== Quicksave information ===&lt;br /&gt;
With the latest update of the toolkit, you&#039;ll be able to quicksave the location data of your scene. To do so, go to the &#039;&#039;Load/Save scenery data&#039;&#039; section, enter a location name and click on &#039;&#039;Add Location&#039;&#039;. This will save all settings of latitude, longitude, etc. into an XML file on your hard drive. To recall any of those previously saved datasets, click on &#039;&#039;Load Location&#039;&#039;, to open a list of names of previously saved locations. Select the location you wish to load and click on &#039;&#039;LOAD&#039;&#039;. This will populate all fields of the Scenery Tools with those from the XML file.&lt;br /&gt;
&lt;br /&gt;
Note that there is currently no interface to remove entries from the list. But if you&#039;d like to edit or update your quick-save list, you can find the XML file in the following location:&lt;br /&gt;
%APPDATA%\Blender Foundation\Blender\&amp;lt;version number&amp;gt;\config\p3d_locations.xml&lt;br /&gt;
&lt;br /&gt;
The addon will try to load the XML file whenever you initialize the SDK (see [[https://www.fsdeveloper.com/wiki/index.php?title=Blender2P3D/FSX#Setting_up_your_scene Setting up your scene]]). There will be a warning message in the system console of Blender if the file wasn&#039;t found on your hard drive. You can safely ignore this warning if you don&#039;t use this feature of the toolset.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Animations ==&lt;br /&gt;
[[Image:Blender2p3dfsx animation tool.jpg|thumb|left|The Animation tool of the Blender2P3D/FSX toolset.]]&lt;br /&gt;
To register an animation for a P3D/FSX asset, open the &#039;&#039;P3D/FSX Animation Tool&#039;&#039; panel. You will be presented with a list of animations, as found in the modeldef.xml file. To assign an animation to a selected object, choose it from the list and click on &#039;&#039;Assign&#039;&#039;. You can use the search function to filter the list for certain keywords, click on the little arrow on the bottom of the list to expose the search bar.&lt;br /&gt;
[[Image:Blender2p3dfsx object properties.jpg|thumb|right|Object properties for the Blender2P3D/FSX toolset.]]&lt;br /&gt;
Once an animation has been assigned, make sure to enter an animation length in the object&#039;s properties as well. Open the objects properties panel and scroll to the &#039;&#039;P3D/FSX Properties&#039;&#039; section. Here, you&#039;ll find the properties of the attached animation as well as a list of all utilized attachpoints for that object.&lt;br /&gt;
You can also delete an animation by clicking on the &#039;&#039;Clear&#039;&#039; button.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Attachpoints ==&lt;br /&gt;
Open the Attach Tool to access the various options for attachpoints. You can activate or deactivate a number of different functions by clicking on the corresponding buttons in the list. The buttons turn blue when active. Don&#039;t forget to assign the selected attachpoint and its parameters to an object by selecting the object in the scene and clicking on &#039;&#039;Attach&#039;&#039; on the bottom of the panel.&lt;br /&gt;
To see what attachpoints are active for any given object in the scene, select the object and open the object properties. Under &#039;&#039;P3D/FSX Properties&#039;&#039;, you&#039;ll find a list of all attachpoints under the animation properties for the selected object.&lt;br /&gt;
=== Effects ===&lt;br /&gt;
[[Image:Blender2P3DFSX attach effect.jpg|thumb|left|Attachpoint properties for effects.]]&lt;br /&gt;
To attach an effect to an object in your scene, click on the &#039;&#039;Effect&#039;&#039; button in the P3D/FSX Attach Tool panel. This will extend the panel and allow you to specify the parameters of the effect you&#039;d like to attach.&lt;br /&gt;
* &#039;&#039;&#039;Name&#039;&#039;&#039;: set an attachpoint name for the object.&lt;br /&gt;
* &#039;&#039;&#039;Effect&#039;&#039;&#039;: type the filename of the effect you would like to attach to the object.&lt;br /&gt;
* &#039;&#039;&#039;Param&#039;&#039;&#039;: define paramters for the effect. Those can be, for instance, conditions for the effect to trigger. Refer to the P3D/FSX SDK for more information on valid syntax for this field.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
=== Visibility ===&lt;br /&gt;
[[Image:Blender2P3DFSX attach visibility.jpg|thumb|left|Attachpoint properties for visibility.]]&lt;br /&gt;
Add a visibility tag to the selected object by clicking on &#039;&#039;Visibility&#039;&#039; on the P3D/FSX Attach Tool panel. This will open a list of available visibility tags, which you can attach to a selected object in the scene using the &amp;quot;Attach&amp;quot; button.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== MouseRect ===&lt;br /&gt;
[[Image:attach mouserect.jpg|thumb|left|Attachpoint properties for mouserects.]]&lt;br /&gt;
To add a mouserect to the selected object in the scene, click on &#039;&#039;Mouse Rect&#039;&#039;. This will reveal a dropdown list of all available mouserects, as defined in the modeldef.xml file.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
=== Platform ===&lt;br /&gt;
[[Image:Blender2P3DFSX attach platform.jpg|thumb|left|Attachpoint properties for platforms.]]&lt;br /&gt;
You can define an object as a &amp;quot;platform&amp;quot; by activating &#039;&#039;Platform&#039;&#039; in the P3D/FSX Attach Tool panel. Make sure to select a surface property for the platform in the dropdown list.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
=== No Crash ===&lt;br /&gt;
Enable the no crash flag for the selected object in the scene by clicking on &#039;&#039;No Crash&#039;&#039; in the P3D/FSX Attach Tool panel.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
=== Empty ===&lt;br /&gt;
[[Image:Blender2P3DFSX attach empty.jpg|thumb|left|Attachpoint properties for empty attachpoints.]]&lt;br /&gt;
You can also attach an empty attachpoint to an object in the scene by clicking on &#039;&#039;Empty&#039;&#039; in the P3D/FSX Attach Tool panel. This will enable you to assign a name for the attachpoint. These empty attachpoints can be used for instance to create various equipment for aircraft carriers. Simply assign one of the keywords to the object to trigger the wanted behavior of the object. Valid names are:&lt;br /&gt;
*attachpt_catapult_start_n,&lt;br /&gt;
*attachpt_catapult_end_n,&lt;br /&gt;
*attachpt_blast_shield_n,&lt;br /&gt;
*attachpt_runway_start,&lt;br /&gt;
*attachpt_runway_end,&lt;br /&gt;
*attachpt_runway_edg,&lt;br /&gt;
*attachpt_cable_n_1,&lt;br /&gt;
*attachpt_cable_n_2.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Material parameters ==&lt;br /&gt;
{{ambox&lt;br /&gt;
| type  = content&lt;br /&gt;
| imageleft = [[Image:40px-Emblem-Info.png|40px]]&lt;br /&gt;
| imageright = [[Image:Broom icon.jpg|40px]]&lt;br /&gt;
| style = width: 100%; color: black; font-weight: bold; background:#EFFFB0; font-style: italic&lt;br /&gt;
| text  = &amp;lt;small&amp;gt;Please note that you should re-initialize your material if you are updating a scene from an older version of the Blender2P3D/FSX toolset. To do so, select your preferred option in the dropdown for the material mode selection. &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The P3D/FSX Blender toolset will extend the material properties to include flight simulator-specific parameters. Make sure to carefully go through the list of properties to make sure that your material is ready for export.&lt;br /&gt;
The most fundamental parameter is the main material mode. You can choose between &amp;quot;PBR Material&amp;quot;, &amp;quot;Specular Material&amp;quot; and &amp;quot;Disabled&amp;quot;. Note that any material with the mode being set to &amp;quot;disabled&amp;quot; will be skipped during the export process. Also, note that the PBR material is only available for models used in Prepar3D version 4.4 or higher. Therefore, if you are preparing a model for FSX or older versions of Prepar3d, make sure to have the material mode set to the Specular workflow.&lt;br /&gt;
&lt;br /&gt;
The P3D/FSX Blender toolset is making use of Blender&#039;s node tree and as a result, it is important that your materials comply with the conventions of the addon&#039;s exporter. Whenever you change between different material modes, a script will automatically replace the current node tree with one that is compatible with the chosen material mode. This means that currently, you will have to re-assign all textures every time you change the material mode!&lt;br /&gt;
&lt;br /&gt;
When assigning a new texture to any of the slots, a script will check if the texture is of the DDS format and if so, set up the node tree with a WYSIWYG representation of the simulator&#039;s shader. To do this, the addon will perform these two steps:&lt;br /&gt;
1. vertically flipping the UV for the texture node&lt;br /&gt;
2. reversing the red-in-alpha action for the normal map, meaning you can input a P3D/FSX conform normal map and it&#039;ll show up correctly in Blender.&lt;br /&gt;
&lt;br /&gt;
The new material handling also incorporates the detail map in the node tree and synchronizes the scaling of the detail map with the settings made in the Blender2P3D/FSX material panel.&lt;br /&gt;
&lt;br /&gt;
When exporting your scene, the exporter will run an analysis on all materials to extract the texture information. This is done in two ways, by checking what texture nodes connect to the relevant input nodes and by looking for specific node names. This way, it is possible to modify the node tree in Blender while retaining the ability to export the materials properly. The texture paths are searched for in the following manner:&lt;br /&gt;
1. Check if the (new) texture slots in the material panel are populated and use those if found.&lt;br /&gt;
2. If not, check the relevant input socket of the BSDF Principled shader node&lt;br /&gt;
3. follow all the links from that node and create a list of texture image nodes&lt;br /&gt;
4. if there are more than one texture image nodes directly or indirectly connected to the input socket, check the name of both and see if it matches&lt;br /&gt;
5. if there are NO texture image nodes connected to the input socket, search through ALL the texture image nodes of the graph, and check if the name matches.&lt;br /&gt;
&lt;br /&gt;
On the creation of the node tree, the texture image nodes will be given their corresponding names. Those are:&lt;br /&gt;
&amp;quot;diffuse&amp;quot; for the diffuse/albedo texture&lt;br /&gt;
&amp;quot;specular&amp;quot; for the specular texture&lt;br /&gt;
&amp;quot;metallic&amp;quot; for the metallic/smoothness/ao texture&lt;br /&gt;
&amp;quot;emissive&amp;quot; for the emissive/lightmap texture&lt;br /&gt;
&amp;quot;normal&amp;quot; for the normal/bump map texture&lt;br /&gt;
&amp;quot;clear-coat&amp;quot; for the amount/smoothness/normal x-component/normal y-component&lt;br /&gt;
&lt;br /&gt;
I suggest not deleting any of those texture nodes, in case you&#039;ll need them at a later stage. If you don&#039;t want a certain texture map to show up on your model, just disconnect the corresponding link.&lt;br /&gt;
&lt;br /&gt;
By default, the emissive image texture is not connected to anything. If you want to see the effects of your lightmap on the model in Blender, simply link the texture node with the input socket labeled &amp;quot;Emission&amp;quot;/&amp;quot;Emissive Color&amp;quot;. Note that the emissive map doesn&#039;t have to be linked with the base shader node in order for the lightmap texture to be found by the exporter!&lt;br /&gt;
&lt;br /&gt;
=== PBR Material mode ===&lt;br /&gt;
[[Image:Pbr shader.jpg|thumb|right|The node tree for PBR material.]]&lt;br /&gt;
When you switch to the PBR Material mode, the node tree will be populated with a &amp;quot;BSDF Principled&amp;quot; node and a number of nodes that are linked up with the principled&#039;s input sockets. You can revise the material at any point by removing nodes or links. You can also add logic blocks between existing links and observe the effects in the viewport. Keep in mind, however, that those types of changes will have no effect on the model when you export it to Prepar3D.&lt;br /&gt;
&lt;br /&gt;
==== Albedo/Diffuse Map ====&lt;br /&gt;
The Albedo/Diffuse map uses the &amp;quot;Base Color&amp;quot; input socket of the BSDF Principled node. By default, the Alpha channel of the texture node is linked with the Alpha input socket of the BSDF node. For all opaque materials, this should have no effect, but for transparent materials, it is important that the link remains.&lt;br /&gt;
&lt;br /&gt;
It is possible to modify the node tree to display the Ambient Occlusion channel of the metallic texture. To do that, add a &amp;quot;MixRGB&amp;quot; node to the node tree and switch the blend mode to &amp;quot;multiply&amp;quot;. Next, connect the Color channel from the albedo texture node to input Color1 of the mixRGB node, and connect the green channel (&amp;quot;G&amp;quot;) from the &amp;quot;separate RGB&amp;quot; node of the metallic node to the Color2 input of the mixRGB node. Lastly, connect the output of the mixRGB node to the Base Color input of the BSDF Principled Shader node.&lt;br /&gt;
&lt;br /&gt;
Make sure to disable Ambient occlusion in the scene render settings to not over-saturate the shading.&lt;br /&gt;
&lt;br /&gt;
==== Metallic Map ====&lt;br /&gt;
The metallic texture consists of three channels. The red channel represents the &amp;quot;metallicness&amp;quot; of the material, the alpha channel the &amp;quot;smoothness&amp;quot; and the green channel can contain an ambient occlusion map. Since Blender is using &amp;quot;roughness&amp;quot; rather than &amp;quot;smoothness&amp;quot;, it is necessary to invert the alpha channel of the metallic texture before plugging it into the BSDF Principled node. This is already done for you within Blender&#039;s shading editor (sometimes called the node editor) when you set up the material for PBR.&lt;br /&gt;
&lt;br /&gt;
Please note that the color space of the metallic node should be changed to &amp;quot;non-color&amp;quot;, once you assigned a texture to the node.&lt;br /&gt;
&lt;br /&gt;
By default, the AO map is omitted, see above if you want to display it in your scene.&lt;br /&gt;
&lt;br /&gt;
Note that for Prepar3Dv5, you can provide a reflection map in the blue channel of the metallic map, however, this channel won&#039;t be displayed in Blender. If you use the reflective channel, make sure to tick the &amp;quot;Metallic map has reflection&amp;quot; in the Metallic properties of the material.&lt;br /&gt;
&lt;br /&gt;
==== Clear Coat Map ====&lt;br /&gt;
The Clear Coat map is comprised of 2 or 3 textures that are packed in the channels within a single RGB or RGBA texture. The 2 required textures in a Clear coat map are the &amp;quot;Amount&amp;quot; and &amp;quot;Smoothness&amp;quot;. The 3rd, optionally, is the Clear Coat Normal map.  The Clear Coat map should not be used with any material that is metallic material. The Clear Coat map should be used on materials that are to appear as if they have been waxed or lacquered (such as automobiles, fine leather, and also, Banners).&lt;br /&gt;
&lt;br /&gt;
The Red Channel of the clear coat is the &amp;quot;Amount&amp;quot; of the clear coat (0.00 to 1.0). Pure black (matte) is represented as 0.00, pure white is 1.0 (maximum amount). In other words, this is the amount of wax or lacquer on the material.&lt;br /&gt;
&lt;br /&gt;
The Green Channel is the &amp;quot;Smoothness&amp;quot; of the Clear Coat. This is also represented as 0.00 to 1.0. Pure black is 0.00 and pure white is 1.0 (maximum smoothness) and gives you the maximum reflection.&lt;br /&gt;
&lt;br /&gt;
The numerical values for the &amp;quot;Amount&amp;quot; and &amp;quot;Smoothness&amp;quot; are for &amp;quot;baking&amp;quot; and procedural texture purposes.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; Within the Shading Editor in Blender (sometimes called the Node Editor), the &amp;quot;Smoothness&amp;quot; map (in the green channel) is being &amp;quot;inverted&amp;quot;. This is because Blender is looking for a &amp;quot;Roughness&amp;quot; map and P3D requires a &amp;quot;Smoothness&amp;quot; map. Using the &amp;quot;Smoothness&amp;quot; texture that is contained in the &amp;quot;Metallic&amp;quot; map will most likely not give you the &amp;quot;look&amp;quot; you were hoping for.&lt;br /&gt;
&lt;br /&gt;
The Clear Coat Normal map (placed in the Blue and Alpha Channels) consists of the x- and y-components of a standard normal map. The x-component (within a standard normal map, it&#039;s in the red Channel) is placed in the Blue channel.  The y-component (within a standard normal map, it&#039;s in the green channel) is placed in the Alpha Channel.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; Just like the Normal map used in P3D, the Clear Coat normal map is in the DirectX format, not OpenGL format  Be aware when &amp;quot;baking&amp;quot; within Blender, the OpenGL Format is used when creating normal maps.  &lt;br /&gt;
&lt;br /&gt;
=== Specular Material mode ===&lt;br /&gt;
[[Image:Specular shader.jpg|thumb|right|The node tree for specular material.]]&lt;br /&gt;
If you select &amp;quot;Specular Material&amp;quot; as the P3D/FSX material mode, the current node tree is removed and replaced. The main shader node will now be an &amp;quot;Eevee Specular&amp;quot; node. The node tree will be populated in a way that most closely represents the shader mechanics of FSX/P3D and all you need to do is add your texture files to the various texture image nodes. As with the PBR node tree, you can modify the Specular node tree in any way you wish - as long as the original Texture image nodes and the Eevee Specular node remain, the exporter will be able to pick up the correct texture paths.&lt;br /&gt;
&lt;br /&gt;
Please note that since it is a node specifically designed for the Eevee render engine, material created in this way won&#039;t render properly if you switch the viewport render mode to &amp;quot;Cycles&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
=== Normal maps for PBR and Specular material ===&lt;br /&gt;
Prepar3D and FSX use a non-standard approach to rendering normal maps and we took the approach on board when developing the node tree for the P3D/FSX material. If you&#039;re using non-DDS files (.PSD, .tga, .png, etc), the shader is set up in an industry-standard way, with the color node of the normal texture node being plugged indirectly into the normal map node of the graph. However, if you&#039;re using DDS files, the addon will change the node tree in a way that reflects the sim as closely as possible by reversing the mandatory red-in-alpha.&lt;br /&gt;
&lt;br /&gt;
Please note that the color space of the normal map will now automatically be changed to &amp;quot;non-color&amp;quot;, once you assigned a texture to the normal map slot.&lt;br /&gt;
&lt;br /&gt;
The legacy NVidia Photoshop plug-in, GIMP plug-in, and the SDK&#039;s Imagetool (FSX and P3D) all use the DirectX format for Normal maps. The latest NVidia plug-in, along with the standalone application, uses the OpenGL Format when creating Normal maps.  Most Normal maps &amp;quot;ready-made&amp;quot; can be changed to the DirectX format by inverting or flipping the &#039;y&#039;-component of the Normal map, however, go with what &amp;quot;looks&amp;quot; correct to you.&lt;br /&gt;
&lt;br /&gt;
=== Environment/Reflection map ===&lt;br /&gt;
Oppose to P3D, Blender is using a global reflection map in conjunction with reflective materials. Depending on your requirements, it might be necessary for you to utilize different reflection maps for different materials. To accommodate this, you can link any reflection map to any material, using the Parameter &amp;quot;Reflection map&amp;quot; under the P3D/FSX material properties. However, any change to the file or file path will not change anything about how reflections are presented in Blender.&lt;br /&gt;
If you would like to get an idea of how your reflection map works with your other material settings, you can manually change Blender&#039;s global reflection map. To do so, open the &amp;quot;World Properties&amp;quot; and under &amp;quot;Surface-&amp;gt;Color&amp;quot;, select &amp;quot;Environment Texture&amp;quot; as a new source for the world reflection map and navigate to your texture. Don&#039;t forget to change the render mode to &amp;quot;Viewport Shading&amp;quot;. Please note that changes to the world properties won&#039;t be taken into account when exporting your model to &amp;quot;.X&amp;quot; or &amp;quot;.MDL&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
=== Transparency ===&lt;br /&gt;
If you&#039;re working with PBR material, switching your material to transparent is simple. In the P3D/FSX material settings change the &amp;quot;Render mode&amp;quot; to &amp;quot;Masked&amp;quot;. The transparency value is taken from the Alpha channel of the Albedo texture node and will be visualized in the viewport. Note that switching from &amp;quot;Opaque&amp;quot; to &amp;quot;Masked&amp;quot; will also enable Backface culling by default, this is simply done for your convenience, but you can switch it off at any time with no effect on the P3D/FSX model itself.&lt;br /&gt;
&lt;br /&gt;
Transparency for Specular material is currently not automated in this way, so any changes to the &amp;quot;Framebuffer Blend&amp;quot; properties of the material will have no effect on how the model is displayed in Blender. These values are, however, taken into consideration when you export your model and should work as expected.&lt;br /&gt;
&lt;br /&gt;
= Exporting to .X/.MDL =&lt;br /&gt;
[[Image:Blender2P3DFSX Export1.jpg|thumb|Export options of the Blender2P3D/FSX toolset.]]&lt;br /&gt;
An essential element of the Blender2P3D/FSX toolset is the ability to export a Blender scene directly into the .mdl format. You can access the exporter by clicking on File-&amp;gt;Export-&amp;gt;DirectX for P3D/FSX (.X/.MDL). This will open the export dialog. On the right side of the window, you can choose various options for the export. Don&#039;t forget to enter a valid filename on the bottom of the screen before pressing &amp;quot;Export P3D/FSX .X file&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Note: I recommend opening the Blender console before starting the export process. At the moment the exporter won&#039;t give you any visual feedback on whether it&#039;s running or not, so checking on the console helps to make sure that everything is working smoothly. The console can be accessed through Window-&amp;gt;Toggle System Console.&lt;br /&gt;
&lt;br /&gt;
== Exporter options ==&lt;br /&gt;
&#039;&#039;&#039;Export only current selection&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
If this option is active, only the elements of your scene that are currently selected will be exported. This can be useful if you want to quickly check certain parts of the scene, without exporting everything at once.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Apply all modifiers&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
If this option is selected, every object in the scene will have its modifiers applied before being encoded into the .X file. It is important to have this option enabled, otherwise your model might not be displayed correctly in the sim.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Export animations and LOD&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
To make sure that the animations and LODs are being exported, this option should be enabled.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Skinned mesh&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
If there are any skinned meshes in you scene, make sure to enable this option. Otherwise, the skinned mesh animations are being omitted.&amp;lt;br/&amp;gt; &lt;br /&gt;
&#039;&#039;&#039;Export MDL&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
If this option is selected, the exporter will automatically call the XToMdl.exe converter once the .x file is written. Enable this option to export directly into the Prapar3D/FSX compatible 3d model format.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Create XML Scenery placement for this MDL&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
If this option is selected, the exporter will create an XML file that has all the scenery export information such as &#039;&#039;coordinates (latitude, longitude, altitude, pitch, bank, heading)&#039;&#039; and the &#039;&#039;scenery complexity&#039;&#039; of the scenery objects/model to be exported (by default &#039;&#039;Scenery Complexity = Normal&#039;&#039;). Then, it will convert the created &amp;quot;.MDL&amp;quot; format file into &amp;quot;.BGL&amp;quot; format file which then can be used directly in the simulator.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Create Sample XML Scenery Placement&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
If this option is selected, the exporter will create a SAMPLE XML file to show the developer how the scenery xml file should be written. &#039;&#039;Remember to only select this option if you wish to create the &amp;quot;.BGL&amp;quot; file manually/by your own&#039;&#039;.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Log File&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
If this option is checked, a log file will be generated in the same folder you export your scene to. The log file is a simple text file with the friendly name of the model [ex. Hangar_(date)_(time)_log.txt]. It can contain valuable information on the export progress if something goes wrong.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Use BMP&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
If selected, all texture filenames will be changed to &amp;lt;filename&amp;gt;.bmp.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Export process ==&lt;br /&gt;
The exporter will generate an .X file and - if selected - a .xanim file, which will hold the geometric information of your model, as well as the specs of your materials. Some of the properties of the model will be taken directly from the Blender scene, whereas some properties come from the custom properties that the Blender2P3D/FSX addon adds to objects and materials.&lt;br /&gt;
&lt;br /&gt;
The following list describes the operation of the exporter step-by-step.&lt;br /&gt;
# &#039;&#039;&#039;Collecting object Information&#039;&#039;&#039;&amp;lt;!--&lt;br /&gt;
 --&amp;gt;&amp;lt;p&amp;gt;The exporter will first go through the hierarchy of the scene and generate a list of exportable objects. Those objects are meshes, bones, and empty object(s) if they have anything attached to it. The exporter will also check if the SDK was initialized, a modeldef.xml was found, and if the scene contains a valid GUID and friendly name. If &amp;quot;&#039;&#039;Export Animations&#039;&#039;&amp;quot; was enabled in the export dialog, a list will be generated that contains information on every part that has an animation tag assigned to it.&amp;lt;/p&amp;gt;&lt;br /&gt;
# &#039;&#039;&#039;Writing the header&#039;&#039;&#039;&amp;lt;!--&lt;br /&gt;
 --&amp;gt;&amp;lt;p&amp;gt;The header of the .x file contains templates for mesh and material information. Since P3D and FSX models differ slightly, the templates are being written depending on the selected SDK.&amp;lt;/p&amp;gt;&lt;br /&gt;
# &#039;&#039;&#039;Outline of the scene&#039;s hierarchy&#039;&#039;&#039;&amp;lt;!--&lt;br /&gt;
 --&amp;gt;&amp;lt;p&amp;gt;The exporter will write a quick outline of the scene&#039;s objects into the .X file. This outline has no function but is informative to anyone who needs to debug any errors during the export.&amp;lt;/p&amp;gt;&lt;br /&gt;
# &#039;&#039;&#039;Writing scene information&#039;&#039;&#039;&amp;lt;!--&lt;br /&gt;
 --&amp;gt;&amp;lt;p&amp;gt;Next, the exporter will go through the list of eligible objects and encode the geometric information. This includes the position of the vertices, a list of polygons, mesh normals for each vertex, and UV coordinates.&amp;lt;/p&amp;gt;&lt;br /&gt;
## &#039;&#039;&#039;Analyzing mesh materials&#039;&#039;&#039;&amp;lt;!--&lt;br /&gt;
 --&amp;gt;&amp;lt;p&amp;gt;For each material, the exporter will analyze the node tree to find the relevant image texture nodes. If an image texture node cannot be found, or if the filename is empty, the corresponding texture type will be skipped by the exporter.&amp;lt;/p&amp;gt;&lt;br /&gt;
## &#039;&#039;&#039;Writing mesh material&#039;&#039;&#039;&amp;lt;!--&lt;br /&gt;
 --&amp;gt;&amp;lt;p&amp;gt;Once all data is collected, the material properties are being encoded in the .x file.&amp;lt;/p&amp;gt;&lt;br /&gt;
#&#039;&#039;&#039;Writing Animations&#039;&#039;&#039;&amp;lt;!--&lt;br /&gt;
 --&amp;gt;&amp;lt;p&amp;gt;If &amp;quot;&#039;&#039;Export animations and LODs&#039;&#039;&amp;quot; has been selected in the exporter window, a .xanim file is generated, which contains the animation data for all animated objects.&amp;lt;/p&amp;gt;&lt;br /&gt;
#&#039;&#039;&#039;Converting to MDL&#039;&#039;&#039;&amp;lt;!--&lt;br /&gt;
 --&amp;gt;&amp;lt;p&amp;gt;If &amp;quot;&#039;&#039;Export MDL&#039;&#039;&amp;quot; has been selected in the exporter window, the exporter will execute the XToMdl.exe of the selected SDK. The Blender system console will show the progress during this step of the export, however, note that the output is currently not logged in the log file that is generated by the exporter. If there is an issue with the .X file, or if the XToMdl.exe couldn&#039;t be found, an error will be shown in the Blender window.&amp;lt;/p&amp;gt;&lt;br /&gt;
#&#039;&#039;&#039;Export BGL&#039;&#039;&#039;&amp;lt;!--&lt;br /&gt;
 --&amp;gt;&amp;lt;p&amp;gt;BGL is a scenery file format that is being used in Flight Simulator. If &amp;quot;&#039;&#039;Create XML Scenery placement for this MDL&#039;&#039;&amp;quot; has been selected in the exporter window, the created .MDL format file will run through an application called bglcomp [which is an in-build application that comes with the Software Development (Kit)] to create the Flight Simulator use .BGL format file. This BGL format file can be used directly in the simulator later.&amp;lt;/p&amp;gt; &lt;br /&gt;
&lt;br /&gt;
If the export was successful, you&#039;ll find the .X and the .MDL file in the selected folder, ready to be imported into P3D/FSX.&lt;br /&gt;
&lt;br /&gt;
Please note that the exporter currently does not optimize your model! If you want to improve on the performance of your 3d asset, it is recommended to join all parts that share a material but don&#039;t have an animation or attachpoint assigned to it. Also note that the export process takes a long time to complete, please have the system console open to check up on the progress of the export.&lt;br /&gt;
&lt;br /&gt;
= Credits and license =&lt;br /&gt;
The addon in its current version is the hard work of many members of the fsdeveloper.com forum. The original FSX2Blender addon was developed by:&lt;br /&gt;
[https://www.fsdeveloper.com/forum/members/capt_x.6562/ Felix Owono-Ateba], [https://www.fsdeveloper.com/forum/members/ronh.1886/ Ron Haertel], [https://www.fsdeveloper.com/forum/members/krispy1001.11839/ Kris Pyatt] (2017) and [https://www.fsdeveloper.com/forum/members/manochvarma-raman.16466/ Manochvarma Raman] (2018)&lt;br /&gt;
This current incarnation of the addon uses most of the original algorithms, but with an updated UI and compatibility for Blender v2.8.x. Parts of the original exporter script have been rewritten to accommodate Blender&#039;s new material workflow and to add PBR support to the addon (P3D v4.4+ only). This work was done 2019/2020 by [https://www.fsdeveloper.com/forum/members/vitus.2026/ Otmar Nitsche]. Further additions to the material workflow were added by [https://www.fsdeveloper.com/forum/members/dave-hoeffgen.14361/ David Hoeffgen] in 2020.  The UI and the Clear Coat map components (P3D v5) were updated/ added for Blender v3.x.x by [https://www.fsdeveloper.com/forum/members/dave_w.16881/ Dave_W] &amp;amp; [https://www.fsdeveloper.com/forum/members/pyscen.1491/ Doug A] in November 2022.&lt;br /&gt;
&lt;br /&gt;
Special thanks go to [https://www.fsdeveloper.com/forum/members/arno.1/ Arno Gerretsen] and [https://www.fsdeveloper.com/forum/members/spotlope.39/ Bill Womack] for their input during the development and testing of the addon.&lt;br /&gt;
&lt;br /&gt;
The software is licensed under [http://www.gnu.org/licenses/gpl-3.0.html GNU General Public License (GNU-GPL-3)]. Feel free to use it as you see fit, both for freeware and commercial projects. If you have suggestions for changes, use the forum. If you would like to get involved in the development of the addon, contact any of the authors mentioned above to coordinate the effort.&lt;/div&gt;</summary>
		<author><name>Pyscen</name></author>
	</entry>
	<entry>
		<id>http://www.fsdeveloper.com/wiki/index.php?title=Blender2P3D/FSX&amp;diff=11339</id>
		<title>Blender2P3D/FSX</title>
		<link rel="alternate" type="text/html" href="http://www.fsdeveloper.com/wiki/index.php?title=Blender2P3D/FSX&amp;diff=11339"/>
		<updated>2022-12-03T18:50:20Z</updated>

		<summary type="html">&lt;p&gt;Pyscen: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{ambox&lt;br /&gt;
| type  = content&lt;br /&gt;
| imageleft = [[Image:40px-Emblem-Info.png|40px]]&lt;br /&gt;
| imageright = [[Image:Broom icon.jpg|40px]]&lt;br /&gt;
| style = width: 100%; color: black; background:#EFFFB0; font-style: italic&lt;br /&gt;
| text = The current version of the &#039;&#039;&#039;Blender2P3D/FSX&#039;&#039;&#039; addon is &#039;&#039;&#039;v1.0.2&#039;&#039;&#039;.  The &#039;&#039;&#039;Blender2P3D/FSX toolset&#039;&#039;&#039; is an addon for [http://www.blender.org/download/ Blender].|]&lt;br /&gt;
&lt;br /&gt;
[[Category:Tools]]&lt;br /&gt;
[[Category:Blender]]&lt;br /&gt;
[[category:Modeling]]{&lt;br /&gt;
[[Category:Aircraft Design]]&lt;br /&gt;
[[category:Scenery Design]]&lt;br /&gt;
[[Category:Terrain Design]]&lt;br /&gt;
[[Category:Airport Design]]&lt;br /&gt;
[[category:Texturing]]&lt;br /&gt;
[[category:SDK]]&lt;br /&gt;
[[category:Manuals]]&lt;br /&gt;
{{Infobox-Applicable-FSVersion&lt;br /&gt;
| MSFS= false&lt;br /&gt;
| FSXI = false&lt;br /&gt;
| P3D5 = true&lt;br /&gt;
| P3D4 = true&lt;br /&gt;
| P3D3 = true&lt;br /&gt;
| P3D2 = true&lt;br /&gt;
| P3D = true&lt;br /&gt;
| FSW = unknown&lt;br /&gt;
| FSX-SE = true&lt;br /&gt;
| FSXA = true&lt;br /&gt;
| FSX = true&lt;br /&gt;
| FS2004 = unknown&lt;br /&gt;
| FS2002 = unknown&lt;br /&gt;
| XP11 = unknown&lt;br /&gt;
| XP10 = unknown&lt;br /&gt;
| XP9 = unknown&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
This addon is a continuation of the [[Blender2FSX Toolset manual]] and it incorporates compatibility with the latest API for Blender version v3.x.x and above. The new toolset also features full support of PBR materials for Lockheed Martin&#039;s Prepar3D v4.4 and above, as well as some changes to the interface and file structure of the addon.&lt;br /&gt;
This wiki will help you install and use the new toolset.&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
= Installation =&lt;br /&gt;
== Requirements ==&lt;br /&gt;
* Windows 11 and 10 &lt;br /&gt;
&lt;br /&gt;
* Microsoft Flight Simulator X SDK &#039;&#039;&#039;&#039;&#039;including updates&#039;&#039;&#039; to SP2 or Acceleration&#039;&#039; or&lt;br /&gt;
&lt;br /&gt;
* Lockheed Martin Prepar3D SDK v1.x, v2.x, v3.x, &amp;amp; v4.x (&#039;&#039;FSX Steam Edition should use the Prepar3D SDK v1.x&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
* [http://www.blender.org/download/ Blender] (version: &#039;&#039;&#039;v3.x&#039;&#039;&#039; or above)&lt;br /&gt;
&lt;br /&gt;
Make sure that &#039;&#039;&#039;&#039;&#039;ALL&#039;&#039;&#039; SDKs&#039;&#039; that you are going to use are installed prior to installing/ activating this Toolset!&lt;br /&gt;
&lt;br /&gt;
== Setup ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:blender2p3dfsx_setup1.jpg&lt;br /&gt;
Image:blender2p3dfsx_setup2.jpg&lt;br /&gt;
Image:blender2p3dfsx_setup3.jpg&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
After downloading the add-on, open Blender 3.x.x and open the Preferences (Edit-&amp;gt;Preferences). Navigate to the &amp;quot;Add-ons&amp;quot; tab and click on &amp;quot;Install...&amp;quot;. &lt;br /&gt;
In the file manager, navigate to where you have downloaded the Toolset file, select it and click on &amp;quot;Install Add-on&amp;quot;. This will extract the content of the zip file to your Blender script folder (by default under %APPDATA%\Blender Foundation\Blender\&amp;lt;version number&amp;gt;\scripts\addons). Next, you need to activate the addon by clicking on the &#039;&#039;check-mark&#039;&#039; next to &amp;quot;3DView: P3D/FSX Toolset&amp;quot;. That should enable the addon and the various panels and properties. Close the Preferences window.&lt;br /&gt;
&lt;br /&gt;
To ensure that the addon was correctly installed, press &amp;quot;N&amp;quot; on your keyboard while the mouse pointer is in one of the main viewports. This should open the main panels of the addon under the tab named &amp;quot;P3D/FSX&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
= Using the Tools =&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
[[Image:Blender2p3dfsx setup4.jpg|thumb|right|P3D/FSX Toolset panels]]&lt;br /&gt;
Once installed, the Blender2P3D/FSX toolset will append the list of toolkit panels in your viewport. Press &amp;quot;N&amp;quot; to open or close the list of tools. There will be a new entry named &amp;quot;P3D/FSX&amp;quot;, which gives access to the tools of this addon. The different tools are organized in different panels, which are grouped by function.&lt;br /&gt;
The addon adds object properties to the scene. These properties are for instance the references to the various SDKs you can utilize or object properties like attached animations or scenery properties. &lt;br /&gt;
Furthermore, the addon will append the material parameters by P3D or FSX specific parameters.&lt;br /&gt;
Lastly, the addon extends the exporter capabilities and allows you to export your scene to an x-file format and from there calls XToMdl.exe to generate a Prapar3D/Flight Simulator X compatible 3d model.&lt;br /&gt;
&lt;br /&gt;
== Setting up your scene ==&lt;br /&gt;
To ensure that your 3d asset export properly to Prepar3D or Flight Simulator X, you must make sure to prepare and configure the Blender scene. To get started, open the toolset panels by pressing &amp;quot;N&amp;quot; on your keyboard with the main viewport in focus. This will open a list of panels you have currently activated in your Blender configuration. Click on the tab &amp;quot;P3D/FSX&amp;quot; to bring up the panels of the Blender2P3D/FSX toolset.&lt;br /&gt;
=== Configure the SDK ===&lt;br /&gt;
Firstly, go to the &#039;&#039;P3D/FSX Toolset Settings&#039;&#039; and select which SDK you would like to utilize. If &amp;quot;Auto Detect SDK path&amp;quot; is enabled, simply click on &amp;quot;Initialize the SDK&amp;quot;. The addon will then look up the file paths of the SDK in the Windows registry. This method should work in 99% of the cases, however, if the Addon cannot find the file paths, you can also use the &#039;&#039;Manually Find ModelDef file&#039;&#039; option to set up the path.&lt;br /&gt;
Please note that it is necessary to initialize the SDK every time you restart Blender, or load a new scene. This way you ensure that all entries of the modeldef.xml are properly loaded into Blender.&lt;br /&gt;
&lt;br /&gt;
=== Configure the scene ===&lt;br /&gt;
In order for your 3d asset to export properly, you have to ensure that both a GUID and a friendly name are assigned to your scene. To do so, open the &#039;&#039;P3D/FSX File Properties&#039;&#039; panel and type the friendly name in the first edit box. You can use the button &#039;&#039;Generate GUID&#039;&#039; to automatically generate a valid GUID for your scene. Alternatively, you can generate the GUID externally and copy and paste the string into the GUID edit box.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
== Scenery properties ==&lt;br /&gt;
[[image:Blender2P3DFSX Scenery.jpg|thumb|right|Scenery tool of the Blender2P3D/FSX addon.]]&lt;br /&gt;
[feel free to enter the information here.]&lt;br /&gt;
&lt;br /&gt;
=== Quicksave information ===&lt;br /&gt;
With the latest update of the toolkit, you&#039;ll be able to quicksave the location data of your scene. To do so, go to the &#039;&#039;Load/Save scenery data&#039;&#039; section, enter a location name and click on &#039;&#039;Add Location&#039;&#039;. This will save all settings of latitude, longitude, etc. into an XML file on your hard drive. To recall any of those previously saved datasets, click on &#039;&#039;Load Location&#039;&#039;, to open a list of names of previously saved locations. Select the location you wish to load and click on &#039;&#039;LOAD&#039;&#039;. This will populate all fields of the Scenery Tools with those from the XML file.&lt;br /&gt;
&lt;br /&gt;
Note that there is currently no interface to remove entries from the list. But if you&#039;d like to edit or update your quick-save list, you can find the XML file in the following location:&lt;br /&gt;
%APPDATA%\Blender Foundation\Blender\&amp;lt;version number&amp;gt;\config\p3d_locations.xml&lt;br /&gt;
&lt;br /&gt;
The addon will try to load the XML file whenever you initialize the SDK (see [[https://www.fsdeveloper.com/wiki/index.php?title=Blender2P3D/FSX#Setting_up_your_scene Setting up your scene]]). There will be a warning message in the system console of Blender if the file wasn&#039;t found on your hard drive. You can safely ignore this warning if you don&#039;t use this feature of the toolset.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Animations ==&lt;br /&gt;
[[Image:Blender2p3dfsx animation tool.jpg|thumb|left|The Animation tool of the Blender2P3D/FSX toolset.]]&lt;br /&gt;
To register an animation for a P3D/FSX asset, open the &#039;&#039;P3D/FSX Animation Tool&#039;&#039; panel. You will be presented with a list of animations, as found in the modeldef.xml file. To assign an animation to a selected object, choose it from the list and click on &#039;&#039;Assign&#039;&#039;. You can use the search function to filter the list for certain keywords, click on the little arrow on the bottom of the list to expose the search bar.&lt;br /&gt;
[[Image:Blender2p3dfsx object properties.jpg|thumb|right|Object properties for the Blender2P3D/FSX toolset.]]&lt;br /&gt;
Once an animation has been assigned, make sure to enter an animation length in the object&#039;s properties as well. Open the objects properties panel and scroll to the &#039;&#039;P3D/FSX Properties&#039;&#039; section. Here, you&#039;ll find the properties of the attached animation as well as a list of all utilized attachpoints for that object.&lt;br /&gt;
You can also delete an animation by clicking on the &#039;&#039;Clear&#039;&#039; button.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Attachpoints ==&lt;br /&gt;
Open the Attach Tool to access the various options for attachpoints. You can activate or deactivate a number of different functions by clicking on the corresponding buttons in the list. The buttons turn blue when active. Don&#039;t forget to assign the selected attachpoint and its parameters to an object by selecting the object in the scene and clicking on &#039;&#039;Attach&#039;&#039; on the bottom of the panel.&lt;br /&gt;
To see what attachpoints are active for any given object in the scene, select the object and open the object properties. Under &#039;&#039;P3D/FSX Properties&#039;&#039;, you&#039;ll find a list of all attachpoints under the animation properties for the selected object.&lt;br /&gt;
=== Effects ===&lt;br /&gt;
[[Image:Blender2P3DFSX attach effect.jpg|thumb|left|Attachpoint properties for effects.]]&lt;br /&gt;
To attach an effect to an object in your scene, click on the &#039;&#039;Effect&#039;&#039; button in the P3D/FSX Attach Tool panel. This will extend the panel and allow you to specify the parameters of the effect you&#039;d like to attach.&lt;br /&gt;
* &#039;&#039;&#039;Name&#039;&#039;&#039;: set an attachpoint name for the object.&lt;br /&gt;
* &#039;&#039;&#039;Effect&#039;&#039;&#039;: type the filename of the effect you would like to attach to the object.&lt;br /&gt;
* &#039;&#039;&#039;Param&#039;&#039;&#039;: define paramters for the effect. Those can be, for instance, conditions for the effect to trigger. Refer to the P3D/FSX SDK for more information on valid syntax for this field.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
=== Visibility ===&lt;br /&gt;
[[Image:Blender2P3DFSX attach visibility.jpg|thumb|left|Attachpoint properties for visibility.]]&lt;br /&gt;
Add a visibility tag to the selected object by clicking on &#039;&#039;Visibility&#039;&#039; on the P3D/FSX Attach Tool panel. This will open a list of available visibility tags, which you can attach to a selected object in the scene using the &amp;quot;Attach&amp;quot; button.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== MouseRect ===&lt;br /&gt;
[[Image:attach mouserect.jpg|thumb|left|Attachpoint properties for mouserects.]]&lt;br /&gt;
To add a mouserect to the selected object in the scene, click on &#039;&#039;Mouse Rect&#039;&#039;. This will reveal a dropdown list of all available mouserects, as defined in the modeldef.xml file.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
=== Platform ===&lt;br /&gt;
[[Image:Blender2P3DFSX attach platform.jpg|thumb|left|Attachpoint properties for platforms.]]&lt;br /&gt;
You can define an object as a &amp;quot;platform&amp;quot; by activating &#039;&#039;Platform&#039;&#039; in the P3D/FSX Attach Tool panel. Make sure to select a surface property for the platform in the dropdown list.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
=== No Crash ===&lt;br /&gt;
Enable the no crash flag for the selected object in the scene by clicking on &#039;&#039;No Crash&#039;&#039; in the P3D/FSX Attach Tool panel.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
=== Empty ===&lt;br /&gt;
[[Image:Blender2P3DFSX attach empty.jpg|thumb|left|Attachpoint properties for empty attachpoints.]]&lt;br /&gt;
You can also attach an empty attachpoint to an object in the scene by clicking on &#039;&#039;Empty&#039;&#039; in the P3D/FSX Attach Tool panel. This will enable you to assign a name for the attachpoint. These empty attachpoints can be used for instance to create various equipment for aircraft carriers. Simply assign one of the keywords to the object to trigger the wanted behavior of the object. Valid names are:&lt;br /&gt;
*attachpt_catapult_start_n,&lt;br /&gt;
*attachpt_catapult_end_n,&lt;br /&gt;
*attachpt_blast_shield_n,&lt;br /&gt;
*attachpt_runway_start,&lt;br /&gt;
*attachpt_runway_end,&lt;br /&gt;
*attachpt_runway_edg,&lt;br /&gt;
*attachpt_cable_n_1,&lt;br /&gt;
*attachpt_cable_n_2.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Material parameters ==&lt;br /&gt;
{{ambox&lt;br /&gt;
| type  = content&lt;br /&gt;
| imageleft = [[Image:40px-Emblem-Info.png|40px]]&lt;br /&gt;
| imageright = [[Image:Broom icon.jpg|40px]]&lt;br /&gt;
| style = width: 100%; color: black; font-weight: bold; background:#EFFFB0; font-style: italic&lt;br /&gt;
| text  = &amp;lt;small&amp;gt;Please note that you should re-initialize your material if you are updating a scene from an older version of the Blender2P3D/FSX toolset. To do so, select your preferred option in the dropdown for the material mode selection. &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The P3D/FSX Blender toolset will extend the material properties to include flight simulator-specific parameters. Make sure to carefully go through the list of properties to make sure that your material is ready for export.&lt;br /&gt;
The most fundamental parameter is the main material mode. You can choose between &amp;quot;PBR Material&amp;quot;, &amp;quot;Specular Material&amp;quot; and &amp;quot;Disabled&amp;quot;. Note that any material with the mode being set to &amp;quot;disabled&amp;quot; will be skipped during the export process. Also, note that the PBR material is only available for models used in Prepar3D version 4.4 or higher. Therefore, if you are preparing a model for FSX or older versions of Prepar3d, make sure to have the material mode set to the Specular workflow.&lt;br /&gt;
&lt;br /&gt;
The P3D/FSX Blender toolset is making use of Blender&#039;s node tree and as a result, it is important that your materials comply with the conventions of the addon&#039;s exporter. Whenever you change between different material modes, a script will automatically replace the current node tree with one that is compatible with the chosen material mode. This means that currently, you will have to re-assign all textures every time you change the material mode!&lt;br /&gt;
&lt;br /&gt;
When assigning a new texture to any of the slots, a script will check if the texture is of the DDS format and if so, set up the node tree with a WYSIWYG representation of the simulator&#039;s shader. To do this, the addon will perform these two steps:&lt;br /&gt;
1. vertically flipping the UV for the texture node&lt;br /&gt;
2. reversing the red-in-alpha action for the normal map, meaning you can input a P3D/FSX conform normal map and it&#039;ll show up correctly in Blender.&lt;br /&gt;
&lt;br /&gt;
The new material handling also incorporates the detail map in the node tree and synchronizes the scaling of the detail map with the settings made in the Blender2P3D/FSX material panel.&lt;br /&gt;
&lt;br /&gt;
When exporting your scene, the exporter will run an analysis on all materials to extract the texture information. This is done in two ways, by checking what texture nodes connect to the relevant input nodes and by looking for specific node names. This way, it is possible to modify the node tree in Blender while retaining the ability to export the materials properly. The texture paths are searched for in the following manner:&lt;br /&gt;
1. Check if the (new) texture slots in the material panel are populated and use those if found.&lt;br /&gt;
2. If not, check the relevant input socket of the BSDF Principled shader node&lt;br /&gt;
3. follow all the links from that node and create a list of texture image nodes&lt;br /&gt;
4. if there are more than one texture image nodes directly or indirectly connected to the input socket, check the name of both and see if it matches&lt;br /&gt;
5. if there are NO texture image nodes connected to the input socket, search through ALL the texture image nodes of the graph, and check if the name matches.&lt;br /&gt;
&lt;br /&gt;
On the creation of the node tree, the texture image nodes will be given their corresponding names. Those are:&lt;br /&gt;
&amp;quot;diffuse&amp;quot; for the diffuse/albedo texture&lt;br /&gt;
&amp;quot;specular&amp;quot; for the specular texture&lt;br /&gt;
&amp;quot;metallic&amp;quot; for the metallic/smoothness/ao texture&lt;br /&gt;
&amp;quot;emissive&amp;quot; for the emissive/lightmap texture&lt;br /&gt;
&amp;quot;normal&amp;quot; for the normal/bump map texture&lt;br /&gt;
&amp;quot;clear-coat&amp;quot; for the amount/smoothness/normal x-component/normal y-component&lt;br /&gt;
&lt;br /&gt;
I suggest not deleting any of those texture nodes, in case you&#039;ll need them at a later stage. If you don&#039;t want a certain texture map to show up on your model, just disconnect the corresponding link.&lt;br /&gt;
&lt;br /&gt;
By default, the emissive image texture is not connected to anything. If you want to see the effects of your lightmap on the model in Blender, simply link the texture node with the input socket labeled &amp;quot;Emission&amp;quot;/&amp;quot;Emissive Color&amp;quot;. Note that the emissive map doesn&#039;t have to be linked with the base shader node in order for the lightmap texture to be found by the exporter!&lt;br /&gt;
&lt;br /&gt;
=== PBR Material mode ===&lt;br /&gt;
[[Image:Pbr shader.jpg|thumb|right|The node tree for PBR material.]]&lt;br /&gt;
When you switch to the PBR Material mode, the node tree will be populated with a &amp;quot;BSDF Principled&amp;quot; node and a number of nodes that are linked up with the principled&#039;s input sockets. You can revise the material at any point by removing nodes or links. You can also add logic blocks between existing links and observe the effects in the viewport. Keep in mind, however, that those types of changes will have no effect on the model when you export it to Prepar3D.&lt;br /&gt;
&lt;br /&gt;
==== Albedo/Diffuse Map ====&lt;br /&gt;
The Albedo/Diffuse map uses the &amp;quot;Base Color&amp;quot; input socket of the BSDF Principled node. By default, the Alpha channel of the texture node is linked with the Alpha input socket of the BSDF node. For all opaque materials, this should have no effect, but for transparent materials, it is important that the link remains.&lt;br /&gt;
&lt;br /&gt;
It is possible to modify the node tree to display the Ambient Occlusion channel of the metallic texture. To do that, add a &amp;quot;MixRGB&amp;quot; node to the node tree and switch the blend mode to &amp;quot;multiply&amp;quot;. Next, connect the Color channel from the albedo texture node to input Color1 of the mixRGB node, and connect the green channel (&amp;quot;G&amp;quot;) from the &amp;quot;separate RGB&amp;quot; node of the metallic node to the Color2 input of the mixRGB node. Lastly, connect the output of the mixRGB node to the Base Color input of the BSDF Principled Shader node.&lt;br /&gt;
&lt;br /&gt;
Make sure to disable Ambient occlusion in the scene render settings to not over-saturate the shading.&lt;br /&gt;
&lt;br /&gt;
==== Metallic Map ====&lt;br /&gt;
The metallic texture consists of three channels. The red channel represents the &amp;quot;metallicness&amp;quot; of the material, the alpha channel the &amp;quot;smoothness&amp;quot; and the green channel can contain an ambient occlusion map. Since Blender is using &amp;quot;roughness&amp;quot; rather than &amp;quot;smoothness&amp;quot;, it is necessary to invert the alpha channel of the metallic texture before plugging it into the BSDF Principled node. This is already done for you within Blender&#039;s shading editor (sometimes called the node editor) when you set up the material for PBR.&lt;br /&gt;
&lt;br /&gt;
Please note that the color space of the metallic node should be changed to &amp;quot;non-color&amp;quot;, once you assigned a texture to the node.&lt;br /&gt;
&lt;br /&gt;
By default, the AO map is omitted, see above if you want to display it in your scene.&lt;br /&gt;
&lt;br /&gt;
Note that for Prepar3Dv5, you can provide a reflection map in the blue channel of the metallic map, however, this channel won&#039;t be displayed in Blender. If you use the reflective channel, make sure to tick the &amp;quot;Metallic map has reflection&amp;quot; in the Metallic properties of the material.&lt;br /&gt;
&lt;br /&gt;
==== Clear Coat Map ====&lt;br /&gt;
The Clear Coat map is comprised of 2 or 3 textures that are packed in the channels within a single RGB or RGBA texture. The 2 required textures in a Clear coat map are the &amp;quot;Amount&amp;quot; and &amp;quot;Smoothness&amp;quot;. The 3rd, optionally, is the Clear Coat Normal map.  The Clear Coat map should not be used with any material that is metallic material. The Clear Coat map should be used on materials that are to appear as if they have been waxed or lacquered (such as automobiles, fine leather, and also, Banners).&lt;br /&gt;
&lt;br /&gt;
The Red Channel of the clear coat is the &amp;quot;Amount&amp;quot; of the clear coat (0.00 to 1.0). Pure black (matte) is represented as 0.00, pure white is 1.0 (maximum amount). In other words, this is the amount of wax or lacquer on the material.&lt;br /&gt;
&lt;br /&gt;
The Green Channel is the &amp;quot;Smoothness&amp;quot; of the Clear Coat. This is also represented as 0.00 to 1.0. Pure black is 0.00 and pure white is 1.0 (maximum smoothness) and gives you the maximum reflection.&lt;br /&gt;
&lt;br /&gt;
The numerical values for the &amp;quot;Amount&amp;quot; and &amp;quot;Smoothness&amp;quot; are for &amp;quot;baking&amp;quot; and procedural texture purposes.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; Within the Shading Editor in Blender (sometimes called the Node Editor), the &amp;quot;Smoothness&amp;quot; map (in the green channel) is being &amp;quot;inverted&amp;quot;. This is because Blender is looking for a &amp;quot;Roughness&amp;quot; map and P3D requires a &amp;quot;Smoothness&amp;quot; map. Using the &amp;quot;Smoothness&amp;quot; texture that is contained in the &amp;quot;Metallic&amp;quot; map will most likely not give you the &amp;quot;look&amp;quot; you were hoping for.&lt;br /&gt;
&lt;br /&gt;
The Clear Coat Normal map (placed in the Blue and Alpha Channels) consists of the x- and y-components of a standard normal map. The x-component (within a standard normal map, it&#039;s in the red Channel) is placed in the Blue channel.  The y-component (within a standard normal map, it&#039;s in the green channel) is placed in the Alpha Channel.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; Just like the Normal map used in P3D, the Clear Coat normal map is in the DirectX format, not OpenGL format  Be aware when &amp;quot;baking&amp;quot; within Blender, the OpenGL Format is used when creating normal maps.  &lt;br /&gt;
&lt;br /&gt;
=== Specular Material mode ===&lt;br /&gt;
[[Image:Specular shader.jpg|thumb|right|The node tree for specular material.]]&lt;br /&gt;
If you select &amp;quot;Specular Material&amp;quot; as the P3D/FSX material mode, the current node tree is removed and replaced. The main shader node will now be an &amp;quot;Eevee Specular&amp;quot; node. The node tree will be populated in a way that most closely represents the shader mechanics of FSX/P3D and all you need to do is add your texture files to the various texture image nodes. As with the PBR node tree, you can modify the Specular node tree in any way you wish - as long as the original Texture image nodes and the Eevee Specular node remain, the exporter will be able to pick up the correct texture paths.&lt;br /&gt;
&lt;br /&gt;
Please note that since it is a node specifically designed for the Eevee render engine, material created in this way won&#039;t render properly if you switch the viewport render mode to &amp;quot;Cycles&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
=== Normal maps for PBR and Specular material ===&lt;br /&gt;
Prepar3D and FSX use a non-standard approach to rendering normal maps and we took the approach on board when developing the node tree for the P3D/FSX material. If you&#039;re using non-DDS files (.PSD, .tga, .png, etc), the shader is set up in an industry-standard way, with the color node of the normal texture node being plugged indirectly into the normal map node of the graph. However, if you&#039;re using DDS files, the addon will change the node tree in a way that reflects the sim as closely as possible by reversing the mandatory red-in-alpha.&lt;br /&gt;
&lt;br /&gt;
Please note that the color space of the normal map will now automatically be changed to &amp;quot;non-color&amp;quot;, once you assigned a texture to the normal map slot.&lt;br /&gt;
&lt;br /&gt;
The legacy NVidia Photoshop plug-in, GIMP plug-in, and the SDK&#039;s Imagetool (FSX and P3D) all use the DirectX format for Normal maps. The latest NVidia plug-in, along with the standalone application, uses the OpenGL Format when creating Normal maps.  Most Normal maps &amp;quot;ready-made&amp;quot; can be changed to the DirectX format by inverting or flipping the &#039;y&#039;-component of the Normal map, however, go with what &amp;quot;looks&amp;quot; correct to you.&lt;br /&gt;
&lt;br /&gt;
=== Environment/Reflection map ===&lt;br /&gt;
Oppose to P3D, Blender is using a global reflection map in conjunction with reflective materials. Depending on your requirements, it might be necessary for you to utilize different reflection maps for different materials. To accommodate this, you can link any reflection map to any material, using the Parameter &amp;quot;Reflection map&amp;quot; under the P3D/FSX material properties. However, any change to the file or file path will not change anything about how reflections are presented in Blender.&lt;br /&gt;
If you would like to get an idea of how your reflection map works with your other material settings, you can manually change Blender&#039;s global reflection map. To do so, open the &amp;quot;World Properties&amp;quot; and under &amp;quot;Surface-&amp;gt;Color&amp;quot;, select &amp;quot;Environment Texture&amp;quot; as a new source for the world reflection map and navigate to your texture. Don&#039;t forget to change the render mode to &amp;quot;Viewport Shading&amp;quot;. Please note that changes to the world properties won&#039;t be taken into account when exporting your model to &amp;quot;.X&amp;quot; or &amp;quot;.MDL&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
=== Transparency ===&lt;br /&gt;
If you&#039;re working with PBR material, switching your material to transparent is simple. In the P3D/FSX material settings change the &amp;quot;Render mode&amp;quot; to &amp;quot;Masked&amp;quot;. The transparency value is taken from the Alpha channel of the Albedo texture node and will be visualized in the viewport. Note that switching from &amp;quot;Opaque&amp;quot; to &amp;quot;Masked&amp;quot; will also enable Backface culling by default, this is simply done for your convenience, but you can switch it off at any time with no effect on the P3D/FSX model itself.&lt;br /&gt;
&lt;br /&gt;
Transparency for Specular material is currently not automated in this way, so any changes to the &amp;quot;Framebuffer Blend&amp;quot; properties of the material will have no effect on how the model is displayed in Blender. These values are, however, taken into consideration when you export your model and should work as expected.&lt;br /&gt;
&lt;br /&gt;
= Exporting to .X/.MDL =&lt;br /&gt;
[[Image:Blender2P3DFSX Export1.jpg|thumb|Export options of the Blender2P3D/FSX toolset.]]&lt;br /&gt;
An essential element of the Blender2P3D/FSX toolset is the ability to export a Blender scene directly into the .mdl format. You can access the exporter by clicking on File-&amp;gt;Export-&amp;gt;DirectX for P3D/FSX (.X/.MDL). This will open the export dialog. On the right side of the window, you can choose various options for the export. Don&#039;t forget to enter a valid filename on the bottom of the screen before pressing &amp;quot;Export P3D/FSX .X file&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Note: I recommend opening the Blender console before starting the export process. At the moment the exporter won&#039;t give you any visual feedback on whether it&#039;s running or not, so checking on the console helps to make sure that everything is working smoothly. The console can be accessed through Window-&amp;gt;Toggle System Console.&lt;br /&gt;
&lt;br /&gt;
== Exporter options ==&lt;br /&gt;
&#039;&#039;&#039;Export only current selection&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
If this option is active, only the elements of your scene that are currently selected will be exported. This can be useful if you want to quickly check certain parts of the scene, without exporting everything at once.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Apply all modifiers&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
If this option is selected, every object in the scene will have its modifiers applied before being encoded into the .X file. It is important to have this option enabled, otherwise your model might not be displayed correctly in the sim.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Export animations and LOD&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
To make sure that the animations and LODs are being exported, this option should be enabled.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Skinned mesh&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
If there are any skinned meshes in you scene, make sure to enable this option. Otherwise, the skinned mesh animations are being omitted.&amp;lt;br/&amp;gt; &lt;br /&gt;
&#039;&#039;&#039;Export MDL&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
If this option is selected, the exporter will automatically call the XToMdl.exe converter once the .x file is written. Enable this option to export directly into the Prapar3D/FSX compatible 3d model format.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Create XML Scenery placement for this MDL&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
If this option is selected, the exporter will create an XML file that has all the scenery export information such as &#039;&#039;coordinates (latitude, longitude, altitude, pitch, bank, heading)&#039;&#039; and the &#039;&#039;scenery complexity&#039;&#039; of the scenery objects/model to be exported (by default &#039;&#039;Scenery Complexity = Normal&#039;&#039;). Then, it will convert the created &amp;quot;.MDL&amp;quot; format file into &amp;quot;.BGL&amp;quot; format file which then can be used directly in the simulator.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Create Sample XML Scenery Placement&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
If this option is selected, the exporter will create a SAMPLE XML file to show the developer how the scenery xml file should be written. &#039;&#039;Remember to only select this option if you wish to create the &amp;quot;.BGL&amp;quot; file manually/by your own&#039;&#039;.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Log File&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
If this option is checked, a log file will be generated in the same folder you export your scene to. The log file is a simple text file with the friendly name of the model [ex. Hangar_(date)_(time)_log.txt]. It can contain valuable information on the export progress if something goes wrong.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Use BMP&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
If selected, all texture filenames will be changed to &amp;lt;filename&amp;gt;.bmp.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Export process ==&lt;br /&gt;
The exporter will generate an .X file and - if selected - a .xanim file, which will hold the geometric information of your model, as well as the specs of your materials. Some of the properties of the model will be taken directly from the Blender scene, whereas some properties come from the custom properties that the Blender2P3D/FSX addon adds to objects and materials.&lt;br /&gt;
&lt;br /&gt;
The following list describes the operation of the exporter step-by-step.&lt;br /&gt;
# &#039;&#039;&#039;Collecting object Information&#039;&#039;&#039;&amp;lt;!--&lt;br /&gt;
 --&amp;gt;&amp;lt;p&amp;gt;The exporter will first go through the hierarchy of the scene and generate a list of exportable objects. Those objects are meshes, bones, and empty object(s) if they have anything attached to it. The exporter will also check if the SDK was initialized, a modeldef.xml was found, and if the scene contains a valid GUID and friendly name. If &amp;quot;&#039;&#039;Export Animations&#039;&#039;&amp;quot; was enabled in the export dialog, a list will be generated that contains information on every part that has an animation tag assigned to it.&amp;lt;/p&amp;gt;&lt;br /&gt;
# &#039;&#039;&#039;Writing the header&#039;&#039;&#039;&amp;lt;!--&lt;br /&gt;
 --&amp;gt;&amp;lt;p&amp;gt;The header of the .x file contains templates for mesh and material information. Since P3D and FSX models differ slightly, the templates are being written depending on the selected SDK.&amp;lt;/p&amp;gt;&lt;br /&gt;
# &#039;&#039;&#039;Outline of the scene&#039;s hierarchy&#039;&#039;&#039;&amp;lt;!--&lt;br /&gt;
 --&amp;gt;&amp;lt;p&amp;gt;The exporter will write a quick outline of the scene&#039;s objects into the .X file. This outline has no function but is informative to anyone who needs to debug any errors during the export.&amp;lt;/p&amp;gt;&lt;br /&gt;
# &#039;&#039;&#039;Writing scene information&#039;&#039;&#039;&amp;lt;!--&lt;br /&gt;
 --&amp;gt;&amp;lt;p&amp;gt;Next, the exporter will go through the list of eligible objects and encode the geometric information. This includes the position of the vertices, a list of polygons, mesh normals for each vertex, and UV coordinates.&amp;lt;/p&amp;gt;&lt;br /&gt;
## &#039;&#039;&#039;Analyzing mesh materials&#039;&#039;&#039;&amp;lt;!--&lt;br /&gt;
 --&amp;gt;&amp;lt;p&amp;gt;For each material, the exporter will analyze the node tree to find the relevant image texture nodes. If an image texture node cannot be found, or if the filename is empty, the corresponding texture type will be skipped by the exporter.&amp;lt;/p&amp;gt;&lt;br /&gt;
## &#039;&#039;&#039;Writing mesh material&#039;&#039;&#039;&amp;lt;!--&lt;br /&gt;
 --&amp;gt;&amp;lt;p&amp;gt;Once all data is collected, the material properties are being encoded in the .x file.&amp;lt;/p&amp;gt;&lt;br /&gt;
#&#039;&#039;&#039;Writing Animations&#039;&#039;&#039;&amp;lt;!--&lt;br /&gt;
 --&amp;gt;&amp;lt;p&amp;gt;If &amp;quot;&#039;&#039;Export animations and LODs&#039;&#039;&amp;quot; has been selected in the exporter window, a .xanim file is generated, which contains the animation data for all animated objects.&amp;lt;/p&amp;gt;&lt;br /&gt;
#&#039;&#039;&#039;Converting to MDL&#039;&#039;&#039;&amp;lt;!--&lt;br /&gt;
 --&amp;gt;&amp;lt;p&amp;gt;If &amp;quot;&#039;&#039;Export MDL&#039;&#039;&amp;quot; has been selected in the exporter window, the exporter will execute the XToMdl.exe of the selected SDK. The Blender system console will show the progress during this step of the export, however, note that the output is currently not logged in the log file that is generated by the exporter. If there is an issue with the .X file, or if the XToMdl.exe couldn&#039;t be found, an error will be shown in the Blender window.&amp;lt;/p&amp;gt;&lt;br /&gt;
#&#039;&#039;&#039;Export BGL&#039;&#039;&#039;&amp;lt;!--&lt;br /&gt;
 --&amp;gt;&amp;lt;p&amp;gt;BGL is a scenery file format that is being used in Flight Simulator. If &amp;quot;&#039;&#039;Create XML Scenery placement for this MDL&#039;&#039;&amp;quot; has been selected in the exporter window, the created .MDL format file will run through an application called bglcomp [which is an in-build application that comes with the Software Development (Kit)] to create the Flight Simulator use .BGL format file. This BGL format file can be used directly in the simulator later.&amp;lt;/p&amp;gt; &lt;br /&gt;
&lt;br /&gt;
If the export was successful, you&#039;ll find the .X and the .MDL file in the selected folder, ready to be imported into P3D/FSX.&lt;br /&gt;
&lt;br /&gt;
Please note that the exporter currently does not optimize your model! If you want to improve on the performance of your 3d asset, it is recommended to join all parts that share a material but don&#039;t have an animation or attachpoint assigned to it. Also note that the export process takes a long time to complete, please have the system console open to check up on the progress of the export.&lt;br /&gt;
&lt;br /&gt;
= Credits and license =&lt;br /&gt;
The addon in its current version is the hard work of many members of the fsdeveloper.com forum. The original FSX2Blender addon was developed by:&lt;br /&gt;
[https://www.fsdeveloper.com/forum/members/capt_x.6562/ Felix Owono-Ateba], [https://www.fsdeveloper.com/forum/members/ronh.1886/ Ron Haertel], [https://www.fsdeveloper.com/forum/members/krispy1001.11839/ Kris Pyatt] (2017) and [https://www.fsdeveloper.com/forum/members/manochvarma-raman.16466/ Manochvarma Raman] (2018)&lt;br /&gt;
This current incarnation of the addon uses most of the original algorithms, but with an updated UI and compatibility for Blender v2.8.x. Parts of the original exporter script have been rewritten to accommodate Blender&#039;s new material workflow and to add PBR support to the addon (P3D v4.4+ only). This work was done 2019/2020 by [https://www.fsdeveloper.com/forum/members/vitus.2026/ Otmar Nitsche]. Further additions to the material workflow were added by [https://www.fsdeveloper.com/forum/members/dave-hoeffgen.14361/ David Hoeffgen] in 2020.  The UI and the Clear Coat map components (P3D v5) were updated/ added for Blender v3.x.x by [https://www.fsdeveloper.com/forum/members/dave_w.16881/ Dave_W] &amp;amp; [https://www.fsdeveloper.com/forum/members/pyscen.1491/ Doug A] in November 2022.&lt;br /&gt;
&lt;br /&gt;
Special thanks go to [https://www.fsdeveloper.com/forum/members/arno.1/ Arno Gerretsen] and [https://www.fsdeveloper.com/forum/members/spotlope.39/ Bill Womack] for their input during the development and testing of the addon.&lt;br /&gt;
&lt;br /&gt;
The software is licensed under [http://www.gnu.org/licenses/gpl-3.0.html GNU General Public License (GNU-GPL-3)]. Feel free to use it as you see fit, both for freeware and commercial projects. If you have suggestions for changes, use the forum. If you would like to get involved in the development of the addon, contact any of the authors mentioned above to coordinate the effort.&lt;/div&gt;</summary>
		<author><name>Pyscen</name></author>
	</entry>
	<entry>
		<id>http://www.fsdeveloper.com/wiki/index.php?title=Blender2P3D/FSX&amp;diff=11338</id>
		<title>Blender2P3D/FSX</title>
		<link rel="alternate" type="text/html" href="http://www.fsdeveloper.com/wiki/index.php?title=Blender2P3D/FSX&amp;diff=11338"/>
		<updated>2022-12-03T18:48:13Z</updated>

		<summary type="html">&lt;p&gt;Pyscen: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{ambox&lt;br /&gt;
| type  = content&lt;br /&gt;
| imageleft = [[Image:40px-Emblem-Info.png|40px]]&lt;br /&gt;
| imageright = [[Image:Broom icon.jpg|40px]]&lt;br /&gt;
| style = width: 100%; color: black; background:#EFFFB0; font-style: italic&lt;br /&gt;
| text = The current version of the &#039;&#039;&#039;Blender2P3D/FSX&#039;&#039;&#039; addon is &#039;&#039;&#039;v1.0.2&#039;&#039;&#039;.  The &#039;&#039;&#039;Blender2P3D/FSX toolset&#039;&#039;&#039; is an addon for [http://www.blender.org/download/ Blender].|]&lt;br /&gt;
[[Category:Tools]]&lt;br /&gt;
[[Category:Blender]]&lt;br /&gt;
[[category:Modeling]]{&lt;br /&gt;
[[Category:Aircraft Design]]&lt;br /&gt;
[[category:Scenery Design]]&lt;br /&gt;
[[Category:Terrain Design]]&lt;br /&gt;
[[Category:Airport Design]]&lt;br /&gt;
[[category:Texturing]]&lt;br /&gt;
[[category:SDK]]&lt;br /&gt;
[[category:Manuals]]&lt;br /&gt;
{{Infobox-Applicable-FSVersion&lt;br /&gt;
| MSFS= false&lt;br /&gt;
| FSXI = false&lt;br /&gt;
| P3D5 = true&lt;br /&gt;
| P3D4 = true&lt;br /&gt;
| P3D3 = true&lt;br /&gt;
| P3D2 = true&lt;br /&gt;
| P3D = true&lt;br /&gt;
| FSW = unknown&lt;br /&gt;
| FSX-SE = true&lt;br /&gt;
| FSXA = true&lt;br /&gt;
| FSX = true&lt;br /&gt;
| FS2004 = unknown&lt;br /&gt;
| FS2002 = unknown&lt;br /&gt;
| XP11 = unknown&lt;br /&gt;
| XP10 = unknown&lt;br /&gt;
| XP9 = unknown&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
This addon is a continuation of the [[Blender2FSX Toolset manual]] and it incorporates compatibility with the latest API for Blender version v3.x.x and above. The new toolset also features full support of PBR materials for Lockheed Martin&#039;s Prepar3D v4.4 and above, as well as some changes to the interface and file structure of the addon.&lt;br /&gt;
This wiki will help you install and use the new toolset.&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
= Installation =&lt;br /&gt;
== Requirements ==&lt;br /&gt;
* Windows 11 and 10 &lt;br /&gt;
&lt;br /&gt;
* Microsoft Flight Simulator X SDK &#039;&#039;&#039;&#039;&#039;including updates&#039;&#039;&#039; to SP2 or Acceleration&#039;&#039; or&lt;br /&gt;
&lt;br /&gt;
* Lockheed Martin Prepar3D SDK v1.x, v2.x, v3.x, &amp;amp; v4.x (&#039;&#039;FSX Steam Edition should use the Prepar3D SDK v1.x&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
* [http://www.blender.org/download/ Blender] (version: &#039;&#039;&#039;v3.x&#039;&#039;&#039; or above)&lt;br /&gt;
&lt;br /&gt;
Make sure that &#039;&#039;&#039;&#039;&#039;ALL&#039;&#039;&#039; SDKs&#039;&#039; that you are going to use are installed prior to installing/ activating this Toolset!&lt;br /&gt;
&lt;br /&gt;
== Setup ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:blender2p3dfsx_setup1.jpg&lt;br /&gt;
Image:blender2p3dfsx_setup2.jpg&lt;br /&gt;
Image:blender2p3dfsx_setup3.jpg&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
After downloading the add-on, open Blender 3.x.x and open the Preferences (Edit-&amp;gt;Preferences). Navigate to the &amp;quot;Add-ons&amp;quot; tab and click on &amp;quot;Install...&amp;quot;. &lt;br /&gt;
In the file manager, navigate to where you have downloaded the Toolset file, select it and click on &amp;quot;Install Add-on&amp;quot;. This will extract the content of the zip file to your Blender script folder (by default under %APPDATA%\Blender Foundation\Blender\&amp;lt;version number&amp;gt;\scripts\addons). Next, you need to activate the addon by clicking on the &#039;&#039;check-mark&#039;&#039; next to &amp;quot;3DView: P3D/FSX Toolset&amp;quot;. That should enable the addon and the various panels and properties. Close the Preferences window.&lt;br /&gt;
&lt;br /&gt;
To ensure that the addon was correctly installed, press &amp;quot;N&amp;quot; on your keyboard while the mouse pointer is in one of the main viewports. This should open the main panels of the addon under the tab named &amp;quot;P3D/FSX&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
= Using the Tools =&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
[[Image:Blender2p3dfsx setup4.jpg|thumb|right|P3D/FSX Toolset panels]]&lt;br /&gt;
Once installed, the Blender2P3D/FSX toolset will append the list of toolkit panels in your viewport. Press &amp;quot;N&amp;quot; to open or close the list of tools. There will be a new entry named &amp;quot;P3D/FSX&amp;quot;, which gives access to the tools of this addon. The different tools are organized in different panels, which are grouped by function.&lt;br /&gt;
The addon adds object properties to the scene. These properties are for instance the references to the various SDKs you can utilize or object properties like attached animations or scenery properties. &lt;br /&gt;
Furthermore, the addon will append the material parameters by P3D or FSX specific parameters.&lt;br /&gt;
Lastly, the addon extends the exporter capabilities and allows you to export your scene to an x-file format and from there calls XToMdl.exe to generate a Prapar3D/Flight Simulator X compatible 3d model.&lt;br /&gt;
&lt;br /&gt;
== Setting up your scene ==&lt;br /&gt;
To ensure that your 3d asset export properly to Prepar3D or Flight Simulator X, you must make sure to prepare and configure the Blender scene. To get started, open the toolset panels by pressing &amp;quot;N&amp;quot; on your keyboard with the main viewport in focus. This will open a list of panels you have currently activated in your Blender configuration. Click on the tab &amp;quot;P3D/FSX&amp;quot; to bring up the panels of the Blender2P3D/FSX toolset.&lt;br /&gt;
=== Configure the SDK ===&lt;br /&gt;
Firstly, go to the &#039;&#039;P3D/FSX Toolset Settings&#039;&#039; and select which SDK you would like to utilize. If &amp;quot;Auto Detect SDK path&amp;quot; is enabled, simply click on &amp;quot;Initialize the SDK&amp;quot;. The addon will then look up the file paths of the SDK in the Windows registry. This method should work in 99% of the cases, however, if the Addon cannot find the file paths, you can also use the &#039;&#039;Manually Find ModelDef file&#039;&#039; option to set up the path.&lt;br /&gt;
Please note that it is necessary to initialize the SDK every time you restart Blender, or load a new scene. This way you ensure that all entries of the modeldef.xml are properly loaded into Blender.&lt;br /&gt;
&lt;br /&gt;
=== Configure the scene ===&lt;br /&gt;
In order for your 3d asset to export properly, you have to ensure that both a GUID and a friendly name are assigned to your scene. To do so, open the &#039;&#039;P3D/FSX File Properties&#039;&#039; panel and type the friendly name in the first edit box. You can use the button &#039;&#039;Generate GUID&#039;&#039; to automatically generate a valid GUID for your scene. Alternatively, you can generate the GUID externally and copy and paste the string into the GUID edit box.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
== Scenery properties ==&lt;br /&gt;
[[image:Blender2P3DFSX Scenery.jpg|thumb|right|Scenery tool of the Blender2P3D/FSX addon.]]&lt;br /&gt;
[feel free to enter the information here.]&lt;br /&gt;
&lt;br /&gt;
=== Quicksave information ===&lt;br /&gt;
With the latest update of the toolkit, you&#039;ll be able to quicksave the location data of your scene. To do so, go to the &#039;&#039;Load/Save scenery data&#039;&#039; section, enter a location name and click on &#039;&#039;Add Location&#039;&#039;. This will save all settings of latitude, longitude, etc. into an XML file on your hard drive. To recall any of those previously saved datasets, click on &#039;&#039;Load Location&#039;&#039;, to open a list of names of previously saved locations. Select the location you wish to load and click on &#039;&#039;LOAD&#039;&#039;. This will populate all fields of the Scenery Tools with those from the XML file.&lt;br /&gt;
&lt;br /&gt;
Note that there is currently no interface to remove entries from the list. But if you&#039;d like to edit or update your quick-save list, you can find the XML file in the following location:&lt;br /&gt;
%APPDATA%\Blender Foundation\Blender\&amp;lt;version number&amp;gt;\config\p3d_locations.xml&lt;br /&gt;
&lt;br /&gt;
The addon will try to load the XML file whenever you initialize the SDK (see [[https://www.fsdeveloper.com/wiki/index.php?title=Blender2P3D/FSX#Setting_up_your_scene Setting up your scene]]). There will be a warning message in the system console of Blender if the file wasn&#039;t found on your hard drive. You can safely ignore this warning if you don&#039;t use this feature of the toolset.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Animations ==&lt;br /&gt;
[[Image:Blender2p3dfsx animation tool.jpg|thumb|left|The Animation tool of the Blender2P3D/FSX toolset.]]&lt;br /&gt;
To register an animation for a P3D/FSX asset, open the &#039;&#039;P3D/FSX Animation Tool&#039;&#039; panel. You will be presented with a list of animations, as found in the modeldef.xml file. To assign an animation to a selected object, choose it from the list and click on &#039;&#039;Assign&#039;&#039;. You can use the search function to filter the list for certain keywords, click on the little arrow on the bottom of the list to expose the search bar.&lt;br /&gt;
[[Image:Blender2p3dfsx object properties.jpg|thumb|right|Object properties for the Blender2P3D/FSX toolset.]]&lt;br /&gt;
Once an animation has been assigned, make sure to enter an animation length in the object&#039;s properties as well. Open the objects properties panel and scroll to the &#039;&#039;P3D/FSX Properties&#039;&#039; section. Here, you&#039;ll find the properties of the attached animation as well as a list of all utilized attachpoints for that object.&lt;br /&gt;
You can also delete an animation by clicking on the &#039;&#039;Clear&#039;&#039; button.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Attachpoints ==&lt;br /&gt;
Open the Attach Tool to access the various options for attachpoints. You can activate or deactivate a number of different functions by clicking on the corresponding buttons in the list. The buttons turn blue when active. Don&#039;t forget to assign the selected attachpoint and its parameters to an object by selecting the object in the scene and clicking on &#039;&#039;Attach&#039;&#039; on the bottom of the panel.&lt;br /&gt;
To see what attachpoints are active for any given object in the scene, select the object and open the object properties. Under &#039;&#039;P3D/FSX Properties&#039;&#039;, you&#039;ll find a list of all attachpoints under the animation properties for the selected object.&lt;br /&gt;
=== Effects ===&lt;br /&gt;
[[Image:Blender2P3DFSX attach effect.jpg|thumb|left|Attachpoint properties for effects.]]&lt;br /&gt;
To attach an effect to an object in your scene, click on the &#039;&#039;Effect&#039;&#039; button in the P3D/FSX Attach Tool panel. This will extend the panel and allow you to specify the parameters of the effect you&#039;d like to attach.&lt;br /&gt;
* &#039;&#039;&#039;Name&#039;&#039;&#039;: set an attachpoint name for the object.&lt;br /&gt;
* &#039;&#039;&#039;Effect&#039;&#039;&#039;: type the filename of the effect you would like to attach to the object.&lt;br /&gt;
* &#039;&#039;&#039;Param&#039;&#039;&#039;: define paramters for the effect. Those can be, for instance, conditions for the effect to trigger. Refer to the P3D/FSX SDK for more information on valid syntax for this field.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
=== Visibility ===&lt;br /&gt;
[[Image:Blender2P3DFSX attach visibility.jpg|thumb|left|Attachpoint properties for visibility.]]&lt;br /&gt;
Add a visibility tag to the selected object by clicking on &#039;&#039;Visibility&#039;&#039; on the P3D/FSX Attach Tool panel. This will open a list of available visibility tags, which you can attach to a selected object in the scene using the &amp;quot;Attach&amp;quot; button.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== MouseRect ===&lt;br /&gt;
[[Image:attach mouserect.jpg|thumb|left|Attachpoint properties for mouserects.]]&lt;br /&gt;
To add a mouserect to the selected object in the scene, click on &#039;&#039;Mouse Rect&#039;&#039;. This will reveal a dropdown list of all available mouserects, as defined in the modeldef.xml file.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
=== Platform ===&lt;br /&gt;
[[Image:Blender2P3DFSX attach platform.jpg|thumb|left|Attachpoint properties for platforms.]]&lt;br /&gt;
You can define an object as a &amp;quot;platform&amp;quot; by activating &#039;&#039;Platform&#039;&#039; in the P3D/FSX Attach Tool panel. Make sure to select a surface property for the platform in the dropdown list.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
=== No Crash ===&lt;br /&gt;
Enable the no crash flag for the selected object in the scene by clicking on &#039;&#039;No Crash&#039;&#039; in the P3D/FSX Attach Tool panel.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
=== Empty ===&lt;br /&gt;
[[Image:Blender2P3DFSX attach empty.jpg|thumb|left|Attachpoint properties for empty attachpoints.]]&lt;br /&gt;
You can also attach an empty attachpoint to an object in the scene by clicking on &#039;&#039;Empty&#039;&#039; in the P3D/FSX Attach Tool panel. This will enable you to assign a name for the attachpoint. These empty attachpoints can be used for instance to create various equipment for aircraft carriers. Simply assign one of the keywords to the object to trigger the wanted behavior of the object. Valid names are:&lt;br /&gt;
*attachpt_catapult_start_n,&lt;br /&gt;
*attachpt_catapult_end_n,&lt;br /&gt;
*attachpt_blast_shield_n,&lt;br /&gt;
*attachpt_runway_start,&lt;br /&gt;
*attachpt_runway_end,&lt;br /&gt;
*attachpt_runway_edg,&lt;br /&gt;
*attachpt_cable_n_1,&lt;br /&gt;
*attachpt_cable_n_2.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Material parameters ==&lt;br /&gt;
{{ambox&lt;br /&gt;
| type  = content&lt;br /&gt;
| imageleft = [[Image:40px-Emblem-Info.png|40px]]&lt;br /&gt;
| imageright = [[Image:Broom icon.jpg|40px]]&lt;br /&gt;
| style = width: 100%; color: black; font-weight: bold; background:#EFFFB0; font-style: italic&lt;br /&gt;
| text  = &amp;lt;small&amp;gt;Please note that you should re-initialize your material if you are updating a scene from an older version of the Blender2P3D/FSX toolset. To do so, select your preferred option in the dropdown for the material mode selection. &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The P3D/FSX Blender toolset will extend the material properties to include flight simulator-specific parameters. Make sure to carefully go through the list of properties to make sure that your material is ready for export.&lt;br /&gt;
The most fundamental parameter is the main material mode. You can choose between &amp;quot;PBR Material&amp;quot;, &amp;quot;Specular Material&amp;quot; and &amp;quot;Disabled&amp;quot;. Note that any material with the mode being set to &amp;quot;disabled&amp;quot; will be skipped during the export process. Also, note that the PBR material is only available for models used in Prepar3D version 4.4 or higher. Therefore, if you are preparing a model for FSX or older versions of Prepar3d, make sure to have the material mode set to the Specular workflow.&lt;br /&gt;
&lt;br /&gt;
The P3D/FSX Blender toolset is making use of Blender&#039;s node tree and as a result, it is important that your materials comply with the conventions of the addon&#039;s exporter. Whenever you change between different material modes, a script will automatically replace the current node tree with one that is compatible with the chosen material mode. This means that currently, you will have to re-assign all textures every time you change the material mode!&lt;br /&gt;
&lt;br /&gt;
When assigning a new texture to any of the slots, a script will check if the texture is of the DDS format and if so, set up the node tree with a WYSIWYG representation of the simulator&#039;s shader. To do this, the addon will perform these two steps:&lt;br /&gt;
1. vertically flipping the UV for the texture node&lt;br /&gt;
2. reversing the red-in-alpha action for the normal map, meaning you can input a P3D/FSX conform normal map and it&#039;ll show up correctly in Blender.&lt;br /&gt;
&lt;br /&gt;
The new material handling also incorporates the detail map in the node tree and synchronizes the scaling of the detail map with the settings made in the Blender2P3D/FSX material panel.&lt;br /&gt;
&lt;br /&gt;
When exporting your scene, the exporter will run an analysis on all materials to extract the texture information. This is done in two ways, by checking what texture nodes connect to the relevant input nodes and by looking for specific node names. This way, it is possible to modify the node tree in Blender while retaining the ability to export the materials properly. The texture paths are searched for in the following manner:&lt;br /&gt;
1. Check if the (new) texture slots in the material panel are populated and use those if found.&lt;br /&gt;
2. If not, check the relevant input socket of the BSDF Principled shader node&lt;br /&gt;
3. follow all the links from that node and create a list of texture image nodes&lt;br /&gt;
4. if there are more than one texture image nodes directly or indirectly connected to the input socket, check the name of both and see if it matches&lt;br /&gt;
5. if there are NO texture image nodes connected to the input socket, search through ALL the texture image nodes of the graph, and check if the name matches.&lt;br /&gt;
&lt;br /&gt;
On the creation of the node tree, the texture image nodes will be given their corresponding names. Those are:&lt;br /&gt;
&amp;quot;diffuse&amp;quot; for the diffuse/albedo texture&lt;br /&gt;
&amp;quot;specular&amp;quot; for the specular texture&lt;br /&gt;
&amp;quot;metallic&amp;quot; for the metallic/smoothness/ao texture&lt;br /&gt;
&amp;quot;emissive&amp;quot; for the emissive/lightmap texture&lt;br /&gt;
&amp;quot;normal&amp;quot; for the normal/bump map texture&lt;br /&gt;
&amp;quot;clear-coat&amp;quot; for the amount/smoothness/normal x-component/normal y-component&lt;br /&gt;
&lt;br /&gt;
I suggest not deleting any of those texture nodes, in case you&#039;ll need them at a later stage. If you don&#039;t want a certain texture map to show up on your model, just disconnect the corresponding link.&lt;br /&gt;
&lt;br /&gt;
By default, the emissive image texture is not connected to anything. If you want to see the effects of your lightmap on the model in Blender, simply link the texture node with the input socket labeled &amp;quot;Emission&amp;quot;/&amp;quot;Emissive Color&amp;quot;. Note that the emissive map doesn&#039;t have to be linked with the base shader node in order for the lightmap texture to be found by the exporter!&lt;br /&gt;
&lt;br /&gt;
=== PBR Material mode ===&lt;br /&gt;
[[Image:Pbr shader.jpg|thumb|right|The node tree for PBR material.]]&lt;br /&gt;
When you switch to the PBR Material mode, the node tree will be populated with a &amp;quot;BSDF Principled&amp;quot; node and a number of nodes that are linked up with the principled&#039;s input sockets. You can revise the material at any point by removing nodes or links. You can also add logic blocks between existing links and observe the effects in the viewport. Keep in mind, however, that those types of changes will have no effect on the model when you export it to Prepar3D.&lt;br /&gt;
&lt;br /&gt;
==== Albedo/Diffuse Map ====&lt;br /&gt;
The Albedo/Diffuse map uses the &amp;quot;Base Color&amp;quot; input socket of the BSDF Principled node. By default, the Alpha channel of the texture node is linked with the Alpha input socket of the BSDF node. For all opaque materials, this should have no effect, but for transparent materials, it is important that the link remains.&lt;br /&gt;
&lt;br /&gt;
It is possible to modify the node tree to display the Ambient Occlusion channel of the metallic texture. To do that, add a &amp;quot;MixRGB&amp;quot; node to the node tree and switch the blend mode to &amp;quot;multiply&amp;quot;. Next, connect the Color channel from the albedo texture node to input Color1 of the mixRGB node, and connect the green channel (&amp;quot;G&amp;quot;) from the &amp;quot;separate RGB&amp;quot; node of the metallic node to the Color2 input of the mixRGB node. Lastly, connect the output of the mixRGB node to the Base Color input of the BSDF Principled Shader node.&lt;br /&gt;
&lt;br /&gt;
Make sure to disable Ambient occlusion in the scene render settings to not over-saturate the shading.&lt;br /&gt;
&lt;br /&gt;
==== Metallic Map ====&lt;br /&gt;
The metallic texture consists of three channels. The red channel represents the &amp;quot;metallicness&amp;quot; of the material, the alpha channel the &amp;quot;smoothness&amp;quot; and the green channel can contain an ambient occlusion map. Since Blender is using &amp;quot;roughness&amp;quot; rather than &amp;quot;smoothness&amp;quot;, it is necessary to invert the alpha channel of the metallic texture before plugging it into the BSDF Principled node. This is already done for you within Blender&#039;s shading editor (sometimes called the node editor) when you set up the material for PBR.&lt;br /&gt;
&lt;br /&gt;
Please note that the color space of the metallic node should be changed to &amp;quot;non-color&amp;quot;, once you assigned a texture to the node.&lt;br /&gt;
&lt;br /&gt;
By default, the AO map is omitted, see above if you want to display it in your scene.&lt;br /&gt;
&lt;br /&gt;
Note that for Prepar3Dv5, you can provide a reflection map in the blue channel of the metallic map, however, this channel won&#039;t be displayed in Blender. If you use the reflective channel, make sure to tick the &amp;quot;Metallic map has reflection&amp;quot; in the Metallic properties of the material.&lt;br /&gt;
&lt;br /&gt;
==== Clear Coat Map ====&lt;br /&gt;
The Clear Coat map is comprised of 2 or 3 textures that are packed in the channels within a single RGB or RGBA texture. The 2 required textures in a Clear coat map are the &amp;quot;Amount&amp;quot; and &amp;quot;Smoothness&amp;quot;. The 3rd, optionally, is the Clear Coat Normal map.  The Clear Coat map should not be used with any material that is metallic material. The Clear Coat map should be used on materials that are to appear as if they have been waxed or lacquered (such as automobiles, fine leather, and also, Banners).&lt;br /&gt;
&lt;br /&gt;
The Red Channel of the clear coat is the &amp;quot;Amount&amp;quot; of the clear coat (0.00 to 1.0). Pure black (matte) is represented as 0.00, pure white is 1.0 (maximum amount). In other words, this is the amount of wax or lacquer on the material.&lt;br /&gt;
&lt;br /&gt;
The Green Channel is the &amp;quot;Smoothness&amp;quot; of the Clear Coat. This is also represented as 0.00 to 1.0. Pure black is 0.00 and pure white is 1.0 (maximum smoothness) and gives you the maximum reflection.&lt;br /&gt;
&lt;br /&gt;
The numerical values for the &amp;quot;Amount&amp;quot; and &amp;quot;Smoothness&amp;quot; are for &amp;quot;baking&amp;quot; and procedural texture purposes.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; Within the Shading Editor in Blender (sometimes called the Node Editor), the &amp;quot;Smoothness&amp;quot; map (in the green channel) is being &amp;quot;inverted&amp;quot;. This is because Blender is looking for a &amp;quot;Roughness&amp;quot; map and P3D requires a &amp;quot;Smoothness&amp;quot; map. Using the &amp;quot;Smoothness&amp;quot; texture that is contained in the &amp;quot;Metallic&amp;quot; map will most likely not give you the &amp;quot;look&amp;quot; you were hoping for.&lt;br /&gt;
&lt;br /&gt;
The Clear Coat Normal map (placed in the Blue and Alpha Channels) consists of the x- and y-components of a standard normal map. The x-component (within a standard normal map, it&#039;s in the red Channel) is placed in the Blue channel.  The y-component (within a standard normal map, it&#039;s in the green channel) is placed in the Alpha Channel.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; Just like the Normal map used in P3D, the Clear Coat normal map is in the DirectX format, not OpenGL format  Be aware when &amp;quot;baking&amp;quot; within Blender, the OpenGL Format is used when creating normal maps.  &lt;br /&gt;
&lt;br /&gt;
=== Specular Material mode ===&lt;br /&gt;
[[Image:Specular shader.jpg|thumb|right|The node tree for specular material.]]&lt;br /&gt;
If you select &amp;quot;Specular Material&amp;quot; as the P3D/FSX material mode, the current node tree is removed and replaced. The main shader node will now be an &amp;quot;Eevee Specular&amp;quot; node. The node tree will be populated in a way that most closely represents the shader mechanics of FSX/P3D and all you need to do is add your texture files to the various texture image nodes. As with the PBR node tree, you can modify the Specular node tree in any way you wish - as long as the original Texture image nodes and the Eevee Specular node remain, the exporter will be able to pick up the correct texture paths.&lt;br /&gt;
&lt;br /&gt;
Please note that since it is a node specifically designed for the Eevee render engine, material created in this way won&#039;t render properly if you switch the viewport render mode to &amp;quot;Cycles&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
=== Normal maps for PBR and Specular material ===&lt;br /&gt;
Prepar3D and FSX use a non-standard approach to rendering normal maps and we took the approach on board when developing the node tree for the P3D/FSX material. If you&#039;re using non-DDS files (.PSD, .tga, .png, etc), the shader is set up in an industry-standard way, with the color node of the normal texture node being plugged indirectly into the normal map node of the graph. However, if you&#039;re using DDS files, the addon will change the node tree in a way that reflects the sim as closely as possible by reversing the mandatory red-in-alpha.&lt;br /&gt;
&lt;br /&gt;
Please note that the color space of the normal map will now automatically be changed to &amp;quot;non-color&amp;quot;, once you assigned a texture to the normal map slot.&lt;br /&gt;
&lt;br /&gt;
The legacy NVidia Photoshop plug-in, GIMP plug-in, and the SDK&#039;s Imagetool (FSX and P3D) all use the DirectX format for Normal maps. The latest NVidia plug-in, along with the standalone application, uses the OpenGL Format when creating Normal maps.  Most Normal maps &amp;quot;ready-made&amp;quot; can be changed to the DirectX format by inverting or flipping the &#039;y&#039;-component of the Normal map, however, go with what &amp;quot;looks&amp;quot; correct to you.&lt;br /&gt;
&lt;br /&gt;
=== Environment/Reflection map ===&lt;br /&gt;
Oppose to P3D, Blender is using a global reflection map in conjunction with reflective materials. Depending on your requirements, it might be necessary for you to utilize different reflection maps for different materials. To accommodate this, you can link any reflection map to any material, using the Parameter &amp;quot;Reflection map&amp;quot; under the P3D/FSX material properties. However, any change to the file or file path will not change anything about how reflections are presented in Blender.&lt;br /&gt;
If you would like to get an idea of how your reflection map works with your other material settings, you can manually change Blender&#039;s global reflection map. To do so, open the &amp;quot;World Properties&amp;quot; and under &amp;quot;Surface-&amp;gt;Color&amp;quot;, select &amp;quot;Environment Texture&amp;quot; as a new source for the world reflection map and navigate to your texture. Don&#039;t forget to change the render mode to &amp;quot;Viewport Shading&amp;quot;. Please note that changes to the world properties won&#039;t be taken into account when exporting your model to &amp;quot;.X&amp;quot; or &amp;quot;.MDL&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
=== Transparency ===&lt;br /&gt;
If you&#039;re working with PBR material, switching your material to transparent is simple. In the P3D/FSX material settings change the &amp;quot;Render mode&amp;quot; to &amp;quot;Masked&amp;quot;. The transparency value is taken from the Alpha channel of the Albedo texture node and will be visualized in the viewport. Note that switching from &amp;quot;Opaque&amp;quot; to &amp;quot;Masked&amp;quot; will also enable Backface culling by default, this is simply done for your convenience, but you can switch it off at any time with no effect on the P3D/FSX model itself.&lt;br /&gt;
&lt;br /&gt;
Transparency for Specular material is currently not automated in this way, so any changes to the &amp;quot;Framebuffer Blend&amp;quot; properties of the material will have no effect on how the model is displayed in Blender. These values are, however, taken into consideration when you export your model and should work as expected.&lt;br /&gt;
&lt;br /&gt;
= Exporting to .X/.MDL =&lt;br /&gt;
[[Image:Blender2P3DFSX Export1.jpg|thumb|Export options of the Blender2P3D/FSX toolset.]]&lt;br /&gt;
An essential element of the Blender2P3D/FSX toolset is the ability to export a Blender scene directly into the .mdl format. You can access the exporter by clicking on File-&amp;gt;Export-&amp;gt;DirectX for P3D/FSX (.X/.MDL). This will open the export dialog. On the right side of the window, you can choose various options for the export. Don&#039;t forget to enter a valid filename on the bottom of the screen before pressing &amp;quot;Export P3D/FSX .X file&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Note: I recommend opening the Blender console before starting the export process. At the moment the exporter won&#039;t give you any visual feedback on whether it&#039;s running or not, so checking on the console helps to make sure that everything is working smoothly. The console can be accessed through Window-&amp;gt;Toggle System Console.&lt;br /&gt;
&lt;br /&gt;
== Exporter options ==&lt;br /&gt;
&#039;&#039;&#039;Export only current selection&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
If this option is active, only the elements of your scene that are currently selected will be exported. This can be useful if you want to quickly check certain parts of the scene, without exporting everything at once.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Apply all modifiers&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
If this option is selected, every object in the scene will have its modifiers applied before being encoded into the .X file. It is important to have this option enabled, otherwise your model might not be displayed correctly in the sim.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Export animations and LOD&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
To make sure that the animations and LODs are being exported, this option should be enabled.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Skinned mesh&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
If there are any skinned meshes in you scene, make sure to enable this option. Otherwise, the skinned mesh animations are being omitted.&amp;lt;br/&amp;gt; &lt;br /&gt;
&#039;&#039;&#039;Export MDL&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
If this option is selected, the exporter will automatically call the XToMdl.exe converter once the .x file is written. Enable this option to export directly into the Prapar3D/FSX compatible 3d model format.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Create XML Scenery placement for this MDL&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
If this option is selected, the exporter will create an XML file that has all the scenery export information such as &#039;&#039;coordinates (latitude, longitude, altitude, pitch, bank, heading)&#039;&#039; and the &#039;&#039;scenery complexity&#039;&#039; of the scenery objects/model to be exported (by default &#039;&#039;Scenery Complexity = Normal&#039;&#039;). Then, it will convert the created &amp;quot;.MDL&amp;quot; format file into &amp;quot;.BGL&amp;quot; format file which then can be used directly in the simulator.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Create Sample XML Scenery Placement&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
If this option is selected, the exporter will create a SAMPLE XML file to show the developer how the scenery xml file should be written. &#039;&#039;Remember to only select this option if you wish to create the &amp;quot;.BGL&amp;quot; file manually/by your own&#039;&#039;.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Log File&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
If this option is checked, a log file will be generated in the same folder you export your scene to. The log file is a simple text file with the friendly name of the model [ex. Hangar_(date)_(time)_log.txt]. It can contain valuable information on the export progress if something goes wrong.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Use BMP&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
If selected, all texture filenames will be changed to &amp;lt;filename&amp;gt;.bmp.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Export process ==&lt;br /&gt;
The exporter will generate an .X file and - if selected - a .xanim file, which will hold the geometric information of your model, as well as the specs of your materials. Some of the properties of the model will be taken directly from the Blender scene, whereas some properties come from the custom properties that the Blender2P3D/FSX addon adds to objects and materials.&lt;br /&gt;
&lt;br /&gt;
The following list describes the operation of the exporter step-by-step.&lt;br /&gt;
# &#039;&#039;&#039;Collecting object Information&#039;&#039;&#039;&amp;lt;!--&lt;br /&gt;
 --&amp;gt;&amp;lt;p&amp;gt;The exporter will first go through the hierarchy of the scene and generate a list of exportable objects. Those objects are meshes, bones, and empty object(s) if they have anything attached to it. The exporter will also check if the SDK was initialized, a modeldef.xml was found, and if the scene contains a valid GUID and friendly name. If &amp;quot;&#039;&#039;Export Animations&#039;&#039;&amp;quot; was enabled in the export dialog, a list will be generated that contains information on every part that has an animation tag assigned to it.&amp;lt;/p&amp;gt;&lt;br /&gt;
# &#039;&#039;&#039;Writing the header&#039;&#039;&#039;&amp;lt;!--&lt;br /&gt;
 --&amp;gt;&amp;lt;p&amp;gt;The header of the .x file contains templates for mesh and material information. Since P3D and FSX models differ slightly, the templates are being written depending on the selected SDK.&amp;lt;/p&amp;gt;&lt;br /&gt;
# &#039;&#039;&#039;Outline of the scene&#039;s hierarchy&#039;&#039;&#039;&amp;lt;!--&lt;br /&gt;
 --&amp;gt;&amp;lt;p&amp;gt;The exporter will write a quick outline of the scene&#039;s objects into the .X file. This outline has no function but is informative to anyone who needs to debug any errors during the export.&amp;lt;/p&amp;gt;&lt;br /&gt;
# &#039;&#039;&#039;Writing scene information&#039;&#039;&#039;&amp;lt;!--&lt;br /&gt;
 --&amp;gt;&amp;lt;p&amp;gt;Next, the exporter will go through the list of eligible objects and encode the geometric information. This includes the position of the vertices, a list of polygons, mesh normals for each vertex, and UV coordinates.&amp;lt;/p&amp;gt;&lt;br /&gt;
## &#039;&#039;&#039;Analyzing mesh materials&#039;&#039;&#039;&amp;lt;!--&lt;br /&gt;
 --&amp;gt;&amp;lt;p&amp;gt;For each material, the exporter will analyze the node tree to find the relevant image texture nodes. If an image texture node cannot be found, or if the filename is empty, the corresponding texture type will be skipped by the exporter.&amp;lt;/p&amp;gt;&lt;br /&gt;
## &#039;&#039;&#039;Writing mesh material&#039;&#039;&#039;&amp;lt;!--&lt;br /&gt;
 --&amp;gt;&amp;lt;p&amp;gt;Once all data is collected, the material properties are being encoded in the .x file.&amp;lt;/p&amp;gt;&lt;br /&gt;
#&#039;&#039;&#039;Writing Animations&#039;&#039;&#039;&amp;lt;!--&lt;br /&gt;
 --&amp;gt;&amp;lt;p&amp;gt;If &amp;quot;&#039;&#039;Export animations and LODs&#039;&#039;&amp;quot; has been selected in the exporter window, a .xanim file is generated, which contains the animation data for all animated objects.&amp;lt;/p&amp;gt;&lt;br /&gt;
#&#039;&#039;&#039;Converting to MDL&#039;&#039;&#039;&amp;lt;!--&lt;br /&gt;
 --&amp;gt;&amp;lt;p&amp;gt;If &amp;quot;&#039;&#039;Export MDL&#039;&#039;&amp;quot; has been selected in the exporter window, the exporter will execute the XToMdl.exe of the selected SDK. The Blender system console will show the progress during this step of the export, however, note that the output is currently not logged in the log file that is generated by the exporter. If there is an issue with the .X file, or if the XToMdl.exe couldn&#039;t be found, an error will be shown in the Blender window.&amp;lt;/p&amp;gt;&lt;br /&gt;
#&#039;&#039;&#039;Export BGL&#039;&#039;&#039;&amp;lt;!--&lt;br /&gt;
 --&amp;gt;&amp;lt;p&amp;gt;BGL is a scenery file format that is being used in Flight Simulator. If &amp;quot;&#039;&#039;Create XML Scenery placement for this MDL&#039;&#039;&amp;quot; has been selected in the exporter window, the created .MDL format file will run through an application called bglcomp [which is an in-build application that comes with the Software Development (Kit)] to create the Flight Simulator use .BGL format file. This BGL format file can be used directly in the simulator later.&amp;lt;/p&amp;gt; &lt;br /&gt;
&lt;br /&gt;
If the export was successful, you&#039;ll find the .X and the .MDL file in the selected folder, ready to be imported into P3D/FSX.&lt;br /&gt;
&lt;br /&gt;
Please note that the exporter currently does not optimize your model! If you want to improve on the performance of your 3d asset, it is recommended to join all parts that share a material but don&#039;t have an animation or attachpoint assigned to it. Also note that the export process takes a long time to complete, please have the system console open to check up on the progress of the export.&lt;br /&gt;
&lt;br /&gt;
= Credits and license =&lt;br /&gt;
The addon in its current version is the hard work of many members of the fsdeveloper.com forum. The original FSX2Blender addon was developed by:&lt;br /&gt;
[https://www.fsdeveloper.com/forum/members/capt_x.6562/ Felix Owono-Ateba], [https://www.fsdeveloper.com/forum/members/ronh.1886/ Ron Haertel], [https://www.fsdeveloper.com/forum/members/krispy1001.11839/ Kris Pyatt] (2017) and [https://www.fsdeveloper.com/forum/members/manochvarma-raman.16466/ Manochvarma Raman] (2018)&lt;br /&gt;
This current incarnation of the addon uses most of the original algorithms, but with an updated UI and compatibility for Blender v2.8.x. Parts of the original exporter script have been rewritten to accommodate Blender&#039;s new material workflow and to add PBR support to the addon (P3D v4.4+ only). This work was done 2019/2020 by [https://www.fsdeveloper.com/forum/members/vitus.2026/ Otmar Nitsche]. Further additions to the material workflow were added by [https://www.fsdeveloper.com/forum/members/dave-hoeffgen.14361/ David Hoeffgen] in 2020.  The UI and the Clear Coat map components (P3D v5) were updated/ added for Blender v3.x.x by [https://www.fsdeveloper.com/forum/members/dave_w.16881/ Dave_W] &amp;amp; [https://www.fsdeveloper.com/forum/members/pyscen.1491/ Doug A] in November 2022.&lt;br /&gt;
&lt;br /&gt;
Special thanks go to [https://www.fsdeveloper.com/forum/members/arno.1/ Arno Gerretsen] and [https://www.fsdeveloper.com/forum/members/spotlope.39/ Bill Womack] for their input during the development and testing of the addon.&lt;br /&gt;
&lt;br /&gt;
The software is licensed under [http://www.gnu.org/licenses/gpl-3.0.html GNU General Public License (GNU-GPL-3)]. Feel free to use it as you see fit, both for freeware and commercial projects. If you have suggestions for changes, use the forum. If you would like to get involved in the development of the addon, contact any of the authors mentioned above to coordinate the effort.&lt;/div&gt;</summary>
		<author><name>Pyscen</name></author>
	</entry>
	<entry>
		<id>http://www.fsdeveloper.com/wiki/index.php?title=Blender2P3D/FSX&amp;diff=11337</id>
		<title>Blender2P3D/FSX</title>
		<link rel="alternate" type="text/html" href="http://www.fsdeveloper.com/wiki/index.php?title=Blender2P3D/FSX&amp;diff=11337"/>
		<updated>2022-12-03T18:46:54Z</updated>

		<summary type="html">&lt;p&gt;Pyscen: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{ambox&lt;br /&gt;
| type  = content&lt;br /&gt;
| imageleft = [[Image:40px-Emblem-Info.png|40px]]&lt;br /&gt;
| imageright = [[Image:Broom icon.jpg|40px]]&lt;br /&gt;
| style = width: 100%; color: black; background:#EFFFB0; font-style: italic&lt;br /&gt;
| text = The current version of the &#039;&#039;&#039;Blender2P3D/FSX&#039;&#039;&#039; addon is &#039;&#039;&#039;v1.0.2&#039;&#039;&#039;.  The &#039;&#039;&#039;Blender2P3D/FSX toolset&#039;&#039;&#039; is an addon for [http://www.blender.org/download/ Blender].|]&lt;br /&gt;
}}&lt;br /&gt;
[[Category:Tools]]&lt;br /&gt;
[[Category:Blender]]&lt;br /&gt;
[[category:Modeling]]{&lt;br /&gt;
[[Category:Aircraft Design]]&lt;br /&gt;
[[category:Scenery Design]]&lt;br /&gt;
[[Category:Terrain Design]]&lt;br /&gt;
[[Category:Airport Design]]&lt;br /&gt;
[[category:Texturing]]&lt;br /&gt;
[[category:SDK]]&lt;br /&gt;
[[category:Manuals]]&lt;br /&gt;
{{Infobox-Applicable-FSVersion&lt;br /&gt;
| MSFS= false&lt;br /&gt;
| FSXI = false&lt;br /&gt;
| P3D5 = true&lt;br /&gt;
| P3D4 = true&lt;br /&gt;
| P3D3 = true&lt;br /&gt;
| P3D2 = true&lt;br /&gt;
| P3D = true&lt;br /&gt;
| FSW = unknown&lt;br /&gt;
| FSX-SE = true&lt;br /&gt;
| FSXA = true&lt;br /&gt;
| FSX = true&lt;br /&gt;
| FS2004 = unknown&lt;br /&gt;
| FS2002 = unknown&lt;br /&gt;
| XP11 = unknown&lt;br /&gt;
| XP10 = unknown&lt;br /&gt;
| XP9 = unknown&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
This addon is a continuation of the [[Blender2FSX Toolset manual]] and it incorporates compatibility with the latest API for Blender version v3.x.x and above. The new toolset also features full support of PBR materials for Lockheed Martin&#039;s Prepar3D v4.4 and above, as well as some changes to the interface and file structure of the addon.&lt;br /&gt;
This wiki will help you install and use the new toolset.&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
= Installation =&lt;br /&gt;
== Requirements ==&lt;br /&gt;
* Windows 11 and 10 &lt;br /&gt;
&lt;br /&gt;
* Microsoft Flight Simulator X SDK &#039;&#039;&#039;&#039;&#039;including updates&#039;&#039;&#039; to SP2 or Acceleration&#039;&#039; or&lt;br /&gt;
&lt;br /&gt;
* Lockheed Martin Prepar3D SDK v1.x, v2.x, v3.x, &amp;amp; v4.x (&#039;&#039;FSX Steam Edition should use the Prepar3D SDK v1.x&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
* [http://www.blender.org/download/ Blender] (version: &#039;&#039;&#039;v3.x&#039;&#039;&#039; or above)&lt;br /&gt;
&lt;br /&gt;
Make sure that &#039;&#039;&#039;&#039;&#039;ALL&#039;&#039;&#039; SDKs&#039;&#039; that you are going to use are installed prior to installing/ activating this Toolset!&lt;br /&gt;
&lt;br /&gt;
== Setup ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:blender2p3dfsx_setup1.jpg&lt;br /&gt;
Image:blender2p3dfsx_setup2.jpg&lt;br /&gt;
Image:blender2p3dfsx_setup3.jpg&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
After downloading the add-on, open Blender 3.x.x and open the Preferences (Edit-&amp;gt;Preferences). Navigate to the &amp;quot;Add-ons&amp;quot; tab and click on &amp;quot;Install...&amp;quot;. &lt;br /&gt;
In the file manager, navigate to where you have downloaded the Toolset file, select it and click on &amp;quot;Install Add-on&amp;quot;. This will extract the content of the zip file to your Blender script folder (by default under %APPDATA%\Blender Foundation\Blender\&amp;lt;version number&amp;gt;\scripts\addons). Next, you need to activate the addon by clicking on the &#039;&#039;check-mark&#039;&#039; next to &amp;quot;3DView: P3D/FSX Toolset&amp;quot;. That should enable the addon and the various panels and properties. Close the Preferences window.&lt;br /&gt;
&lt;br /&gt;
To ensure that the addon was correctly installed, press &amp;quot;N&amp;quot; on your keyboard while the mouse pointer is in one of the main viewports. This should open the main panels of the addon under the tab named &amp;quot;P3D/FSX&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
= Using the Tools =&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
[[Image:Blender2p3dfsx setup4.jpg|thumb|right|P3D/FSX Toolset panels]]&lt;br /&gt;
Once installed, the Blender2P3D/FSX toolset will append the list of toolkit panels in your viewport. Press &amp;quot;N&amp;quot; to open or close the list of tools. There will be a new entry named &amp;quot;P3D/FSX&amp;quot;, which gives access to the tools of this addon. The different tools are organized in different panels, which are grouped by function.&lt;br /&gt;
The addon adds object properties to the scene. These properties are for instance the references to the various SDKs you can utilize or object properties like attached animations or scenery properties. &lt;br /&gt;
Furthermore, the addon will append the material parameters by P3D or FSX specific parameters.&lt;br /&gt;
Lastly, the addon extends the exporter capabilities and allows you to export your scene to an x-file format and from there calls XToMdl.exe to generate a Prapar3D/Flight Simulator X compatible 3d model.&lt;br /&gt;
&lt;br /&gt;
== Setting up your scene ==&lt;br /&gt;
To ensure that your 3d asset export properly to Prepar3D or Flight Simulator X, you must make sure to prepare and configure the Blender scene. To get started, open the toolset panels by pressing &amp;quot;N&amp;quot; on your keyboard with the main viewport in focus. This will open a list of panels you have currently activated in your Blender configuration. Click on the tab &amp;quot;P3D/FSX&amp;quot; to bring up the panels of the Blender2P3D/FSX toolset.&lt;br /&gt;
=== Configure the SDK ===&lt;br /&gt;
Firstly, go to the &#039;&#039;P3D/FSX Toolset Settings&#039;&#039; and select which SDK you would like to utilize. If &amp;quot;Auto Detect SDK path&amp;quot; is enabled, simply click on &amp;quot;Initialize the SDK&amp;quot;. The addon will then look up the file paths of the SDK in the Windows registry. This method should work in 99% of the cases, however, if the Addon cannot find the file paths, you can also use the &#039;&#039;Manually Find ModelDef file&#039;&#039; option to set up the path.&lt;br /&gt;
Please note that it is necessary to initialize the SDK every time you restart Blender, or load a new scene. This way you ensure that all entries of the modeldef.xml are properly loaded into Blender.&lt;br /&gt;
&lt;br /&gt;
=== Configure the scene ===&lt;br /&gt;
In order for your 3d asset to export properly, you have to ensure that both a GUID and a friendly name are assigned to your scene. To do so, open the &#039;&#039;P3D/FSX File Properties&#039;&#039; panel and type the friendly name in the first edit box. You can use the button &#039;&#039;Generate GUID&#039;&#039; to automatically generate a valid GUID for your scene. Alternatively, you can generate the GUID externally and copy and paste the string into the GUID edit box.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
== Scenery properties ==&lt;br /&gt;
[[image:Blender2P3DFSX Scenery.jpg|thumb|right|Scenery tool of the Blender2P3D/FSX addon.]]&lt;br /&gt;
[feel free to enter the information here.]&lt;br /&gt;
&lt;br /&gt;
=== Quicksave information ===&lt;br /&gt;
With the latest update of the toolkit, you&#039;ll be able to quicksave the location data of your scene. To do so, go to the &#039;&#039;Load/Save scenery data&#039;&#039; section, enter a location name and click on &#039;&#039;Add Location&#039;&#039;. This will save all settings of latitude, longitude, etc. into an XML file on your hard drive. To recall any of those previously saved datasets, click on &#039;&#039;Load Location&#039;&#039;, to open a list of names of previously saved locations. Select the location you wish to load and click on &#039;&#039;LOAD&#039;&#039;. This will populate all fields of the Scenery Tools with those from the XML file.&lt;br /&gt;
&lt;br /&gt;
Note that there is currently no interface to remove entries from the list. But if you&#039;d like to edit or update your quick-save list, you can find the XML file in the following location:&lt;br /&gt;
%APPDATA%\Blender Foundation\Blender\&amp;lt;version number&amp;gt;\config\p3d_locations.xml&lt;br /&gt;
&lt;br /&gt;
The addon will try to load the XML file whenever you initialize the SDK (see [[https://www.fsdeveloper.com/wiki/index.php?title=Blender2P3D/FSX#Setting_up_your_scene Setting up your scene]]). There will be a warning message in the system console of Blender if the file wasn&#039;t found on your hard drive. You can safely ignore this warning if you don&#039;t use this feature of the toolset.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Animations ==&lt;br /&gt;
[[Image:Blender2p3dfsx animation tool.jpg|thumb|left|The Animation tool of the Blender2P3D/FSX toolset.]]&lt;br /&gt;
To register an animation for a P3D/FSX asset, open the &#039;&#039;P3D/FSX Animation Tool&#039;&#039; panel. You will be presented with a list of animations, as found in the modeldef.xml file. To assign an animation to a selected object, choose it from the list and click on &#039;&#039;Assign&#039;&#039;. You can use the search function to filter the list for certain keywords, click on the little arrow on the bottom of the list to expose the search bar.&lt;br /&gt;
[[Image:Blender2p3dfsx object properties.jpg|thumb|right|Object properties for the Blender2P3D/FSX toolset.]]&lt;br /&gt;
Once an animation has been assigned, make sure to enter an animation length in the object&#039;s properties as well. Open the objects properties panel and scroll to the &#039;&#039;P3D/FSX Properties&#039;&#039; section. Here, you&#039;ll find the properties of the attached animation as well as a list of all utilized attachpoints for that object.&lt;br /&gt;
You can also delete an animation by clicking on the &#039;&#039;Clear&#039;&#039; button.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Attachpoints ==&lt;br /&gt;
Open the Attach Tool to access the various options for attachpoints. You can activate or deactivate a number of different functions by clicking on the corresponding buttons in the list. The buttons turn blue when active. Don&#039;t forget to assign the selected attachpoint and its parameters to an object by selecting the object in the scene and clicking on &#039;&#039;Attach&#039;&#039; on the bottom of the panel.&lt;br /&gt;
To see what attachpoints are active for any given object in the scene, select the object and open the object properties. Under &#039;&#039;P3D/FSX Properties&#039;&#039;, you&#039;ll find a list of all attachpoints under the animation properties for the selected object.&lt;br /&gt;
=== Effects ===&lt;br /&gt;
[[Image:Blender2P3DFSX attach effect.jpg|thumb|left|Attachpoint properties for effects.]]&lt;br /&gt;
To attach an effect to an object in your scene, click on the &#039;&#039;Effect&#039;&#039; button in the P3D/FSX Attach Tool panel. This will extend the panel and allow you to specify the parameters of the effect you&#039;d like to attach.&lt;br /&gt;
* &#039;&#039;&#039;Name&#039;&#039;&#039;: set an attachpoint name for the object.&lt;br /&gt;
* &#039;&#039;&#039;Effect&#039;&#039;&#039;: type the filename of the effect you would like to attach to the object.&lt;br /&gt;
* &#039;&#039;&#039;Param&#039;&#039;&#039;: define paramters for the effect. Those can be, for instance, conditions for the effect to trigger. Refer to the P3D/FSX SDK for more information on valid syntax for this field.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
=== Visibility ===&lt;br /&gt;
[[Image:Blender2P3DFSX attach visibility.jpg|thumb|left|Attachpoint properties for visibility.]]&lt;br /&gt;
Add a visibility tag to the selected object by clicking on &#039;&#039;Visibility&#039;&#039; on the P3D/FSX Attach Tool panel. This will open a list of available visibility tags, which you can attach to a selected object in the scene using the &amp;quot;Attach&amp;quot; button.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== MouseRect ===&lt;br /&gt;
[[Image:attach mouserect.jpg|thumb|left|Attachpoint properties for mouserects.]]&lt;br /&gt;
To add a mouserect to the selected object in the scene, click on &#039;&#039;Mouse Rect&#039;&#039;. This will reveal a dropdown list of all available mouserects, as defined in the modeldef.xml file.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
=== Platform ===&lt;br /&gt;
[[Image:Blender2P3DFSX attach platform.jpg|thumb|left|Attachpoint properties for platforms.]]&lt;br /&gt;
You can define an object as a &amp;quot;platform&amp;quot; by activating &#039;&#039;Platform&#039;&#039; in the P3D/FSX Attach Tool panel. Make sure to select a surface property for the platform in the dropdown list.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
=== No Crash ===&lt;br /&gt;
Enable the no crash flag for the selected object in the scene by clicking on &#039;&#039;No Crash&#039;&#039; in the P3D/FSX Attach Tool panel.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
=== Empty ===&lt;br /&gt;
[[Image:Blender2P3DFSX attach empty.jpg|thumb|left|Attachpoint properties for empty attachpoints.]]&lt;br /&gt;
You can also attach an empty attachpoint to an object in the scene by clicking on &#039;&#039;Empty&#039;&#039; in the P3D/FSX Attach Tool panel. This will enable you to assign a name for the attachpoint. These empty attachpoints can be used for instance to create various equipment for aircraft carriers. Simply assign one of the keywords to the object to trigger the wanted behavior of the object. Valid names are:&lt;br /&gt;
*attachpt_catapult_start_n,&lt;br /&gt;
*attachpt_catapult_end_n,&lt;br /&gt;
*attachpt_blast_shield_n,&lt;br /&gt;
*attachpt_runway_start,&lt;br /&gt;
*attachpt_runway_end,&lt;br /&gt;
*attachpt_runway_edg,&lt;br /&gt;
*attachpt_cable_n_1,&lt;br /&gt;
*attachpt_cable_n_2.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Material parameters ==&lt;br /&gt;
{{ambox&lt;br /&gt;
| type  = content&lt;br /&gt;
| imageleft = [[Image:40px-Emblem-Info.png|40px]]&lt;br /&gt;
| imageright = [[Image:Broom icon.jpg|40px]]&lt;br /&gt;
| style = width: 100%; color: black; font-weight: bold; background:#EFFFB0; font-style: italic&lt;br /&gt;
| text  = &amp;lt;small&amp;gt;Please note that you should re-initialize your material if you are updating a scene from an older version of the Blender2P3D/FSX toolset. To do so, select your preferred option in the dropdown for the material mode selection. &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The P3D/FSX Blender toolset will extend the material properties to include flight simulator-specific parameters. Make sure to carefully go through the list of properties to make sure that your material is ready for export.&lt;br /&gt;
The most fundamental parameter is the main material mode. You can choose between &amp;quot;PBR Material&amp;quot;, &amp;quot;Specular Material&amp;quot; and &amp;quot;Disabled&amp;quot;. Note that any material with the mode being set to &amp;quot;disabled&amp;quot; will be skipped during the export process. Also, note that the PBR material is only available for models used in Prepar3D version 4.4 or higher. Therefore, if you are preparing a model for FSX or older versions of Prepar3d, make sure to have the material mode set to the Specular workflow.&lt;br /&gt;
&lt;br /&gt;
The P3D/FSX Blender toolset is making use of Blender&#039;s node tree and as a result, it is important that your materials comply with the conventions of the addon&#039;s exporter. Whenever you change between different material modes, a script will automatically replace the current node tree with one that is compatible with the chosen material mode. This means that currently, you will have to re-assign all textures every time you change the material mode!&lt;br /&gt;
&lt;br /&gt;
When assigning a new texture to any of the slots, a script will check if the texture is of the DDS format and if so, set up the node tree with a WYSIWYG representation of the simulator&#039;s shader. To do this, the addon will perform these two steps:&lt;br /&gt;
1. vertically flipping the UV for the texture node&lt;br /&gt;
2. reversing the red-in-alpha action for the normal map, meaning you can input a P3D/FSX conform normal map and it&#039;ll show up correctly in Blender.&lt;br /&gt;
&lt;br /&gt;
The new material handling also incorporates the detail map in the node tree and synchronizes the scaling of the detail map with the settings made in the Blender2P3D/FSX material panel.&lt;br /&gt;
&lt;br /&gt;
When exporting your scene, the exporter will run an analysis on all materials to extract the texture information. This is done in two ways, by checking what texture nodes connect to the relevant input nodes and by looking for specific node names. This way, it is possible to modify the node tree in Blender while retaining the ability to export the materials properly. The texture paths are searched for in the following manner:&lt;br /&gt;
1. Check if the (new) texture slots in the material panel are populated and use those if found.&lt;br /&gt;
2. If not, check the relevant input socket of the BSDF Principled shader node&lt;br /&gt;
3. follow all the links from that node and create a list of texture image nodes&lt;br /&gt;
4. if there are more than one texture image nodes directly or indirectly connected to the input socket, check the name of both and see if it matches&lt;br /&gt;
5. if there are NO texture image nodes connected to the input socket, search through ALL the texture image nodes of the graph, and check if the name matches.&lt;br /&gt;
&lt;br /&gt;
On the creation of the node tree, the texture image nodes will be given their corresponding names. Those are:&lt;br /&gt;
&amp;quot;diffuse&amp;quot; for the diffuse/albedo texture&lt;br /&gt;
&amp;quot;specular&amp;quot; for the specular texture&lt;br /&gt;
&amp;quot;metallic&amp;quot; for the metallic/smoothness/ao texture&lt;br /&gt;
&amp;quot;emissive&amp;quot; for the emissive/lightmap texture&lt;br /&gt;
&amp;quot;normal&amp;quot; for the normal/bump map texture&lt;br /&gt;
&amp;quot;clear-coat&amp;quot; for the amount/smoothness/normal x-component/normal y-component&lt;br /&gt;
&lt;br /&gt;
I suggest not deleting any of those texture nodes, in case you&#039;ll need them at a later stage. If you don&#039;t want a certain texture map to show up on your model, just disconnect the corresponding link.&lt;br /&gt;
&lt;br /&gt;
By default, the emissive image texture is not connected to anything. If you want to see the effects of your lightmap on the model in Blender, simply link the texture node with the input socket labeled &amp;quot;Emission&amp;quot;/&amp;quot;Emissive Color&amp;quot;. Note that the emissive map doesn&#039;t have to be linked with the base shader node in order for the lightmap texture to be found by the exporter!&lt;br /&gt;
&lt;br /&gt;
=== PBR Material mode ===&lt;br /&gt;
[[Image:Pbr shader.jpg|thumb|right|The node tree for PBR material.]]&lt;br /&gt;
When you switch to the PBR Material mode, the node tree will be populated with a &amp;quot;BSDF Principled&amp;quot; node and a number of nodes that are linked up with the principled&#039;s input sockets. You can revise the material at any point by removing nodes or links. You can also add logic blocks between existing links and observe the effects in the viewport. Keep in mind, however, that those types of changes will have no effect on the model when you export it to Prepar3D.&lt;br /&gt;
&lt;br /&gt;
==== Albedo/Diffuse Map ====&lt;br /&gt;
The Albedo/Diffuse map uses the &amp;quot;Base Color&amp;quot; input socket of the BSDF Principled node. By default, the Alpha channel of the texture node is linked with the Alpha input socket of the BSDF node. For all opaque materials, this should have no effect, but for transparent materials, it is important that the link remains.&lt;br /&gt;
&lt;br /&gt;
It is possible to modify the node tree to display the Ambient Occlusion channel of the metallic texture. To do that, add a &amp;quot;MixRGB&amp;quot; node to the node tree and switch the blend mode to &amp;quot;multiply&amp;quot;. Next, connect the Color channel from the albedo texture node to input Color1 of the mixRGB node, and connect the green channel (&amp;quot;G&amp;quot;) from the &amp;quot;separate RGB&amp;quot; node of the metallic node to the Color2 input of the mixRGB node. Lastly, connect the output of the mixRGB node to the Base Color input of the BSDF Principled Shader node.&lt;br /&gt;
&lt;br /&gt;
Make sure to disable Ambient occlusion in the scene render settings to not over-saturate the shading.&lt;br /&gt;
&lt;br /&gt;
==== Metallic Map ====&lt;br /&gt;
The metallic texture consists of three channels. The red channel represents the &amp;quot;metallicness&amp;quot; of the material, the alpha channel the &amp;quot;smoothness&amp;quot; and the green channel can contain an ambient occlusion map. Since Blender is using &amp;quot;roughness&amp;quot; rather than &amp;quot;smoothness&amp;quot;, it is necessary to invert the alpha channel of the metallic texture before plugging it into the BSDF Principled node. This is already done for you within Blender&#039;s shading editor (sometimes called the node editor) when you set up the material for PBR.&lt;br /&gt;
&lt;br /&gt;
Please note that the color space of the metallic node should be changed to &amp;quot;non-color&amp;quot;, once you assigned a texture to the node.&lt;br /&gt;
&lt;br /&gt;
By default, the AO map is omitted, see above if you want to display it in your scene.&lt;br /&gt;
&lt;br /&gt;
Note that for Prepar3Dv5, you can provide a reflection map in the blue channel of the metallic map, however, this channel won&#039;t be displayed in Blender. If you use the reflective channel, make sure to tick the &amp;quot;Metallic map has reflection&amp;quot; in the Metallic properties of the material.&lt;br /&gt;
&lt;br /&gt;
==== Clear Coat Map ====&lt;br /&gt;
The Clear Coat map is comprised of 2 or 3 textures that are packed in the channels within a single RGB or RGBA texture. The 2 required textures in a Clear coat map are the &amp;quot;Amount&amp;quot; and &amp;quot;Smoothness&amp;quot;. The 3rd, optionally, is the Clear Coat Normal map.  The Clear Coat map should not be used with any material that is metallic material. The Clear Coat map should be used on materials that are to appear as if they have been waxed or lacquered (such as automobiles, fine leather, and also, Banners).&lt;br /&gt;
&lt;br /&gt;
The Red Channel of the clear coat is the &amp;quot;Amount&amp;quot; of the clear coat (0.00 to 1.0). Pure black (matte) is represented as 0.00, pure white is 1.0 (maximum amount). In other words, this is the amount of wax or lacquer on the material.&lt;br /&gt;
&lt;br /&gt;
The Green Channel is the &amp;quot;Smoothness&amp;quot; of the Clear Coat. This is also represented as 0.00 to 1.0. Pure black is 0.00 and pure white is 1.0 (maximum smoothness) and gives you the maximum reflection.&lt;br /&gt;
&lt;br /&gt;
The numerical values for the &amp;quot;Amount&amp;quot; and &amp;quot;Smoothness&amp;quot; are for &amp;quot;baking&amp;quot; and procedural texture purposes.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; Within the Shading Editor in Blender (sometimes called the Node Editor), the &amp;quot;Smoothness&amp;quot; map (in the green channel) is being &amp;quot;inverted&amp;quot;. This is because Blender is looking for a &amp;quot;Roughness&amp;quot; map and P3D requires a &amp;quot;Smoothness&amp;quot; map. Using the &amp;quot;Smoothness&amp;quot; texture that is contained in the &amp;quot;Metallic&amp;quot; map will most likely not give you the &amp;quot;look&amp;quot; you were hoping for.&lt;br /&gt;
&lt;br /&gt;
The Clear Coat Normal map (placed in the Blue and Alpha Channels) consists of the x- and y-components of a standard normal map. The x-component (within a standard normal map, it&#039;s in the red Channel) is placed in the Blue channel.  The y-component (within a standard normal map, it&#039;s in the green channel) is placed in the Alpha Channel.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; Just like the Normal map used in P3D, the Clear Coat normal map is in the DirectX format, not OpenGL format  Be aware when &amp;quot;baking&amp;quot; within Blender, the OpenGL Format is used when creating normal maps.  &lt;br /&gt;
&lt;br /&gt;
=== Specular Material mode ===&lt;br /&gt;
[[Image:Specular shader.jpg|thumb|right|The node tree for specular material.]]&lt;br /&gt;
If you select &amp;quot;Specular Material&amp;quot; as the P3D/FSX material mode, the current node tree is removed and replaced. The main shader node will now be an &amp;quot;Eevee Specular&amp;quot; node. The node tree will be populated in a way that most closely represents the shader mechanics of FSX/P3D and all you need to do is add your texture files to the various texture image nodes. As with the PBR node tree, you can modify the Specular node tree in any way you wish - as long as the original Texture image nodes and the Eevee Specular node remain, the exporter will be able to pick up the correct texture paths.&lt;br /&gt;
&lt;br /&gt;
Please note that since it is a node specifically designed for the Eevee render engine, material created in this way won&#039;t render properly if you switch the viewport render mode to &amp;quot;Cycles&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
=== Normal maps for PBR and Specular material ===&lt;br /&gt;
Prepar3D and FSX use a non-standard approach to rendering normal maps and we took the approach on board when developing the node tree for the P3D/FSX material. If you&#039;re using non-DDS files (.PSD, .tga, .png, etc), the shader is set up in an industry-standard way, with the color node of the normal texture node being plugged indirectly into the normal map node of the graph. However, if you&#039;re using DDS files, the addon will change the node tree in a way that reflects the sim as closely as possible by reversing the mandatory red-in-alpha.&lt;br /&gt;
&lt;br /&gt;
Please note that the color space of the normal map will now automatically be changed to &amp;quot;non-color&amp;quot;, once you assigned a texture to the normal map slot.&lt;br /&gt;
&lt;br /&gt;
The legacy NVidia Photoshop plug-in, GIMP plug-in, and the SDK&#039;s Imagetool (FSX and P3D) all use the DirectX format for Normal maps. The latest NVidia plug-in, along with the standalone application, uses the OpenGL Format when creating Normal maps.  Most Normal maps &amp;quot;ready-made&amp;quot; can be changed to the DirectX format by inverting or flipping the &#039;y&#039;-component of the Normal map, however, go with what &amp;quot;looks&amp;quot; correct to you.&lt;br /&gt;
&lt;br /&gt;
=== Environment/Reflection map ===&lt;br /&gt;
Oppose to P3D, Blender is using a global reflection map in conjunction with reflective materials. Depending on your requirements, it might be necessary for you to utilize different reflection maps for different materials. To accommodate this, you can link any reflection map to any material, using the Parameter &amp;quot;Reflection map&amp;quot; under the P3D/FSX material properties. However, any change to the file or file path will not change anything about how reflections are presented in Blender.&lt;br /&gt;
If you would like to get an idea of how your reflection map works with your other material settings, you can manually change Blender&#039;s global reflection map. To do so, open the &amp;quot;World Properties&amp;quot; and under &amp;quot;Surface-&amp;gt;Color&amp;quot;, select &amp;quot;Environment Texture&amp;quot; as a new source for the world reflection map and navigate to your texture. Don&#039;t forget to change the render mode to &amp;quot;Viewport Shading&amp;quot;. Please note that changes to the world properties won&#039;t be taken into account when exporting your model to &amp;quot;.X&amp;quot; or &amp;quot;.MDL&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
=== Transparency ===&lt;br /&gt;
If you&#039;re working with PBR material, switching your material to transparent is simple. In the P3D/FSX material settings change the &amp;quot;Render mode&amp;quot; to &amp;quot;Masked&amp;quot;. The transparency value is taken from the Alpha channel of the Albedo texture node and will be visualized in the viewport. Note that switching from &amp;quot;Opaque&amp;quot; to &amp;quot;Masked&amp;quot; will also enable Backface culling by default, this is simply done for your convenience, but you can switch it off at any time with no effect on the P3D/FSX model itself.&lt;br /&gt;
&lt;br /&gt;
Transparency for Specular material is currently not automated in this way, so any changes to the &amp;quot;Framebuffer Blend&amp;quot; properties of the material will have no effect on how the model is displayed in Blender. These values are, however, taken into consideration when you export your model and should work as expected.&lt;br /&gt;
&lt;br /&gt;
= Exporting to .X/.MDL =&lt;br /&gt;
[[Image:Blender2P3DFSX Export1.jpg|thumb|Export options of the Blender2P3D/FSX toolset.]]&lt;br /&gt;
An essential element of the Blender2P3D/FSX toolset is the ability to export a Blender scene directly into the .mdl format. You can access the exporter by clicking on File-&amp;gt;Export-&amp;gt;DirectX for P3D/FSX (.X/.MDL). This will open the export dialog. On the right side of the window, you can choose various options for the export. Don&#039;t forget to enter a valid filename on the bottom of the screen before pressing &amp;quot;Export P3D/FSX .X file&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Note: I recommend opening the Blender console before starting the export process. At the moment the exporter won&#039;t give you any visual feedback on whether it&#039;s running or not, so checking on the console helps to make sure that everything is working smoothly. The console can be accessed through Window-&amp;gt;Toggle System Console.&lt;br /&gt;
&lt;br /&gt;
== Exporter options ==&lt;br /&gt;
&#039;&#039;&#039;Export only current selection&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
If this option is active, only the elements of your scene that are currently selected will be exported. This can be useful if you want to quickly check certain parts of the scene, without exporting everything at once.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Apply all modifiers&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
If this option is selected, every object in the scene will have its modifiers applied before being encoded into the .X file. It is important to have this option enabled, otherwise your model might not be displayed correctly in the sim.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Export animations and LOD&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
To make sure that the animations and LODs are being exported, this option should be enabled.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Skinned mesh&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
If there are any skinned meshes in you scene, make sure to enable this option. Otherwise, the skinned mesh animations are being omitted.&amp;lt;br/&amp;gt; &lt;br /&gt;
&#039;&#039;&#039;Export MDL&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
If this option is selected, the exporter will automatically call the XToMdl.exe converter once the .x file is written. Enable this option to export directly into the Prapar3D/FSX compatible 3d model format.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Create XML Scenery placement for this MDL&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
If this option is selected, the exporter will create an XML file that has all the scenery export information such as &#039;&#039;coordinates (latitude, longitude, altitude, pitch, bank, heading)&#039;&#039; and the &#039;&#039;scenery complexity&#039;&#039; of the scenery objects/model to be exported (by default &#039;&#039;Scenery Complexity = Normal&#039;&#039;). Then, it will convert the created &amp;quot;.MDL&amp;quot; format file into &amp;quot;.BGL&amp;quot; format file which then can be used directly in the simulator.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Create Sample XML Scenery Placement&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
If this option is selected, the exporter will create a SAMPLE XML file to show the developer how the scenery xml file should be written. &#039;&#039;Remember to only select this option if you wish to create the &amp;quot;.BGL&amp;quot; file manually/by your own&#039;&#039;.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Log File&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
If this option is checked, a log file will be generated in the same folder you export your scene to. The log file is a simple text file with the friendly name of the model [ex. Hangar_(date)_(time)_log.txt]. It can contain valuable information on the export progress if something goes wrong.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Use BMP&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
If selected, all texture filenames will be changed to &amp;lt;filename&amp;gt;.bmp.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Export process ==&lt;br /&gt;
The exporter will generate an .X file and - if selected - a .xanim file, which will hold the geometric information of your model, as well as the specs of your materials. Some of the properties of the model will be taken directly from the Blender scene, whereas some properties come from the custom properties that the Blender2P3D/FSX addon adds to objects and materials.&lt;br /&gt;
&lt;br /&gt;
The following list describes the operation of the exporter step-by-step.&lt;br /&gt;
# &#039;&#039;&#039;Collecting object Information&#039;&#039;&#039;&amp;lt;!--&lt;br /&gt;
 --&amp;gt;&amp;lt;p&amp;gt;The exporter will first go through the hierarchy of the scene and generate a list of exportable objects. Those objects are meshes, bones, and empty object(s) if they have anything attached to it. The exporter will also check if the SDK was initialized, a modeldef.xml was found, and if the scene contains a valid GUID and friendly name. If &amp;quot;&#039;&#039;Export Animations&#039;&#039;&amp;quot; was enabled in the export dialog, a list will be generated that contains information on every part that has an animation tag assigned to it.&amp;lt;/p&amp;gt;&lt;br /&gt;
# &#039;&#039;&#039;Writing the header&#039;&#039;&#039;&amp;lt;!--&lt;br /&gt;
 --&amp;gt;&amp;lt;p&amp;gt;The header of the .x file contains templates for mesh and material information. Since P3D and FSX models differ slightly, the templates are being written depending on the selected SDK.&amp;lt;/p&amp;gt;&lt;br /&gt;
# &#039;&#039;&#039;Outline of the scene&#039;s hierarchy&#039;&#039;&#039;&amp;lt;!--&lt;br /&gt;
 --&amp;gt;&amp;lt;p&amp;gt;The exporter will write a quick outline of the scene&#039;s objects into the .X file. This outline has no function but is informative to anyone who needs to debug any errors during the export.&amp;lt;/p&amp;gt;&lt;br /&gt;
# &#039;&#039;&#039;Writing scene information&#039;&#039;&#039;&amp;lt;!--&lt;br /&gt;
 --&amp;gt;&amp;lt;p&amp;gt;Next, the exporter will go through the list of eligible objects and encode the geometric information. This includes the position of the vertices, a list of polygons, mesh normals for each vertex, and UV coordinates.&amp;lt;/p&amp;gt;&lt;br /&gt;
## &#039;&#039;&#039;Analyzing mesh materials&#039;&#039;&#039;&amp;lt;!--&lt;br /&gt;
 --&amp;gt;&amp;lt;p&amp;gt;For each material, the exporter will analyze the node tree to find the relevant image texture nodes. If an image texture node cannot be found, or if the filename is empty, the corresponding texture type will be skipped by the exporter.&amp;lt;/p&amp;gt;&lt;br /&gt;
## &#039;&#039;&#039;Writing mesh material&#039;&#039;&#039;&amp;lt;!--&lt;br /&gt;
 --&amp;gt;&amp;lt;p&amp;gt;Once all data is collected, the material properties are being encoded in the .x file.&amp;lt;/p&amp;gt;&lt;br /&gt;
#&#039;&#039;&#039;Writing Animations&#039;&#039;&#039;&amp;lt;!--&lt;br /&gt;
 --&amp;gt;&amp;lt;p&amp;gt;If &amp;quot;&#039;&#039;Export animations and LODs&#039;&#039;&amp;quot; has been selected in the exporter window, a .xanim file is generated, which contains the animation data for all animated objects.&amp;lt;/p&amp;gt;&lt;br /&gt;
#&#039;&#039;&#039;Converting to MDL&#039;&#039;&#039;&amp;lt;!--&lt;br /&gt;
 --&amp;gt;&amp;lt;p&amp;gt;If &amp;quot;&#039;&#039;Export MDL&#039;&#039;&amp;quot; has been selected in the exporter window, the exporter will execute the XToMdl.exe of the selected SDK. The Blender system console will show the progress during this step of the export, however, note that the output is currently not logged in the log file that is generated by the exporter. If there is an issue with the .X file, or if the XToMdl.exe couldn&#039;t be found, an error will be shown in the Blender window.&amp;lt;/p&amp;gt;&lt;br /&gt;
#&#039;&#039;&#039;Export BGL&#039;&#039;&#039;&amp;lt;!--&lt;br /&gt;
 --&amp;gt;&amp;lt;p&amp;gt;BGL is a scenery file format that is being used in Flight Simulator. If &amp;quot;&#039;&#039;Create XML Scenery placement for this MDL&#039;&#039;&amp;quot; has been selected in the exporter window, the created .MDL format file will run through an application called bglcomp [which is an in-build application that comes with the Software Development (Kit)] to create the Flight Simulator use .BGL format file. This BGL format file can be used directly in the simulator later.&amp;lt;/p&amp;gt; &lt;br /&gt;
&lt;br /&gt;
If the export was successful, you&#039;ll find the .X and the .MDL file in the selected folder, ready to be imported into P3D/FSX.&lt;br /&gt;
&lt;br /&gt;
Please note that the exporter currently does not optimize your model! If you want to improve on the performance of your 3d asset, it is recommended to join all parts that share a material but don&#039;t have an animation or attachpoint assigned to it. Also note that the export process takes a long time to complete, please have the system console open to check up on the progress of the export.&lt;br /&gt;
&lt;br /&gt;
= Credits and license =&lt;br /&gt;
The addon in its current version is the hard work of many members of the fsdeveloper.com forum. The original FSX2Blender addon was developed by:&lt;br /&gt;
[https://www.fsdeveloper.com/forum/members/capt_x.6562/ Felix Owono-Ateba], [https://www.fsdeveloper.com/forum/members/ronh.1886/ Ron Haertel], [https://www.fsdeveloper.com/forum/members/krispy1001.11839/ Kris Pyatt] (2017) and [https://www.fsdeveloper.com/forum/members/manochvarma-raman.16466/ Manochvarma Raman] (2018)&lt;br /&gt;
This current incarnation of the addon uses most of the original algorithms, but with an updated UI and compatibility for Blender v2.8.x. Parts of the original exporter script have been rewritten to accommodate Blender&#039;s new material workflow and to add PBR support to the addon (P3D v4.4+ only). This work was done 2019/2020 by [https://www.fsdeveloper.com/forum/members/vitus.2026/ Otmar Nitsche]. Further additions to the material workflow were added by [https://www.fsdeveloper.com/forum/members/dave-hoeffgen.14361/ David Hoeffgen] in 2020.  The UI and the Clear Coat map components (P3D v5) were updated/ added for Blender v3.x.x by [https://www.fsdeveloper.com/forum/members/dave_w.16881/ Dave_W] &amp;amp; [https://www.fsdeveloper.com/forum/members/pyscen.1491/ Doug A] in November 2022.&lt;br /&gt;
&lt;br /&gt;
Special thanks go to [https://www.fsdeveloper.com/forum/members/arno.1/ Arno Gerretsen] and [https://www.fsdeveloper.com/forum/members/spotlope.39/ Bill Womack] for their input during the development and testing of the addon.&lt;br /&gt;
&lt;br /&gt;
The software is licensed under [http://www.gnu.org/licenses/gpl-3.0.html GNU General Public License (GNU-GPL-3)]. Feel free to use it as you see fit, both for freeware and commercial projects. If you have suggestions for changes, use the forum. If you would like to get involved in the development of the addon, contact any of the authors mentioned above to coordinate the effort.&lt;/div&gt;</summary>
		<author><name>Pyscen</name></author>
	</entry>
	<entry>
		<id>http://www.fsdeveloper.com/wiki/index.php?title=Blender2P3D/FSX&amp;diff=11336</id>
		<title>Blender2P3D/FSX</title>
		<link rel="alternate" type="text/html" href="http://www.fsdeveloper.com/wiki/index.php?title=Blender2P3D/FSX&amp;diff=11336"/>
		<updated>2022-12-03T18:45:31Z</updated>

		<summary type="html">&lt;p&gt;Pyscen: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{ambox&lt;br /&gt;
| type  = content&lt;br /&gt;
| imageleft = [[Image:40px-Emblem-Info.png|40px]]&lt;br /&gt;
| imageright = [[Image:Broom icon.jpg|40px]]&lt;br /&gt;
| style = width: 100%; color: black; font-weight: bold; background:#EFFFB0; font-style: italic&lt;br /&gt;
| text = The current version of the &#039;&#039;&#039;Blender2P3D/FSX&#039;&#039;&#039; addon is &#039;&#039;&#039;v1.0.2&#039;&#039;&#039;.  The &#039;&#039;&#039;Blender2P3D/FSX toolset&#039;&#039;&#039; is an addon for [http://www.blender.org/download/ Blender].|]&lt;br /&gt;
}}&lt;br /&gt;
[[Category:Tools]]&lt;br /&gt;
[[Category:Blender]]&lt;br /&gt;
[[category:Modeling]]{&lt;br /&gt;
[[Category:Aircraft Design]]&lt;br /&gt;
[[category:Scenery Design]]&lt;br /&gt;
[[Category:Terrain Design]]&lt;br /&gt;
[[Category:Airport Design]]&lt;br /&gt;
[[category:Texturing]]&lt;br /&gt;
[[category:SDK]]&lt;br /&gt;
[[category:Manuals]]&lt;br /&gt;
{{Infobox-Applicable-FSVersion&lt;br /&gt;
| MSFS= false&lt;br /&gt;
| FSXI = false&lt;br /&gt;
| P3D5 = true&lt;br /&gt;
| P3D4 = true&lt;br /&gt;
| P3D3 = true&lt;br /&gt;
| P3D2 = true&lt;br /&gt;
| P3D = true&lt;br /&gt;
| FSW = unknown&lt;br /&gt;
| FSX-SE = true&lt;br /&gt;
| FSXA = true&lt;br /&gt;
| FSX = true&lt;br /&gt;
| FS2004 = unknown&lt;br /&gt;
| FS2002 = unknown&lt;br /&gt;
| XP11 = unknown&lt;br /&gt;
| XP10 = unknown&lt;br /&gt;
| XP9 = unknown&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
This addon is a continuation of the [[Blender2FSX Toolset manual]] and it incorporates compatibility with the latest API for Blender version v3.x.x and above. The new toolset also features full support of PBR materials for Lockheed Martin&#039;s Prepar3D v4.4 and above, as well as some changes to the interface and file structure of the addon.&lt;br /&gt;
This wiki will help you install and use the new toolset.&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
= Installation =&lt;br /&gt;
== Requirements ==&lt;br /&gt;
* Windows 11 and 10 &lt;br /&gt;
&lt;br /&gt;
* Microsoft Flight Simulator X SDK &#039;&#039;&#039;&#039;&#039;including updates&#039;&#039;&#039; to SP2 or Acceleration&#039;&#039; or&lt;br /&gt;
&lt;br /&gt;
* Lockheed Martin Prepar3D SDK v1.x, v2.x, v3.x, &amp;amp; v4.x (&#039;&#039;FSX Steam Edition should use the Prepar3D SDK v1.x&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
* [http://www.blender.org/download/ Blender] (version: &#039;&#039;&#039;v3.x&#039;&#039;&#039; or above)&lt;br /&gt;
&lt;br /&gt;
Make sure that &#039;&#039;&#039;&#039;&#039;ALL&#039;&#039;&#039; SDKs&#039;&#039; that you are going to use are installed prior to installing/ activating this Toolset!&lt;br /&gt;
&lt;br /&gt;
== Setup ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:blender2p3dfsx_setup1.jpg&lt;br /&gt;
Image:blender2p3dfsx_setup2.jpg&lt;br /&gt;
Image:blender2p3dfsx_setup3.jpg&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
After downloading the add-on, open Blender 3.x.x and open the Preferences (Edit-&amp;gt;Preferences). Navigate to the &amp;quot;Add-ons&amp;quot; tab and click on &amp;quot;Install...&amp;quot;. &lt;br /&gt;
In the file manager, navigate to where you have downloaded the Toolset file, select it and click on &amp;quot;Install Add-on&amp;quot;. This will extract the content of the zip file to your Blender script folder (by default under %APPDATA%\Blender Foundation\Blender\&amp;lt;version number&amp;gt;\scripts\addons). Next, you need to activate the addon by clicking on the &#039;&#039;check-mark&#039;&#039; next to &amp;quot;3DView: P3D/FSX Toolset&amp;quot;. That should enable the addon and the various panels and properties. Close the Preferences window.&lt;br /&gt;
&lt;br /&gt;
To ensure that the addon was correctly installed, press &amp;quot;N&amp;quot; on your keyboard while the mouse pointer is in one of the main viewports. This should open the main panels of the addon under the tab named &amp;quot;P3D/FSX&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
= Using the Tools =&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
[[Image:Blender2p3dfsx setup4.jpg|thumb|right|P3D/FSX Toolset panels]]&lt;br /&gt;
Once installed, the Blender2P3D/FSX toolset will append the list of toolkit panels in your viewport. Press &amp;quot;N&amp;quot; to open or close the list of tools. There will be a new entry named &amp;quot;P3D/FSX&amp;quot;, which gives access to the tools of this addon. The different tools are organized in different panels, which are grouped by function.&lt;br /&gt;
The addon adds object properties to the scene. These properties are for instance the references to the various SDKs you can utilize or object properties like attached animations or scenery properties. &lt;br /&gt;
Furthermore, the addon will append the material parameters by P3D or FSX specific parameters.&lt;br /&gt;
Lastly, the addon extends the exporter capabilities and allows you to export your scene to an x-file format and from there calls XToMdl.exe to generate a Prapar3D/Flight Simulator X compatible 3d model.&lt;br /&gt;
&lt;br /&gt;
== Setting up your scene ==&lt;br /&gt;
To ensure that your 3d asset export properly to Prepar3D or Flight Simulator X, you must make sure to prepare and configure the Blender scene. To get started, open the toolset panels by pressing &amp;quot;N&amp;quot; on your keyboard with the main viewport in focus. This will open a list of panels you have currently activated in your Blender configuration. Click on the tab &amp;quot;P3D/FSX&amp;quot; to bring up the panels of the Blender2P3D/FSX toolset.&lt;br /&gt;
=== Configure the SDK ===&lt;br /&gt;
Firstly, go to the &#039;&#039;P3D/FSX Toolset Settings&#039;&#039; and select which SDK you would like to utilize. If &amp;quot;Auto Detect SDK path&amp;quot; is enabled, simply click on &amp;quot;Initialize the SDK&amp;quot;. The addon will then look up the file paths of the SDK in the Windows registry. This method should work in 99% of the cases, however, if the Addon cannot find the file paths, you can also use the &#039;&#039;Manually Find ModelDef file&#039;&#039; option to set up the path.&lt;br /&gt;
Please note that it is necessary to initialize the SDK every time you restart Blender, or load a new scene. This way you ensure that all entries of the modeldef.xml are properly loaded into Blender.&lt;br /&gt;
&lt;br /&gt;
=== Configure the scene ===&lt;br /&gt;
In order for your 3d asset to export properly, you have to ensure that both a GUID and a friendly name are assigned to your scene. To do so, open the &#039;&#039;P3D/FSX File Properties&#039;&#039; panel and type the friendly name in the first edit box. You can use the button &#039;&#039;Generate GUID&#039;&#039; to automatically generate a valid GUID for your scene. Alternatively, you can generate the GUID externally and copy and paste the string into the GUID edit box.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
== Scenery properties ==&lt;br /&gt;
[[image:Blender2P3DFSX Scenery.jpg|thumb|right|Scenery tool of the Blender2P3D/FSX addon.]]&lt;br /&gt;
[feel free to enter the information here.]&lt;br /&gt;
&lt;br /&gt;
=== Quicksave information ===&lt;br /&gt;
With the latest update of the toolkit, you&#039;ll be able to quicksave the location data of your scene. To do so, go to the &#039;&#039;Load/Save scenery data&#039;&#039; section, enter a location name and click on &#039;&#039;Add Location&#039;&#039;. This will save all settings of latitude, longitude, etc. into an XML file on your hard drive. To recall any of those previously saved datasets, click on &#039;&#039;Load Location&#039;&#039;, to open a list of names of previously saved locations. Select the location you wish to load and click on &#039;&#039;LOAD&#039;&#039;. This will populate all fields of the Scenery Tools with those from the XML file.&lt;br /&gt;
&lt;br /&gt;
Note that there is currently no interface to remove entries from the list. But if you&#039;d like to edit or update your quick-save list, you can find the XML file in the following location:&lt;br /&gt;
%APPDATA%\Blender Foundation\Blender\&amp;lt;version number&amp;gt;\config\p3d_locations.xml&lt;br /&gt;
&lt;br /&gt;
The addon will try to load the XML file whenever you initialize the SDK (see [[https://www.fsdeveloper.com/wiki/index.php?title=Blender2P3D/FSX#Setting_up_your_scene Setting up your scene]]). There will be a warning message in the system console of Blender if the file wasn&#039;t found on your hard drive. You can safely ignore this warning if you don&#039;t use this feature of the toolset.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Animations ==&lt;br /&gt;
[[Image:Blender2p3dfsx animation tool.jpg|thumb|left|The Animation tool of the Blender2P3D/FSX toolset.]]&lt;br /&gt;
To register an animation for a P3D/FSX asset, open the &#039;&#039;P3D/FSX Animation Tool&#039;&#039; panel. You will be presented with a list of animations, as found in the modeldef.xml file. To assign an animation to a selected object, choose it from the list and click on &#039;&#039;Assign&#039;&#039;. You can use the search function to filter the list for certain keywords, click on the little arrow on the bottom of the list to expose the search bar.&lt;br /&gt;
[[Image:Blender2p3dfsx object properties.jpg|thumb|right|Object properties for the Blender2P3D/FSX toolset.]]&lt;br /&gt;
Once an animation has been assigned, make sure to enter an animation length in the object&#039;s properties as well. Open the objects properties panel and scroll to the &#039;&#039;P3D/FSX Properties&#039;&#039; section. Here, you&#039;ll find the properties of the attached animation as well as a list of all utilized attachpoints for that object.&lt;br /&gt;
You can also delete an animation by clicking on the &#039;&#039;Clear&#039;&#039; button.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Attachpoints ==&lt;br /&gt;
Open the Attach Tool to access the various options for attachpoints. You can activate or deactivate a number of different functions by clicking on the corresponding buttons in the list. The buttons turn blue when active. Don&#039;t forget to assign the selected attachpoint and its parameters to an object by selecting the object in the scene and clicking on &#039;&#039;Attach&#039;&#039; on the bottom of the panel.&lt;br /&gt;
To see what attachpoints are active for any given object in the scene, select the object and open the object properties. Under &#039;&#039;P3D/FSX Properties&#039;&#039;, you&#039;ll find a list of all attachpoints under the animation properties for the selected object.&lt;br /&gt;
=== Effects ===&lt;br /&gt;
[[Image:Blender2P3DFSX attach effect.jpg|thumb|left|Attachpoint properties for effects.]]&lt;br /&gt;
To attach an effect to an object in your scene, click on the &#039;&#039;Effect&#039;&#039; button in the P3D/FSX Attach Tool panel. This will extend the panel and allow you to specify the parameters of the effect you&#039;d like to attach.&lt;br /&gt;
* &#039;&#039;&#039;Name&#039;&#039;&#039;: set an attachpoint name for the object.&lt;br /&gt;
* &#039;&#039;&#039;Effect&#039;&#039;&#039;: type the filename of the effect you would like to attach to the object.&lt;br /&gt;
* &#039;&#039;&#039;Param&#039;&#039;&#039;: define paramters for the effect. Those can be, for instance, conditions for the effect to trigger. Refer to the P3D/FSX SDK for more information on valid syntax for this field.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
=== Visibility ===&lt;br /&gt;
[[Image:Blender2P3DFSX attach visibility.jpg|thumb|left|Attachpoint properties for visibility.]]&lt;br /&gt;
Add a visibility tag to the selected object by clicking on &#039;&#039;Visibility&#039;&#039; on the P3D/FSX Attach Tool panel. This will open a list of available visibility tags, which you can attach to a selected object in the scene using the &amp;quot;Attach&amp;quot; button.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== MouseRect ===&lt;br /&gt;
[[Image:attach mouserect.jpg|thumb|left|Attachpoint properties for mouserects.]]&lt;br /&gt;
To add a mouserect to the selected object in the scene, click on &#039;&#039;Mouse Rect&#039;&#039;. This will reveal a dropdown list of all available mouserects, as defined in the modeldef.xml file.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
=== Platform ===&lt;br /&gt;
[[Image:Blender2P3DFSX attach platform.jpg|thumb|left|Attachpoint properties for platforms.]]&lt;br /&gt;
You can define an object as a &amp;quot;platform&amp;quot; by activating &#039;&#039;Platform&#039;&#039; in the P3D/FSX Attach Tool panel. Make sure to select a surface property for the platform in the dropdown list.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
=== No Crash ===&lt;br /&gt;
Enable the no crash flag for the selected object in the scene by clicking on &#039;&#039;No Crash&#039;&#039; in the P3D/FSX Attach Tool panel.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
=== Empty ===&lt;br /&gt;
[[Image:Blender2P3DFSX attach empty.jpg|thumb|left|Attachpoint properties for empty attachpoints.]]&lt;br /&gt;
You can also attach an empty attachpoint to an object in the scene by clicking on &#039;&#039;Empty&#039;&#039; in the P3D/FSX Attach Tool panel. This will enable you to assign a name for the attachpoint. These empty attachpoints can be used for instance to create various equipment for aircraft carriers. Simply assign one of the keywords to the object to trigger the wanted behavior of the object. Valid names are:&lt;br /&gt;
*attachpt_catapult_start_n,&lt;br /&gt;
*attachpt_catapult_end_n,&lt;br /&gt;
*attachpt_blast_shield_n,&lt;br /&gt;
*attachpt_runway_start,&lt;br /&gt;
*attachpt_runway_end,&lt;br /&gt;
*attachpt_runway_edg,&lt;br /&gt;
*attachpt_cable_n_1,&lt;br /&gt;
*attachpt_cable_n_2.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Material parameters ==&lt;br /&gt;
{{ambox&lt;br /&gt;
| type  = content&lt;br /&gt;
| imageleft = [[Image:40px-Emblem-Info.png|40px]]&lt;br /&gt;
| imageright = [[Image:Broom icon.jpg|40px]]&lt;br /&gt;
| style = width: 100%; color: black; font-weight: bold; background:#EFFFB0; font-style: italic&lt;br /&gt;
| text  = &amp;lt;small&amp;gt;Please note that you should re-initialize your material if you are updating a scene from an older version of the Blender2P3D/FSX toolset. To do so, select your preferred option in the dropdown for the material mode selection. &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The P3D/FSX Blender toolset will extend the material properties to include flight simulator-specific parameters. Make sure to carefully go through the list of properties to make sure that your material is ready for export.&lt;br /&gt;
The most fundamental parameter is the main material mode. You can choose between &amp;quot;PBR Material&amp;quot;, &amp;quot;Specular Material&amp;quot; and &amp;quot;Disabled&amp;quot;. Note that any material with the mode being set to &amp;quot;disabled&amp;quot; will be skipped during the export process. Also, note that the PBR material is only available for models used in Prepar3D version 4.4 or higher. Therefore, if you are preparing a model for FSX or older versions of Prepar3d, make sure to have the material mode set to the Specular workflow.&lt;br /&gt;
&lt;br /&gt;
The P3D/FSX Blender toolset is making use of Blender&#039;s node tree and as a result, it is important that your materials comply with the conventions of the addon&#039;s exporter. Whenever you change between different material modes, a script will automatically replace the current node tree with one that is compatible with the chosen material mode. This means that currently, you will have to re-assign all textures every time you change the material mode!&lt;br /&gt;
&lt;br /&gt;
When assigning a new texture to any of the slots, a script will check if the texture is of the DDS format and if so, set up the node tree with a WYSIWYG representation of the simulator&#039;s shader. To do this, the addon will perform these two steps:&lt;br /&gt;
1. vertically flipping the UV for the texture node&lt;br /&gt;
2. reversing the red-in-alpha action for the normal map, meaning you can input a P3D/FSX conform normal map and it&#039;ll show up correctly in Blender.&lt;br /&gt;
&lt;br /&gt;
The new material handling also incorporates the detail map in the node tree and synchronizes the scaling of the detail map with the settings made in the Blender2P3D/FSX material panel.&lt;br /&gt;
&lt;br /&gt;
When exporting your scene, the exporter will run an analysis on all materials to extract the texture information. This is done in two ways, by checking what texture nodes connect to the relevant input nodes and by looking for specific node names. This way, it is possible to modify the node tree in Blender while retaining the ability to export the materials properly. The texture paths are searched for in the following manner:&lt;br /&gt;
1. Check if the (new) texture slots in the material panel are populated and use those if found.&lt;br /&gt;
2. If not, check the relevant input socket of the BSDF Principled shader node&lt;br /&gt;
3. follow all the links from that node and create a list of texture image nodes&lt;br /&gt;
4. if there are more than one texture image nodes directly or indirectly connected to the input socket, check the name of both and see if it matches&lt;br /&gt;
5. if there are NO texture image nodes connected to the input socket, search through ALL the texture image nodes of the graph, and check if the name matches.&lt;br /&gt;
&lt;br /&gt;
On the creation of the node tree, the texture image nodes will be given their corresponding names. Those are:&lt;br /&gt;
&amp;quot;diffuse&amp;quot; for the diffuse/albedo texture&lt;br /&gt;
&amp;quot;specular&amp;quot; for the specular texture&lt;br /&gt;
&amp;quot;metallic&amp;quot; for the metallic/smoothness/ao texture&lt;br /&gt;
&amp;quot;emissive&amp;quot; for the emissive/lightmap texture&lt;br /&gt;
&amp;quot;normal&amp;quot; for the normal/bump map texture&lt;br /&gt;
&amp;quot;clear-coat&amp;quot; for the amount/smoothness/normal x-component/normal y-component&lt;br /&gt;
&lt;br /&gt;
I suggest not deleting any of those texture nodes, in case you&#039;ll need them at a later stage. If you don&#039;t want a certain texture map to show up on your model, just disconnect the corresponding link.&lt;br /&gt;
&lt;br /&gt;
By default, the emissive image texture is not connected to anything. If you want to see the effects of your lightmap on the model in Blender, simply link the texture node with the input socket labeled &amp;quot;Emission&amp;quot;/&amp;quot;Emissive Color&amp;quot;. Note that the emissive map doesn&#039;t have to be linked with the base shader node in order for the lightmap texture to be found by the exporter!&lt;br /&gt;
&lt;br /&gt;
=== PBR Material mode ===&lt;br /&gt;
[[Image:Pbr shader.jpg|thumb|right|The node tree for PBR material.]]&lt;br /&gt;
When you switch to the PBR Material mode, the node tree will be populated with a &amp;quot;BSDF Principled&amp;quot; node and a number of nodes that are linked up with the principled&#039;s input sockets. You can revise the material at any point by removing nodes or links. You can also add logic blocks between existing links and observe the effects in the viewport. Keep in mind, however, that those types of changes will have no effect on the model when you export it to Prepar3D.&lt;br /&gt;
&lt;br /&gt;
==== Albedo/Diffuse Map ====&lt;br /&gt;
The Albedo/Diffuse map uses the &amp;quot;Base Color&amp;quot; input socket of the BSDF Principled node. By default, the Alpha channel of the texture node is linked with the Alpha input socket of the BSDF node. For all opaque materials, this should have no effect, but for transparent materials, it is important that the link remains.&lt;br /&gt;
&lt;br /&gt;
It is possible to modify the node tree to display the Ambient Occlusion channel of the metallic texture. To do that, add a &amp;quot;MixRGB&amp;quot; node to the node tree and switch the blend mode to &amp;quot;multiply&amp;quot;. Next, connect the Color channel from the albedo texture node to input Color1 of the mixRGB node, and connect the green channel (&amp;quot;G&amp;quot;) from the &amp;quot;separate RGB&amp;quot; node of the metallic node to the Color2 input of the mixRGB node. Lastly, connect the output of the mixRGB node to the Base Color input of the BSDF Principled Shader node.&lt;br /&gt;
&lt;br /&gt;
Make sure to disable Ambient occlusion in the scene render settings to not over-saturate the shading.&lt;br /&gt;
&lt;br /&gt;
==== Metallic Map ====&lt;br /&gt;
The metallic texture consists of three channels. The red channel represents the &amp;quot;metallicness&amp;quot; of the material, the alpha channel the &amp;quot;smoothness&amp;quot; and the green channel can contain an ambient occlusion map. Since Blender is using &amp;quot;roughness&amp;quot; rather than &amp;quot;smoothness&amp;quot;, it is necessary to invert the alpha channel of the metallic texture before plugging it into the BSDF Principled node. This is already done for you within Blender&#039;s shading editor (sometimes called the node editor) when you set up the material for PBR.&lt;br /&gt;
&lt;br /&gt;
Please note that the color space of the metallic node should be changed to &amp;quot;non-color&amp;quot;, once you assigned a texture to the node.&lt;br /&gt;
&lt;br /&gt;
By default, the AO map is omitted, see above if you want to display it in your scene.&lt;br /&gt;
&lt;br /&gt;
Note that for Prepar3Dv5, you can provide a reflection map in the blue channel of the metallic map, however, this channel won&#039;t be displayed in Blender. If you use the reflective channel, make sure to tick the &amp;quot;Metallic map has reflection&amp;quot; in the Metallic properties of the material.&lt;br /&gt;
&lt;br /&gt;
==== Clear Coat Map ====&lt;br /&gt;
The Clear Coat map is comprised of 2 or 3 textures that are packed in the channels within a single RGB or RGBA texture. The 2 required textures in a Clear coat map are the &amp;quot;Amount&amp;quot; and &amp;quot;Smoothness&amp;quot;. The 3rd, optionally, is the Clear Coat Normal map.  The Clear Coat map should not be used with any material that is metallic material. The Clear Coat map should be used on materials that are to appear as if they have been waxed or lacquered (such as automobiles, fine leather, and also, Banners).&lt;br /&gt;
&lt;br /&gt;
The Red Channel of the clear coat is the &amp;quot;Amount&amp;quot; of the clear coat (0.00 to 1.0). Pure black (matte) is represented as 0.00, pure white is 1.0 (maximum amount). In other words, this is the amount of wax or lacquer on the material.&lt;br /&gt;
&lt;br /&gt;
The Green Channel is the &amp;quot;Smoothness&amp;quot; of the Clear Coat. This is also represented as 0.00 to 1.0. Pure black is 0.00 and pure white is 1.0 (maximum smoothness) and gives you the maximum reflection.&lt;br /&gt;
&lt;br /&gt;
The numerical values for the &amp;quot;Amount&amp;quot; and &amp;quot;Smoothness&amp;quot; are for &amp;quot;baking&amp;quot; and procedural texture purposes.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; Within the Shading Editor in Blender (sometimes called the Node Editor), the &amp;quot;Smoothness&amp;quot; map (in the green channel) is being &amp;quot;inverted&amp;quot;. This is because Blender is looking for a &amp;quot;Roughness&amp;quot; map and P3D requires a &amp;quot;Smoothness&amp;quot; map. Using the &amp;quot;Smoothness&amp;quot; texture that is contained in the &amp;quot;Metallic&amp;quot; map will most likely not give you the &amp;quot;look&amp;quot; you were hoping for.&lt;br /&gt;
&lt;br /&gt;
The Clear Coat Normal map (placed in the Blue and Alpha Channels) consists of the x- and y-components of a standard normal map. The x-component (within a standard normal map, it&#039;s in the red Channel) is placed in the Blue channel.  The y-component (within a standard normal map, it&#039;s in the green channel) is placed in the Alpha Channel.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; Just like the Normal map used in P3D, the Clear Coat normal map is in the DirectX format, not OpenGL format  Be aware when &amp;quot;baking&amp;quot; within Blender, the OpenGL Format is used when creating normal maps.  &lt;br /&gt;
&lt;br /&gt;
=== Specular Material mode ===&lt;br /&gt;
[[Image:Specular shader.jpg|thumb|right|The node tree for specular material.]]&lt;br /&gt;
If you select &amp;quot;Specular Material&amp;quot; as the P3D/FSX material mode, the current node tree is removed and replaced. The main shader node will now be an &amp;quot;Eevee Specular&amp;quot; node. The node tree will be populated in a way that most closely represents the shader mechanics of FSX/P3D and all you need to do is add your texture files to the various texture image nodes. As with the PBR node tree, you can modify the Specular node tree in any way you wish - as long as the original Texture image nodes and the Eevee Specular node remain, the exporter will be able to pick up the correct texture paths.&lt;br /&gt;
&lt;br /&gt;
Please note that since it is a node specifically designed for the Eevee render engine, material created in this way won&#039;t render properly if you switch the viewport render mode to &amp;quot;Cycles&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
=== Normal maps for PBR and Specular material ===&lt;br /&gt;
Prepar3D and FSX use a non-standard approach to rendering normal maps and we took the approach on board when developing the node tree for the P3D/FSX material. If you&#039;re using non-DDS files (.PSD, .tga, .png, etc), the shader is set up in an industry-standard way, with the color node of the normal texture node being plugged indirectly into the normal map node of the graph. However, if you&#039;re using DDS files, the addon will change the node tree in a way that reflects the sim as closely as possible by reversing the mandatory red-in-alpha.&lt;br /&gt;
&lt;br /&gt;
Please note that the color space of the normal map will now automatically be changed to &amp;quot;non-color&amp;quot;, once you assigned a texture to the normal map slot.&lt;br /&gt;
&lt;br /&gt;
The legacy NVidia Photoshop plug-in, GIMP plug-in, and the SDK&#039;s Imagetool (FSX and P3D) all use the DirectX format for Normal maps. The latest NVidia plug-in, along with the standalone application, uses the OpenGL Format when creating Normal maps.  Most Normal maps &amp;quot;ready-made&amp;quot; can be changed to the DirectX format by inverting or flipping the &#039;y&#039;-component of the Normal map, however, go with what &amp;quot;looks&amp;quot; correct to you.&lt;br /&gt;
&lt;br /&gt;
=== Environment/Reflection map ===&lt;br /&gt;
Oppose to P3D, Blender is using a global reflection map in conjunction with reflective materials. Depending on your requirements, it might be necessary for you to utilize different reflection maps for different materials. To accommodate this, you can link any reflection map to any material, using the Parameter &amp;quot;Reflection map&amp;quot; under the P3D/FSX material properties. However, any change to the file or file path will not change anything about how reflections are presented in Blender.&lt;br /&gt;
If you would like to get an idea of how your reflection map works with your other material settings, you can manually change Blender&#039;s global reflection map. To do so, open the &amp;quot;World Properties&amp;quot; and under &amp;quot;Surface-&amp;gt;Color&amp;quot;, select &amp;quot;Environment Texture&amp;quot; as a new source for the world reflection map and navigate to your texture. Don&#039;t forget to change the render mode to &amp;quot;Viewport Shading&amp;quot;. Please note that changes to the world properties won&#039;t be taken into account when exporting your model to &amp;quot;.X&amp;quot; or &amp;quot;.MDL&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
=== Transparency ===&lt;br /&gt;
If you&#039;re working with PBR material, switching your material to transparent is simple. In the P3D/FSX material settings change the &amp;quot;Render mode&amp;quot; to &amp;quot;Masked&amp;quot;. The transparency value is taken from the Alpha channel of the Albedo texture node and will be visualized in the viewport. Note that switching from &amp;quot;Opaque&amp;quot; to &amp;quot;Masked&amp;quot; will also enable Backface culling by default, this is simply done for your convenience, but you can switch it off at any time with no effect on the P3D/FSX model itself.&lt;br /&gt;
&lt;br /&gt;
Transparency for Specular material is currently not automated in this way, so any changes to the &amp;quot;Framebuffer Blend&amp;quot; properties of the material will have no effect on how the model is displayed in Blender. These values are, however, taken into consideration when you export your model and should work as expected.&lt;br /&gt;
&lt;br /&gt;
= Exporting to .X/.MDL =&lt;br /&gt;
[[Image:Blender2P3DFSX Export1.jpg|thumb|Export options of the Blender2P3D/FSX toolset.]]&lt;br /&gt;
An essential element of the Blender2P3D/FSX toolset is the ability to export a Blender scene directly into the .mdl format. You can access the exporter by clicking on File-&amp;gt;Export-&amp;gt;DirectX for P3D/FSX (.X/.MDL). This will open the export dialog. On the right side of the window, you can choose various options for the export. Don&#039;t forget to enter a valid filename on the bottom of the screen before pressing &amp;quot;Export P3D/FSX .X file&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Note: I recommend opening the Blender console before starting the export process. At the moment the exporter won&#039;t give you any visual feedback on whether it&#039;s running or not, so checking on the console helps to make sure that everything is working smoothly. The console can be accessed through Window-&amp;gt;Toggle System Console.&lt;br /&gt;
&lt;br /&gt;
== Exporter options ==&lt;br /&gt;
&#039;&#039;&#039;Export only current selection&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
If this option is active, only the elements of your scene that are currently selected will be exported. This can be useful if you want to quickly check certain parts of the scene, without exporting everything at once.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Apply all modifiers&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
If this option is selected, every object in the scene will have its modifiers applied before being encoded into the .X file. It is important to have this option enabled, otherwise your model might not be displayed correctly in the sim.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Export animations and LOD&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
To make sure that the animations and LODs are being exported, this option should be enabled.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Skinned mesh&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
If there are any skinned meshes in you scene, make sure to enable this option. Otherwise, the skinned mesh animations are being omitted.&amp;lt;br/&amp;gt; &lt;br /&gt;
&#039;&#039;&#039;Export MDL&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
If this option is selected, the exporter will automatically call the XToMdl.exe converter once the .x file is written. Enable this option to export directly into the Prapar3D/FSX compatible 3d model format.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Create XML Scenery placement for this MDL&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
If this option is selected, the exporter will create an XML file that has all the scenery export information such as &#039;&#039;coordinates (latitude, longitude, altitude, pitch, bank, heading)&#039;&#039; and the &#039;&#039;scenery complexity&#039;&#039; of the scenery objects/model to be exported (by default &#039;&#039;Scenery Complexity = Normal&#039;&#039;). Then, it will convert the created &amp;quot;.MDL&amp;quot; format file into &amp;quot;.BGL&amp;quot; format file which then can be used directly in the simulator.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Create Sample XML Scenery Placement&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
If this option is selected, the exporter will create a SAMPLE XML file to show the developer how the scenery xml file should be written. &#039;&#039;Remember to only select this option if you wish to create the &amp;quot;.BGL&amp;quot; file manually/by your own&#039;&#039;.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Log File&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
If this option is checked, a log file will be generated in the same folder you export your scene to. The log file is a simple text file with the friendly name of the model [ex. Hangar_(date)_(time)_log.txt]. It can contain valuable information on the export progress if something goes wrong.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Use BMP&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
If selected, all texture filenames will be changed to &amp;lt;filename&amp;gt;.bmp.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Export process ==&lt;br /&gt;
The exporter will generate an .X file and - if selected - a .xanim file, which will hold the geometric information of your model, as well as the specs of your materials. Some of the properties of the model will be taken directly from the Blender scene, whereas some properties come from the custom properties that the Blender2P3D/FSX addon adds to objects and materials.&lt;br /&gt;
&lt;br /&gt;
The following list describes the operation of the exporter step-by-step.&lt;br /&gt;
# &#039;&#039;&#039;Collecting object Information&#039;&#039;&#039;&amp;lt;!--&lt;br /&gt;
 --&amp;gt;&amp;lt;p&amp;gt;The exporter will first go through the hierarchy of the scene and generate a list of exportable objects. Those objects are meshes, bones, and empty object(s) if they have anything attached to it. The exporter will also check if the SDK was initialized, a modeldef.xml was found, and if the scene contains a valid GUID and friendly name. If &amp;quot;&#039;&#039;Export Animations&#039;&#039;&amp;quot; was enabled in the export dialog, a list will be generated that contains information on every part that has an animation tag assigned to it.&amp;lt;/p&amp;gt;&lt;br /&gt;
# &#039;&#039;&#039;Writing the header&#039;&#039;&#039;&amp;lt;!--&lt;br /&gt;
 --&amp;gt;&amp;lt;p&amp;gt;The header of the .x file contains templates for mesh and material information. Since P3D and FSX models differ slightly, the templates are being written depending on the selected SDK.&amp;lt;/p&amp;gt;&lt;br /&gt;
# &#039;&#039;&#039;Outline of the scene&#039;s hierarchy&#039;&#039;&#039;&amp;lt;!--&lt;br /&gt;
 --&amp;gt;&amp;lt;p&amp;gt;The exporter will write a quick outline of the scene&#039;s objects into the .X file. This outline has no function but is informative to anyone who needs to debug any errors during the export.&amp;lt;/p&amp;gt;&lt;br /&gt;
# &#039;&#039;&#039;Writing scene information&#039;&#039;&#039;&amp;lt;!--&lt;br /&gt;
 --&amp;gt;&amp;lt;p&amp;gt;Next, the exporter will go through the list of eligible objects and encode the geometric information. This includes the position of the vertices, a list of polygons, mesh normals for each vertex, and UV coordinates.&amp;lt;/p&amp;gt;&lt;br /&gt;
## &#039;&#039;&#039;Analyzing mesh materials&#039;&#039;&#039;&amp;lt;!--&lt;br /&gt;
 --&amp;gt;&amp;lt;p&amp;gt;For each material, the exporter will analyze the node tree to find the relevant image texture nodes. If an image texture node cannot be found, or if the filename is empty, the corresponding texture type will be skipped by the exporter.&amp;lt;/p&amp;gt;&lt;br /&gt;
## &#039;&#039;&#039;Writing mesh material&#039;&#039;&#039;&amp;lt;!--&lt;br /&gt;
 --&amp;gt;&amp;lt;p&amp;gt;Once all data is collected, the material properties are being encoded in the .x file.&amp;lt;/p&amp;gt;&lt;br /&gt;
#&#039;&#039;&#039;Writing Animations&#039;&#039;&#039;&amp;lt;!--&lt;br /&gt;
 --&amp;gt;&amp;lt;p&amp;gt;If &amp;quot;&#039;&#039;Export animations and LODs&#039;&#039;&amp;quot; has been selected in the exporter window, a .xanim file is generated, which contains the animation data for all animated objects.&amp;lt;/p&amp;gt;&lt;br /&gt;
#&#039;&#039;&#039;Converting to MDL&#039;&#039;&#039;&amp;lt;!--&lt;br /&gt;
 --&amp;gt;&amp;lt;p&amp;gt;If &amp;quot;&#039;&#039;Export MDL&#039;&#039;&amp;quot; has been selected in the exporter window, the exporter will execute the XToMdl.exe of the selected SDK. The Blender system console will show the progress during this step of the export, however, note that the output is currently not logged in the log file that is generated by the exporter. If there is an issue with the .X file, or if the XToMdl.exe couldn&#039;t be found, an error will be shown in the Blender window.&amp;lt;/p&amp;gt;&lt;br /&gt;
#&#039;&#039;&#039;Export BGL&#039;&#039;&#039;&amp;lt;!--&lt;br /&gt;
 --&amp;gt;&amp;lt;p&amp;gt;BGL is a scenery file format that is being used in Flight Simulator. If &amp;quot;&#039;&#039;Create XML Scenery placement for this MDL&#039;&#039;&amp;quot; has been selected in the exporter window, the created .MDL format file will run through an application called bglcomp [which is an in-build application that comes with the Software Development (Kit)] to create the Flight Simulator use .BGL format file. This BGL format file can be used directly in the simulator later.&amp;lt;/p&amp;gt; &lt;br /&gt;
&lt;br /&gt;
If the export was successful, you&#039;ll find the .X and the .MDL file in the selected folder, ready to be imported into P3D/FSX.&lt;br /&gt;
&lt;br /&gt;
Please note that the exporter currently does not optimize your model! If you want to improve on the performance of your 3d asset, it is recommended to join all parts that share a material but don&#039;t have an animation or attachpoint assigned to it. Also note that the export process takes a long time to complete, please have the system console open to check up on the progress of the export.&lt;br /&gt;
&lt;br /&gt;
= Credits and license =&lt;br /&gt;
The addon in its current version is the hard work of many members of the fsdeveloper.com forum. The original FSX2Blender addon was developed by:&lt;br /&gt;
[https://www.fsdeveloper.com/forum/members/capt_x.6562/ Felix Owono-Ateba], [https://www.fsdeveloper.com/forum/members/ronh.1886/ Ron Haertel], [https://www.fsdeveloper.com/forum/members/krispy1001.11839/ Kris Pyatt] (2017) and [https://www.fsdeveloper.com/forum/members/manochvarma-raman.16466/ Manochvarma Raman] (2018)&lt;br /&gt;
This current incarnation of the addon uses most of the original algorithms, but with an updated UI and compatibility for Blender v2.8.x. Parts of the original exporter script have been rewritten to accommodate Blender&#039;s new material workflow and to add PBR support to the addon (P3D v4.4+ only). This work was done 2019/2020 by [https://www.fsdeveloper.com/forum/members/vitus.2026/ Otmar Nitsche]. Further additions to the material workflow were added by [https://www.fsdeveloper.com/forum/members/dave-hoeffgen.14361/ David Hoeffgen] in 2020.  The UI and the Clear Coat map components (P3D v5) were updated/ added for Blender v3.x.x by [https://www.fsdeveloper.com/forum/members/dave_w.16881/ Dave_W] &amp;amp; [https://www.fsdeveloper.com/forum/members/pyscen.1491/ Doug A] in November 2022.&lt;br /&gt;
&lt;br /&gt;
Special thanks go to [https://www.fsdeveloper.com/forum/members/arno.1/ Arno Gerretsen] and [https://www.fsdeveloper.com/forum/members/spotlope.39/ Bill Womack] for their input during the development and testing of the addon.&lt;br /&gt;
&lt;br /&gt;
The software is licensed under [http://www.gnu.org/licenses/gpl-3.0.html GNU General Public License (GNU-GPL-3)]. Feel free to use it as you see fit, both for freeware and commercial projects. If you have suggestions for changes, use the forum. If you would like to get involved in the development of the addon, contact any of the authors mentioned above to coordinate the effort.&lt;/div&gt;</summary>
		<author><name>Pyscen</name></author>
	</entry>
	<entry>
		<id>http://www.fsdeveloper.com/wiki/index.php?title=Blender2P3D/FSX&amp;diff=11335</id>
		<title>Blender2P3D/FSX</title>
		<link rel="alternate" type="text/html" href="http://www.fsdeveloper.com/wiki/index.php?title=Blender2P3D/FSX&amp;diff=11335"/>
		<updated>2022-12-03T18:45:08Z</updated>

		<summary type="html">&lt;p&gt;Pyscen: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{ambox&lt;br /&gt;
| type  = content&lt;br /&gt;
| imageleft = [[Image:40px-Emblem-Info.png|40px]]&lt;br /&gt;
| imageright = [[Image:Broom icon.jpg|40px]]&lt;br /&gt;
| style = width: 100%; color: black; font-weight: bold; background:#EFFFB0; font-style: italic&lt;br /&gt;
| text = The current version of the &#039;&#039;&#039;Blender2P3D/FSX&#039;&#039;&#039; addon is &#039;&#039;&#039;v1.0.2&#039;&#039;&#039;.  The &#039;&#039;&#039;Blender2P3D/FSX toolset&#039;&#039;&#039; is an addon for [http://www.blender.org/download/ Blender].|]&lt;br /&gt;
[[Category:Tools]]&lt;br /&gt;
[[Category:Blender]]&lt;br /&gt;
[[category:Modeling]]{&lt;br /&gt;
[[Category:Aircraft Design]]&lt;br /&gt;
[[category:Scenery Design]]&lt;br /&gt;
[[Category:Terrain Design]]&lt;br /&gt;
[[Category:Airport Design]]&lt;br /&gt;
[[category:Texturing]]&lt;br /&gt;
[[category:SDK]]&lt;br /&gt;
[[category:Manuals]]&lt;br /&gt;
{{Infobox-Applicable-FSVersion&lt;br /&gt;
| MSFS= false&lt;br /&gt;
| FSXI = false&lt;br /&gt;
| P3D5 = true&lt;br /&gt;
| P3D4 = true&lt;br /&gt;
| P3D3 = true&lt;br /&gt;
| P3D2 = true&lt;br /&gt;
| P3D = true&lt;br /&gt;
| FSW = unknown&lt;br /&gt;
| FSX-SE = true&lt;br /&gt;
| FSXA = true&lt;br /&gt;
| FSX = true&lt;br /&gt;
| FS2004 = unknown&lt;br /&gt;
| FS2002 = unknown&lt;br /&gt;
| XP11 = unknown&lt;br /&gt;
| XP10 = unknown&lt;br /&gt;
| XP9 = unknown&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
This addon is a continuation of the [[Blender2FSX Toolset manual]] and it incorporates compatibility with the latest API for Blender version v3.x.x and above. The new toolset also features full support of PBR materials for Lockheed Martin&#039;s Prepar3D v4.4 and above, as well as some changes to the interface and file structure of the addon.&lt;br /&gt;
This wiki will help you install and use the new toolset.&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
= Installation =&lt;br /&gt;
== Requirements ==&lt;br /&gt;
* Windows 11 and 10 &lt;br /&gt;
&lt;br /&gt;
* Microsoft Flight Simulator X SDK &#039;&#039;&#039;&#039;&#039;including updates&#039;&#039;&#039; to SP2 or Acceleration&#039;&#039; or&lt;br /&gt;
&lt;br /&gt;
* Lockheed Martin Prepar3D SDK v1.x, v2.x, v3.x, &amp;amp; v4.x (&#039;&#039;FSX Steam Edition should use the Prepar3D SDK v1.x&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
* [http://www.blender.org/download/ Blender] (version: &#039;&#039;&#039;v3.x&#039;&#039;&#039; or above)&lt;br /&gt;
&lt;br /&gt;
Make sure that &#039;&#039;&#039;&#039;&#039;ALL&#039;&#039;&#039; SDKs&#039;&#039; that you are going to use are installed prior to installing/ activating this Toolset!&lt;br /&gt;
&lt;br /&gt;
== Setup ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:blender2p3dfsx_setup1.jpg&lt;br /&gt;
Image:blender2p3dfsx_setup2.jpg&lt;br /&gt;
Image:blender2p3dfsx_setup3.jpg&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
After downloading the add-on, open Blender 3.x.x and open the Preferences (Edit-&amp;gt;Preferences). Navigate to the &amp;quot;Add-ons&amp;quot; tab and click on &amp;quot;Install...&amp;quot;. &lt;br /&gt;
In the file manager, navigate to where you have downloaded the Toolset file, select it and click on &amp;quot;Install Add-on&amp;quot;. This will extract the content of the zip file to your Blender script folder (by default under %APPDATA%\Blender Foundation\Blender\&amp;lt;version number&amp;gt;\scripts\addons). Next, you need to activate the addon by clicking on the &#039;&#039;check-mark&#039;&#039; next to &amp;quot;3DView: P3D/FSX Toolset&amp;quot;. That should enable the addon and the various panels and properties. Close the Preferences window.&lt;br /&gt;
&lt;br /&gt;
To ensure that the addon was correctly installed, press &amp;quot;N&amp;quot; on your keyboard while the mouse pointer is in one of the main viewports. This should open the main panels of the addon under the tab named &amp;quot;P3D/FSX&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
= Using the Tools =&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
[[Image:Blender2p3dfsx setup4.jpg|thumb|right|P3D/FSX Toolset panels]]&lt;br /&gt;
Once installed, the Blender2P3D/FSX toolset will append the list of toolkit panels in your viewport. Press &amp;quot;N&amp;quot; to open or close the list of tools. There will be a new entry named &amp;quot;P3D/FSX&amp;quot;, which gives access to the tools of this addon. The different tools are organized in different panels, which are grouped by function.&lt;br /&gt;
The addon adds object properties to the scene. These properties are for instance the references to the various SDKs you can utilize or object properties like attached animations or scenery properties. &lt;br /&gt;
Furthermore, the addon will append the material parameters by P3D or FSX specific parameters.&lt;br /&gt;
Lastly, the addon extends the exporter capabilities and allows you to export your scene to an x-file format and from there calls XToMdl.exe to generate a Prapar3D/Flight Simulator X compatible 3d model.&lt;br /&gt;
&lt;br /&gt;
== Setting up your scene ==&lt;br /&gt;
To ensure that your 3d asset export properly to Prepar3D or Flight Simulator X, you must make sure to prepare and configure the Blender scene. To get started, open the toolset panels by pressing &amp;quot;N&amp;quot; on your keyboard with the main viewport in focus. This will open a list of panels you have currently activated in your Blender configuration. Click on the tab &amp;quot;P3D/FSX&amp;quot; to bring up the panels of the Blender2P3D/FSX toolset.&lt;br /&gt;
=== Configure the SDK ===&lt;br /&gt;
Firstly, go to the &#039;&#039;P3D/FSX Toolset Settings&#039;&#039; and select which SDK you would like to utilize. If &amp;quot;Auto Detect SDK path&amp;quot; is enabled, simply click on &amp;quot;Initialize the SDK&amp;quot;. The addon will then look up the file paths of the SDK in the Windows registry. This method should work in 99% of the cases, however, if the Addon cannot find the file paths, you can also use the &#039;&#039;Manually Find ModelDef file&#039;&#039; option to set up the path.&lt;br /&gt;
Please note that it is necessary to initialize the SDK every time you restart Blender, or load a new scene. This way you ensure that all entries of the modeldef.xml are properly loaded into Blender.&lt;br /&gt;
&lt;br /&gt;
=== Configure the scene ===&lt;br /&gt;
In order for your 3d asset to export properly, you have to ensure that both a GUID and a friendly name are assigned to your scene. To do so, open the &#039;&#039;P3D/FSX File Properties&#039;&#039; panel and type the friendly name in the first edit box. You can use the button &#039;&#039;Generate GUID&#039;&#039; to automatically generate a valid GUID for your scene. Alternatively, you can generate the GUID externally and copy and paste the string into the GUID edit box.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
== Scenery properties ==&lt;br /&gt;
[[image:Blender2P3DFSX Scenery.jpg|thumb|right|Scenery tool of the Blender2P3D/FSX addon.]]&lt;br /&gt;
[feel free to enter the information here.]&lt;br /&gt;
&lt;br /&gt;
=== Quicksave information ===&lt;br /&gt;
With the latest update of the toolkit, you&#039;ll be able to quicksave the location data of your scene. To do so, go to the &#039;&#039;Load/Save scenery data&#039;&#039; section, enter a location name and click on &#039;&#039;Add Location&#039;&#039;. This will save all settings of latitude, longitude, etc. into an XML file on your hard drive. To recall any of those previously saved datasets, click on &#039;&#039;Load Location&#039;&#039;, to open a list of names of previously saved locations. Select the location you wish to load and click on &#039;&#039;LOAD&#039;&#039;. This will populate all fields of the Scenery Tools with those from the XML file.&lt;br /&gt;
&lt;br /&gt;
Note that there is currently no interface to remove entries from the list. But if you&#039;d like to edit or update your quick-save list, you can find the XML file in the following location:&lt;br /&gt;
%APPDATA%\Blender Foundation\Blender\&amp;lt;version number&amp;gt;\config\p3d_locations.xml&lt;br /&gt;
&lt;br /&gt;
The addon will try to load the XML file whenever you initialize the SDK (see [[https://www.fsdeveloper.com/wiki/index.php?title=Blender2P3D/FSX#Setting_up_your_scene Setting up your scene]]). There will be a warning message in the system console of Blender if the file wasn&#039;t found on your hard drive. You can safely ignore this warning if you don&#039;t use this feature of the toolset.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Animations ==&lt;br /&gt;
[[Image:Blender2p3dfsx animation tool.jpg|thumb|left|The Animation tool of the Blender2P3D/FSX toolset.]]&lt;br /&gt;
To register an animation for a P3D/FSX asset, open the &#039;&#039;P3D/FSX Animation Tool&#039;&#039; panel. You will be presented with a list of animations, as found in the modeldef.xml file. To assign an animation to a selected object, choose it from the list and click on &#039;&#039;Assign&#039;&#039;. You can use the search function to filter the list for certain keywords, click on the little arrow on the bottom of the list to expose the search bar.&lt;br /&gt;
[[Image:Blender2p3dfsx object properties.jpg|thumb|right|Object properties for the Blender2P3D/FSX toolset.]]&lt;br /&gt;
Once an animation has been assigned, make sure to enter an animation length in the object&#039;s properties as well. Open the objects properties panel and scroll to the &#039;&#039;P3D/FSX Properties&#039;&#039; section. Here, you&#039;ll find the properties of the attached animation as well as a list of all utilized attachpoints for that object.&lt;br /&gt;
You can also delete an animation by clicking on the &#039;&#039;Clear&#039;&#039; button.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Attachpoints ==&lt;br /&gt;
Open the Attach Tool to access the various options for attachpoints. You can activate or deactivate a number of different functions by clicking on the corresponding buttons in the list. The buttons turn blue when active. Don&#039;t forget to assign the selected attachpoint and its parameters to an object by selecting the object in the scene and clicking on &#039;&#039;Attach&#039;&#039; on the bottom of the panel.&lt;br /&gt;
To see what attachpoints are active for any given object in the scene, select the object and open the object properties. Under &#039;&#039;P3D/FSX Properties&#039;&#039;, you&#039;ll find a list of all attachpoints under the animation properties for the selected object.&lt;br /&gt;
=== Effects ===&lt;br /&gt;
[[Image:Blender2P3DFSX attach effect.jpg|thumb|left|Attachpoint properties for effects.]]&lt;br /&gt;
To attach an effect to an object in your scene, click on the &#039;&#039;Effect&#039;&#039; button in the P3D/FSX Attach Tool panel. This will extend the panel and allow you to specify the parameters of the effect you&#039;d like to attach.&lt;br /&gt;
* &#039;&#039;&#039;Name&#039;&#039;&#039;: set an attachpoint name for the object.&lt;br /&gt;
* &#039;&#039;&#039;Effect&#039;&#039;&#039;: type the filename of the effect you would like to attach to the object.&lt;br /&gt;
* &#039;&#039;&#039;Param&#039;&#039;&#039;: define paramters for the effect. Those can be, for instance, conditions for the effect to trigger. Refer to the P3D/FSX SDK for more information on valid syntax for this field.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
=== Visibility ===&lt;br /&gt;
[[Image:Blender2P3DFSX attach visibility.jpg|thumb|left|Attachpoint properties for visibility.]]&lt;br /&gt;
Add a visibility tag to the selected object by clicking on &#039;&#039;Visibility&#039;&#039; on the P3D/FSX Attach Tool panel. This will open a list of available visibility tags, which you can attach to a selected object in the scene using the &amp;quot;Attach&amp;quot; button.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== MouseRect ===&lt;br /&gt;
[[Image:attach mouserect.jpg|thumb|left|Attachpoint properties for mouserects.]]&lt;br /&gt;
To add a mouserect to the selected object in the scene, click on &#039;&#039;Mouse Rect&#039;&#039;. This will reveal a dropdown list of all available mouserects, as defined in the modeldef.xml file.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
=== Platform ===&lt;br /&gt;
[[Image:Blender2P3DFSX attach platform.jpg|thumb|left|Attachpoint properties for platforms.]]&lt;br /&gt;
You can define an object as a &amp;quot;platform&amp;quot; by activating &#039;&#039;Platform&#039;&#039; in the P3D/FSX Attach Tool panel. Make sure to select a surface property for the platform in the dropdown list.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
=== No Crash ===&lt;br /&gt;
Enable the no crash flag for the selected object in the scene by clicking on &#039;&#039;No Crash&#039;&#039; in the P3D/FSX Attach Tool panel.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
=== Empty ===&lt;br /&gt;
[[Image:Blender2P3DFSX attach empty.jpg|thumb|left|Attachpoint properties for empty attachpoints.]]&lt;br /&gt;
You can also attach an empty attachpoint to an object in the scene by clicking on &#039;&#039;Empty&#039;&#039; in the P3D/FSX Attach Tool panel. This will enable you to assign a name for the attachpoint. These empty attachpoints can be used for instance to create various equipment for aircraft carriers. Simply assign one of the keywords to the object to trigger the wanted behavior of the object. Valid names are:&lt;br /&gt;
*attachpt_catapult_start_n,&lt;br /&gt;
*attachpt_catapult_end_n,&lt;br /&gt;
*attachpt_blast_shield_n,&lt;br /&gt;
*attachpt_runway_start,&lt;br /&gt;
*attachpt_runway_end,&lt;br /&gt;
*attachpt_runway_edg,&lt;br /&gt;
*attachpt_cable_n_1,&lt;br /&gt;
*attachpt_cable_n_2.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Material parameters ==&lt;br /&gt;
{{ambox&lt;br /&gt;
| type  = content&lt;br /&gt;
| imageleft = [[Image:40px-Emblem-Info.png|40px]]&lt;br /&gt;
| imageright = [[Image:Broom icon.jpg|40px]]&lt;br /&gt;
| style = width: 100%; color: black; font-weight: bold; background:#EFFFB0; font-style: italic&lt;br /&gt;
| text  = &amp;lt;small&amp;gt;Please note that you should re-initialize your material if you are updating a scene from an older version of the Blender2P3D/FSX toolset. To do so, select your preferred option in the dropdown for the material mode selection. &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The P3D/FSX Blender toolset will extend the material properties to include flight simulator-specific parameters. Make sure to carefully go through the list of properties to make sure that your material is ready for export.&lt;br /&gt;
The most fundamental parameter is the main material mode. You can choose between &amp;quot;PBR Material&amp;quot;, &amp;quot;Specular Material&amp;quot; and &amp;quot;Disabled&amp;quot;. Note that any material with the mode being set to &amp;quot;disabled&amp;quot; will be skipped during the export process. Also, note that the PBR material is only available for models used in Prepar3D version 4.4 or higher. Therefore, if you are preparing a model for FSX or older versions of Prepar3d, make sure to have the material mode set to the Specular workflow.&lt;br /&gt;
&lt;br /&gt;
The P3D/FSX Blender toolset is making use of Blender&#039;s node tree and as a result, it is important that your materials comply with the conventions of the addon&#039;s exporter. Whenever you change between different material modes, a script will automatically replace the current node tree with one that is compatible with the chosen material mode. This means that currently, you will have to re-assign all textures every time you change the material mode!&lt;br /&gt;
&lt;br /&gt;
When assigning a new texture to any of the slots, a script will check if the texture is of the DDS format and if so, set up the node tree with a WYSIWYG representation of the simulator&#039;s shader. To do this, the addon will perform these two steps:&lt;br /&gt;
1. vertically flipping the UV for the texture node&lt;br /&gt;
2. reversing the red-in-alpha action for the normal map, meaning you can input a P3D/FSX conform normal map and it&#039;ll show up correctly in Blender.&lt;br /&gt;
&lt;br /&gt;
The new material handling also incorporates the detail map in the node tree and synchronizes the scaling of the detail map with the settings made in the Blender2P3D/FSX material panel.&lt;br /&gt;
&lt;br /&gt;
When exporting your scene, the exporter will run an analysis on all materials to extract the texture information. This is done in two ways, by checking what texture nodes connect to the relevant input nodes and by looking for specific node names. This way, it is possible to modify the node tree in Blender while retaining the ability to export the materials properly. The texture paths are searched for in the following manner:&lt;br /&gt;
1. Check if the (new) texture slots in the material panel are populated and use those if found.&lt;br /&gt;
2. If not, check the relevant input socket of the BSDF Principled shader node&lt;br /&gt;
3. follow all the links from that node and create a list of texture image nodes&lt;br /&gt;
4. if there are more than one texture image nodes directly or indirectly connected to the input socket, check the name of both and see if it matches&lt;br /&gt;
5. if there are NO texture image nodes connected to the input socket, search through ALL the texture image nodes of the graph, and check if the name matches.&lt;br /&gt;
&lt;br /&gt;
On the creation of the node tree, the texture image nodes will be given their corresponding names. Those are:&lt;br /&gt;
&amp;quot;diffuse&amp;quot; for the diffuse/albedo texture&lt;br /&gt;
&amp;quot;specular&amp;quot; for the specular texture&lt;br /&gt;
&amp;quot;metallic&amp;quot; for the metallic/smoothness/ao texture&lt;br /&gt;
&amp;quot;emissive&amp;quot; for the emissive/lightmap texture&lt;br /&gt;
&amp;quot;normal&amp;quot; for the normal/bump map texture&lt;br /&gt;
&amp;quot;clear-coat&amp;quot; for the amount/smoothness/normal x-component/normal y-component&lt;br /&gt;
&lt;br /&gt;
I suggest not deleting any of those texture nodes, in case you&#039;ll need them at a later stage. If you don&#039;t want a certain texture map to show up on your model, just disconnect the corresponding link.&lt;br /&gt;
&lt;br /&gt;
By default, the emissive image texture is not connected to anything. If you want to see the effects of your lightmap on the model in Blender, simply link the texture node with the input socket labeled &amp;quot;Emission&amp;quot;/&amp;quot;Emissive Color&amp;quot;. Note that the emissive map doesn&#039;t have to be linked with the base shader node in order for the lightmap texture to be found by the exporter!&lt;br /&gt;
&lt;br /&gt;
=== PBR Material mode ===&lt;br /&gt;
[[Image:Pbr shader.jpg|thumb|right|The node tree for PBR material.]]&lt;br /&gt;
When you switch to the PBR Material mode, the node tree will be populated with a &amp;quot;BSDF Principled&amp;quot; node and a number of nodes that are linked up with the principled&#039;s input sockets. You can revise the material at any point by removing nodes or links. You can also add logic blocks between existing links and observe the effects in the viewport. Keep in mind, however, that those types of changes will have no effect on the model when you export it to Prepar3D.&lt;br /&gt;
&lt;br /&gt;
==== Albedo/Diffuse Map ====&lt;br /&gt;
The Albedo/Diffuse map uses the &amp;quot;Base Color&amp;quot; input socket of the BSDF Principled node. By default, the Alpha channel of the texture node is linked with the Alpha input socket of the BSDF node. For all opaque materials, this should have no effect, but for transparent materials, it is important that the link remains.&lt;br /&gt;
&lt;br /&gt;
It is possible to modify the node tree to display the Ambient Occlusion channel of the metallic texture. To do that, add a &amp;quot;MixRGB&amp;quot; node to the node tree and switch the blend mode to &amp;quot;multiply&amp;quot;. Next, connect the Color channel from the albedo texture node to input Color1 of the mixRGB node, and connect the green channel (&amp;quot;G&amp;quot;) from the &amp;quot;separate RGB&amp;quot; node of the metallic node to the Color2 input of the mixRGB node. Lastly, connect the output of the mixRGB node to the Base Color input of the BSDF Principled Shader node.&lt;br /&gt;
&lt;br /&gt;
Make sure to disable Ambient occlusion in the scene render settings to not over-saturate the shading.&lt;br /&gt;
&lt;br /&gt;
==== Metallic Map ====&lt;br /&gt;
The metallic texture consists of three channels. The red channel represents the &amp;quot;metallicness&amp;quot; of the material, the alpha channel the &amp;quot;smoothness&amp;quot; and the green channel can contain an ambient occlusion map. Since Blender is using &amp;quot;roughness&amp;quot; rather than &amp;quot;smoothness&amp;quot;, it is necessary to invert the alpha channel of the metallic texture before plugging it into the BSDF Principled node. This is already done for you within Blender&#039;s shading editor (sometimes called the node editor) when you set up the material for PBR.&lt;br /&gt;
&lt;br /&gt;
Please note that the color space of the metallic node should be changed to &amp;quot;non-color&amp;quot;, once you assigned a texture to the node.&lt;br /&gt;
&lt;br /&gt;
By default, the AO map is omitted, see above if you want to display it in your scene.&lt;br /&gt;
&lt;br /&gt;
Note that for Prepar3Dv5, you can provide a reflection map in the blue channel of the metallic map, however, this channel won&#039;t be displayed in Blender. If you use the reflective channel, make sure to tick the &amp;quot;Metallic map has reflection&amp;quot; in the Metallic properties of the material.&lt;br /&gt;
&lt;br /&gt;
==== Clear Coat Map ====&lt;br /&gt;
The Clear Coat map is comprised of 2 or 3 textures that are packed in the channels within a single RGB or RGBA texture. The 2 required textures in a Clear coat map are the &amp;quot;Amount&amp;quot; and &amp;quot;Smoothness&amp;quot;. The 3rd, optionally, is the Clear Coat Normal map.  The Clear Coat map should not be used with any material that is metallic material. The Clear Coat map should be used on materials that are to appear as if they have been waxed or lacquered (such as automobiles, fine leather, and also, Banners).&lt;br /&gt;
&lt;br /&gt;
The Red Channel of the clear coat is the &amp;quot;Amount&amp;quot; of the clear coat (0.00 to 1.0). Pure black (matte) is represented as 0.00, pure white is 1.0 (maximum amount). In other words, this is the amount of wax or lacquer on the material.&lt;br /&gt;
&lt;br /&gt;
The Green Channel is the &amp;quot;Smoothness&amp;quot; of the Clear Coat. This is also represented as 0.00 to 1.0. Pure black is 0.00 and pure white is 1.0 (maximum smoothness) and gives you the maximum reflection.&lt;br /&gt;
&lt;br /&gt;
The numerical values for the &amp;quot;Amount&amp;quot; and &amp;quot;Smoothness&amp;quot; are for &amp;quot;baking&amp;quot; and procedural texture purposes.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; Within the Shading Editor in Blender (sometimes called the Node Editor), the &amp;quot;Smoothness&amp;quot; map (in the green channel) is being &amp;quot;inverted&amp;quot;. This is because Blender is looking for a &amp;quot;Roughness&amp;quot; map and P3D requires a &amp;quot;Smoothness&amp;quot; map. Using the &amp;quot;Smoothness&amp;quot; texture that is contained in the &amp;quot;Metallic&amp;quot; map will most likely not give you the &amp;quot;look&amp;quot; you were hoping for.&lt;br /&gt;
&lt;br /&gt;
The Clear Coat Normal map (placed in the Blue and Alpha Channels) consists of the x- and y-components of a standard normal map. The x-component (within a standard normal map, it&#039;s in the red Channel) is placed in the Blue channel.  The y-component (within a standard normal map, it&#039;s in the green channel) is placed in the Alpha Channel.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; Just like the Normal map used in P3D, the Clear Coat normal map is in the DirectX format, not OpenGL format  Be aware when &amp;quot;baking&amp;quot; within Blender, the OpenGL Format is used when creating normal maps.  &lt;br /&gt;
&lt;br /&gt;
=== Specular Material mode ===&lt;br /&gt;
[[Image:Specular shader.jpg|thumb|right|The node tree for specular material.]]&lt;br /&gt;
If you select &amp;quot;Specular Material&amp;quot; as the P3D/FSX material mode, the current node tree is removed and replaced. The main shader node will now be an &amp;quot;Eevee Specular&amp;quot; node. The node tree will be populated in a way that most closely represents the shader mechanics of FSX/P3D and all you need to do is add your texture files to the various texture image nodes. As with the PBR node tree, you can modify the Specular node tree in any way you wish - as long as the original Texture image nodes and the Eevee Specular node remain, the exporter will be able to pick up the correct texture paths.&lt;br /&gt;
&lt;br /&gt;
Please note that since it is a node specifically designed for the Eevee render engine, material created in this way won&#039;t render properly if you switch the viewport render mode to &amp;quot;Cycles&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
=== Normal maps for PBR and Specular material ===&lt;br /&gt;
Prepar3D and FSX use a non-standard approach to rendering normal maps and we took the approach on board when developing the node tree for the P3D/FSX material. If you&#039;re using non-DDS files (.PSD, .tga, .png, etc), the shader is set up in an industry-standard way, with the color node of the normal texture node being plugged indirectly into the normal map node of the graph. However, if you&#039;re using DDS files, the addon will change the node tree in a way that reflects the sim as closely as possible by reversing the mandatory red-in-alpha.&lt;br /&gt;
&lt;br /&gt;
Please note that the color space of the normal map will now automatically be changed to &amp;quot;non-color&amp;quot;, once you assigned a texture to the normal map slot.&lt;br /&gt;
&lt;br /&gt;
The legacy NVidia Photoshop plug-in, GIMP plug-in, and the SDK&#039;s Imagetool (FSX and P3D) all use the DirectX format for Normal maps. The latest NVidia plug-in, along with the standalone application, uses the OpenGL Format when creating Normal maps.  Most Normal maps &amp;quot;ready-made&amp;quot; can be changed to the DirectX format by inverting or flipping the &#039;y&#039;-component of the Normal map, however, go with what &amp;quot;looks&amp;quot; correct to you.&lt;br /&gt;
&lt;br /&gt;
=== Environment/Reflection map ===&lt;br /&gt;
Oppose to P3D, Blender is using a global reflection map in conjunction with reflective materials. Depending on your requirements, it might be necessary for you to utilize different reflection maps for different materials. To accommodate this, you can link any reflection map to any material, using the Parameter &amp;quot;Reflection map&amp;quot; under the P3D/FSX material properties. However, any change to the file or file path will not change anything about how reflections are presented in Blender.&lt;br /&gt;
If you would like to get an idea of how your reflection map works with your other material settings, you can manually change Blender&#039;s global reflection map. To do so, open the &amp;quot;World Properties&amp;quot; and under &amp;quot;Surface-&amp;gt;Color&amp;quot;, select &amp;quot;Environment Texture&amp;quot; as a new source for the world reflection map and navigate to your texture. Don&#039;t forget to change the render mode to &amp;quot;Viewport Shading&amp;quot;. Please note that changes to the world properties won&#039;t be taken into account when exporting your model to &amp;quot;.X&amp;quot; or &amp;quot;.MDL&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
=== Transparency ===&lt;br /&gt;
If you&#039;re working with PBR material, switching your material to transparent is simple. In the P3D/FSX material settings change the &amp;quot;Render mode&amp;quot; to &amp;quot;Masked&amp;quot;. The transparency value is taken from the Alpha channel of the Albedo texture node and will be visualized in the viewport. Note that switching from &amp;quot;Opaque&amp;quot; to &amp;quot;Masked&amp;quot; will also enable Backface culling by default, this is simply done for your convenience, but you can switch it off at any time with no effect on the P3D/FSX model itself.&lt;br /&gt;
&lt;br /&gt;
Transparency for Specular material is currently not automated in this way, so any changes to the &amp;quot;Framebuffer Blend&amp;quot; properties of the material will have no effect on how the model is displayed in Blender. These values are, however, taken into consideration when you export your model and should work as expected.&lt;br /&gt;
&lt;br /&gt;
= Exporting to .X/.MDL =&lt;br /&gt;
[[Image:Blender2P3DFSX Export1.jpg|thumb|Export options of the Blender2P3D/FSX toolset.]]&lt;br /&gt;
An essential element of the Blender2P3D/FSX toolset is the ability to export a Blender scene directly into the .mdl format. You can access the exporter by clicking on File-&amp;gt;Export-&amp;gt;DirectX for P3D/FSX (.X/.MDL). This will open the export dialog. On the right side of the window, you can choose various options for the export. Don&#039;t forget to enter a valid filename on the bottom of the screen before pressing &amp;quot;Export P3D/FSX .X file&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Note: I recommend opening the Blender console before starting the export process. At the moment the exporter won&#039;t give you any visual feedback on whether it&#039;s running or not, so checking on the console helps to make sure that everything is working smoothly. The console can be accessed through Window-&amp;gt;Toggle System Console.&lt;br /&gt;
&lt;br /&gt;
== Exporter options ==&lt;br /&gt;
&#039;&#039;&#039;Export only current selection&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
If this option is active, only the elements of your scene that are currently selected will be exported. This can be useful if you want to quickly check certain parts of the scene, without exporting everything at once.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Apply all modifiers&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
If this option is selected, every object in the scene will have its modifiers applied before being encoded into the .X file. It is important to have this option enabled, otherwise your model might not be displayed correctly in the sim.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Export animations and LOD&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
To make sure that the animations and LODs are being exported, this option should be enabled.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Skinned mesh&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
If there are any skinned meshes in you scene, make sure to enable this option. Otherwise, the skinned mesh animations are being omitted.&amp;lt;br/&amp;gt; &lt;br /&gt;
&#039;&#039;&#039;Export MDL&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
If this option is selected, the exporter will automatically call the XToMdl.exe converter once the .x file is written. Enable this option to export directly into the Prapar3D/FSX compatible 3d model format.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Create XML Scenery placement for this MDL&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
If this option is selected, the exporter will create an XML file that has all the scenery export information such as &#039;&#039;coordinates (latitude, longitude, altitude, pitch, bank, heading)&#039;&#039; and the &#039;&#039;scenery complexity&#039;&#039; of the scenery objects/model to be exported (by default &#039;&#039;Scenery Complexity = Normal&#039;&#039;). Then, it will convert the created &amp;quot;.MDL&amp;quot; format file into &amp;quot;.BGL&amp;quot; format file which then can be used directly in the simulator.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Create Sample XML Scenery Placement&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
If this option is selected, the exporter will create a SAMPLE XML file to show the developer how the scenery xml file should be written. &#039;&#039;Remember to only select this option if you wish to create the &amp;quot;.BGL&amp;quot; file manually/by your own&#039;&#039;.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Log File&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
If this option is checked, a log file will be generated in the same folder you export your scene to. The log file is a simple text file with the friendly name of the model [ex. Hangar_(date)_(time)_log.txt]. It can contain valuable information on the export progress if something goes wrong.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Use BMP&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
If selected, all texture filenames will be changed to &amp;lt;filename&amp;gt;.bmp.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Export process ==&lt;br /&gt;
The exporter will generate an .X file and - if selected - a .xanim file, which will hold the geometric information of your model, as well as the specs of your materials. Some of the properties of the model will be taken directly from the Blender scene, whereas some properties come from the custom properties that the Blender2P3D/FSX addon adds to objects and materials.&lt;br /&gt;
&lt;br /&gt;
The following list describes the operation of the exporter step-by-step.&lt;br /&gt;
# &#039;&#039;&#039;Collecting object Information&#039;&#039;&#039;&amp;lt;!--&lt;br /&gt;
 --&amp;gt;&amp;lt;p&amp;gt;The exporter will first go through the hierarchy of the scene and generate a list of exportable objects. Those objects are meshes, bones, and empty object(s) if they have anything attached to it. The exporter will also check if the SDK was initialized, a modeldef.xml was found, and if the scene contains a valid GUID and friendly name. If &amp;quot;&#039;&#039;Export Animations&#039;&#039;&amp;quot; was enabled in the export dialog, a list will be generated that contains information on every part that has an animation tag assigned to it.&amp;lt;/p&amp;gt;&lt;br /&gt;
# &#039;&#039;&#039;Writing the header&#039;&#039;&#039;&amp;lt;!--&lt;br /&gt;
 --&amp;gt;&amp;lt;p&amp;gt;The header of the .x file contains templates for mesh and material information. Since P3D and FSX models differ slightly, the templates are being written depending on the selected SDK.&amp;lt;/p&amp;gt;&lt;br /&gt;
# &#039;&#039;&#039;Outline of the scene&#039;s hierarchy&#039;&#039;&#039;&amp;lt;!--&lt;br /&gt;
 --&amp;gt;&amp;lt;p&amp;gt;The exporter will write a quick outline of the scene&#039;s objects into the .X file. This outline has no function but is informative to anyone who needs to debug any errors during the export.&amp;lt;/p&amp;gt;&lt;br /&gt;
# &#039;&#039;&#039;Writing scene information&#039;&#039;&#039;&amp;lt;!--&lt;br /&gt;
 --&amp;gt;&amp;lt;p&amp;gt;Next, the exporter will go through the list of eligible objects and encode the geometric information. This includes the position of the vertices, a list of polygons, mesh normals for each vertex, and UV coordinates.&amp;lt;/p&amp;gt;&lt;br /&gt;
## &#039;&#039;&#039;Analyzing mesh materials&#039;&#039;&#039;&amp;lt;!--&lt;br /&gt;
 --&amp;gt;&amp;lt;p&amp;gt;For each material, the exporter will analyze the node tree to find the relevant image texture nodes. If an image texture node cannot be found, or if the filename is empty, the corresponding texture type will be skipped by the exporter.&amp;lt;/p&amp;gt;&lt;br /&gt;
## &#039;&#039;&#039;Writing mesh material&#039;&#039;&#039;&amp;lt;!--&lt;br /&gt;
 --&amp;gt;&amp;lt;p&amp;gt;Once all data is collected, the material properties are being encoded in the .x file.&amp;lt;/p&amp;gt;&lt;br /&gt;
#&#039;&#039;&#039;Writing Animations&#039;&#039;&#039;&amp;lt;!--&lt;br /&gt;
 --&amp;gt;&amp;lt;p&amp;gt;If &amp;quot;&#039;&#039;Export animations and LODs&#039;&#039;&amp;quot; has been selected in the exporter window, a .xanim file is generated, which contains the animation data for all animated objects.&amp;lt;/p&amp;gt;&lt;br /&gt;
#&#039;&#039;&#039;Converting to MDL&#039;&#039;&#039;&amp;lt;!--&lt;br /&gt;
 --&amp;gt;&amp;lt;p&amp;gt;If &amp;quot;&#039;&#039;Export MDL&#039;&#039;&amp;quot; has been selected in the exporter window, the exporter will execute the XToMdl.exe of the selected SDK. The Blender system console will show the progress during this step of the export, however, note that the output is currently not logged in the log file that is generated by the exporter. If there is an issue with the .X file, or if the XToMdl.exe couldn&#039;t be found, an error will be shown in the Blender window.&amp;lt;/p&amp;gt;&lt;br /&gt;
#&#039;&#039;&#039;Export BGL&#039;&#039;&#039;&amp;lt;!--&lt;br /&gt;
 --&amp;gt;&amp;lt;p&amp;gt;BGL is a scenery file format that is being used in Flight Simulator. If &amp;quot;&#039;&#039;Create XML Scenery placement for this MDL&#039;&#039;&amp;quot; has been selected in the exporter window, the created .MDL format file will run through an application called bglcomp [which is an in-build application that comes with the Software Development (Kit)] to create the Flight Simulator use .BGL format file. This BGL format file can be used directly in the simulator later.&amp;lt;/p&amp;gt; &lt;br /&gt;
&lt;br /&gt;
If the export was successful, you&#039;ll find the .X and the .MDL file in the selected folder, ready to be imported into P3D/FSX.&lt;br /&gt;
&lt;br /&gt;
Please note that the exporter currently does not optimize your model! If you want to improve on the performance of your 3d asset, it is recommended to join all parts that share a material but don&#039;t have an animation or attachpoint assigned to it. Also note that the export process takes a long time to complete, please have the system console open to check up on the progress of the export.&lt;br /&gt;
&lt;br /&gt;
= Credits and license =&lt;br /&gt;
The addon in its current version is the hard work of many members of the fsdeveloper.com forum. The original FSX2Blender addon was developed by:&lt;br /&gt;
[https://www.fsdeveloper.com/forum/members/capt_x.6562/ Felix Owono-Ateba], [https://www.fsdeveloper.com/forum/members/ronh.1886/ Ron Haertel], [https://www.fsdeveloper.com/forum/members/krispy1001.11839/ Kris Pyatt] (2017) and [https://www.fsdeveloper.com/forum/members/manochvarma-raman.16466/ Manochvarma Raman] (2018)&lt;br /&gt;
This current incarnation of the addon uses most of the original algorithms, but with an updated UI and compatibility for Blender v2.8.x. Parts of the original exporter script have been rewritten to accommodate Blender&#039;s new material workflow and to add PBR support to the addon (P3D v4.4+ only). This work was done 2019/2020 by [https://www.fsdeveloper.com/forum/members/vitus.2026/ Otmar Nitsche]. Further additions to the material workflow were added by [https://www.fsdeveloper.com/forum/members/dave-hoeffgen.14361/ David Hoeffgen] in 2020.  The UI and the Clear Coat map components (P3D v5) were updated/ added for Blender v3.x.x by [https://www.fsdeveloper.com/forum/members/dave_w.16881/ Dave_W] &amp;amp; [https://www.fsdeveloper.com/forum/members/pyscen.1491/ Doug A] in November 2022.&lt;br /&gt;
&lt;br /&gt;
Special thanks go to [https://www.fsdeveloper.com/forum/members/arno.1/ Arno Gerretsen] and [https://www.fsdeveloper.com/forum/members/spotlope.39/ Bill Womack] for their input during the development and testing of the addon.&lt;br /&gt;
&lt;br /&gt;
The software is licensed under [http://www.gnu.org/licenses/gpl-3.0.html GNU General Public License (GNU-GPL-3)]. Feel free to use it as you see fit, both for freeware and commercial projects. If you have suggestions for changes, use the forum. If you would like to get involved in the development of the addon, contact any of the authors mentioned above to coordinate the effort.&lt;/div&gt;</summary>
		<author><name>Pyscen</name></author>
	</entry>
	<entry>
		<id>http://www.fsdeveloper.com/wiki/index.php?title=Blender2P3D/FSX&amp;diff=11334</id>
		<title>Blender2P3D/FSX</title>
		<link rel="alternate" type="text/html" href="http://www.fsdeveloper.com/wiki/index.php?title=Blender2P3D/FSX&amp;diff=11334"/>
		<updated>2022-12-03T18:43:43Z</updated>

		<summary type="html">&lt;p&gt;Pyscen: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{ambox&lt;br /&gt;
| type  = content&lt;br /&gt;
| imageleft = [[Image:40px-Emblem-Info.png|40px]]&lt;br /&gt;
| imageright = [[Image:Broom icon.jpg|40px]]&lt;br /&gt;
| style = width: 100%; color: black; font-weight: bold; background:#EFFFB0; font-style: italic&lt;br /&gt;
| text = The current version of the &#039;&#039;&#039;Blender2P3D/FSX&#039;&#039;&#039; addon is &#039;&#039;&#039;v1.0.2&#039;&#039;&#039;.  The &#039;&#039;&#039;Blender2P3D/FSX toolset&#039;&#039;&#039; is an addon for [http://www.blender.org/download/ Blender].|]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Tools]]&lt;br /&gt;
[[Category:Blender]]&lt;br /&gt;
[[category:Modeling]]{&lt;br /&gt;
[[Category:Aircraft Design]]&lt;br /&gt;
[[category:Scenery Design]]&lt;br /&gt;
[[Category:Terrain Design]]&lt;br /&gt;
[[Category:Airport Design]]&lt;br /&gt;
[[category:Texturing]]&lt;br /&gt;
[[category:SDK]]&lt;br /&gt;
[[category:Manuals]]&lt;br /&gt;
{{Infobox-Applicable-FSVersion&lt;br /&gt;
| MSFS= false&lt;br /&gt;
| FSXI = false&lt;br /&gt;
| P3D5 = true&lt;br /&gt;
| P3D4 = true&lt;br /&gt;
| P3D3 = true&lt;br /&gt;
| P3D2 = true&lt;br /&gt;
| P3D = true&lt;br /&gt;
| FSW = unknown&lt;br /&gt;
| FSX-SE = true&lt;br /&gt;
| FSXA = true&lt;br /&gt;
| FSX = true&lt;br /&gt;
| FS2004 = unknown&lt;br /&gt;
| FS2002 = unknown&lt;br /&gt;
| XP11 = unknown&lt;br /&gt;
| XP10 = unknown&lt;br /&gt;
| XP9 = unknown&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
This addon is a continuation of the [[Blender2FSX Toolset manual]] and it incorporates compatibility with the latest API for Blender version v3.x.x and above. The new toolset also features full support of PBR materials for Lockheed Martin&#039;s Prepar3D v4.4 and above, as well as some changes to the interface and file structure of the addon.&lt;br /&gt;
This wiki will help you install and use the new toolset.&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
= Installation =&lt;br /&gt;
== Requirements ==&lt;br /&gt;
* Windows 11 and 10 &lt;br /&gt;
&lt;br /&gt;
* Microsoft Flight Simulator X SDK &#039;&#039;&#039;&#039;&#039;including updates&#039;&#039;&#039; to SP2 or Acceleration&#039;&#039; or&lt;br /&gt;
&lt;br /&gt;
* Lockheed Martin Prepar3D SDK v1.x, v2.x, v3.x, &amp;amp; v4.x (&#039;&#039;FSX Steam Edition should use the Prepar3D SDK v1.x&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
* [http://www.blender.org/download/ Blender] (version: &#039;&#039;&#039;v3.x&#039;&#039;&#039; or above)&lt;br /&gt;
&lt;br /&gt;
Make sure that &#039;&#039;&#039;&#039;&#039;ALL&#039;&#039;&#039; SDKs&#039;&#039; that you are going to use are installed prior to installing/ activating this Toolset!&lt;br /&gt;
&lt;br /&gt;
== Setup ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:blender2p3dfsx_setup1.jpg&lt;br /&gt;
Image:blender2p3dfsx_setup2.jpg&lt;br /&gt;
Image:blender2p3dfsx_setup3.jpg&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
After downloading the add-on, open Blender 3.x.x and open the Preferences (Edit-&amp;gt;Preferences). Navigate to the &amp;quot;Add-ons&amp;quot; tab and click on &amp;quot;Install...&amp;quot;. &lt;br /&gt;
In the file manager, navigate to where you have downloaded the Toolset file, select it and click on &amp;quot;Install Add-on&amp;quot;. This will extract the content of the zip file to your Blender script folder (by default under %APPDATA%\Blender Foundation\Blender\&amp;lt;version number&amp;gt;\scripts\addons). Next, you need to activate the addon by clicking on the &#039;&#039;check-mark&#039;&#039; next to &amp;quot;3DView: P3D/FSX Toolset&amp;quot;. That should enable the addon and the various panels and properties. Close the Preferences window.&lt;br /&gt;
&lt;br /&gt;
To ensure that the addon was correctly installed, press &amp;quot;N&amp;quot; on your keyboard while the mouse pointer is in one of the main viewports. This should open the main panels of the addon under the tab named &amp;quot;P3D/FSX&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
= Using the Tools =&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
[[Image:Blender2p3dfsx setup4.jpg|thumb|right|P3D/FSX Toolset panels]]&lt;br /&gt;
Once installed, the Blender2P3D/FSX toolset will append the list of toolkit panels in your viewport. Press &amp;quot;N&amp;quot; to open or close the list of tools. There will be a new entry named &amp;quot;P3D/FSX&amp;quot;, which gives access to the tools of this addon. The different tools are organized in different panels, which are grouped by function.&lt;br /&gt;
The addon adds object properties to the scene. These properties are for instance the references to the various SDKs you can utilize or object properties like attached animations or scenery properties. &lt;br /&gt;
Furthermore, the addon will append the material parameters by P3D or FSX specific parameters.&lt;br /&gt;
Lastly, the addon extends the exporter capabilities and allows you to export your scene to an x-file format and from there calls XToMdl.exe to generate a Prapar3D/Flight Simulator X compatible 3d model.&lt;br /&gt;
&lt;br /&gt;
== Setting up your scene ==&lt;br /&gt;
To ensure that your 3d asset export properly to Prepar3D or Flight Simulator X, you must make sure to prepare and configure the Blender scene. To get started, open the toolset panels by pressing &amp;quot;N&amp;quot; on your keyboard with the main viewport in focus. This will open a list of panels you have currently activated in your Blender configuration. Click on the tab &amp;quot;P3D/FSX&amp;quot; to bring up the panels of the Blender2P3D/FSX toolset.&lt;br /&gt;
=== Configure the SDK ===&lt;br /&gt;
Firstly, go to the &#039;&#039;P3D/FSX Toolset Settings&#039;&#039; and select which SDK you would like to utilize. If &amp;quot;Auto Detect SDK path&amp;quot; is enabled, simply click on &amp;quot;Initialize the SDK&amp;quot;. The addon will then look up the file paths of the SDK in the Windows registry. This method should work in 99% of the cases, however, if the Addon cannot find the file paths, you can also use the &#039;&#039;Manually Find ModelDef file&#039;&#039; option to set up the path.&lt;br /&gt;
Please note that it is necessary to initialize the SDK every time you restart Blender, or load a new scene. This way you ensure that all entries of the modeldef.xml are properly loaded into Blender.&lt;br /&gt;
&lt;br /&gt;
=== Configure the scene ===&lt;br /&gt;
In order for your 3d asset to export properly, you have to ensure that both a GUID and a friendly name are assigned to your scene. To do so, open the &#039;&#039;P3D/FSX File Properties&#039;&#039; panel and type the friendly name in the first edit box. You can use the button &#039;&#039;Generate GUID&#039;&#039; to automatically generate a valid GUID for your scene. Alternatively, you can generate the GUID externally and copy and paste the string into the GUID edit box.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
== Scenery properties ==&lt;br /&gt;
[[image:Blender2P3DFSX Scenery.jpg|thumb|right|Scenery tool of the Blender2P3D/FSX addon.]]&lt;br /&gt;
[feel free to enter the information here.]&lt;br /&gt;
&lt;br /&gt;
=== Quicksave information ===&lt;br /&gt;
With the latest update of the toolkit, you&#039;ll be able to quicksave the location data of your scene. To do so, go to the &#039;&#039;Load/Save scenery data&#039;&#039; section, enter a location name and click on &#039;&#039;Add Location&#039;&#039;. This will save all settings of latitude, longitude, etc. into an XML file on your hard drive. To recall any of those previously saved datasets, click on &#039;&#039;Load Location&#039;&#039;, to open a list of names of previously saved locations. Select the location you wish to load and click on &#039;&#039;LOAD&#039;&#039;. This will populate all fields of the Scenery Tools with those from the XML file.&lt;br /&gt;
&lt;br /&gt;
Note that there is currently no interface to remove entries from the list. But if you&#039;d like to edit or update your quick-save list, you can find the XML file in the following location:&lt;br /&gt;
%APPDATA%\Blender Foundation\Blender\&amp;lt;version number&amp;gt;\config\p3d_locations.xml&lt;br /&gt;
&lt;br /&gt;
The addon will try to load the XML file whenever you initialize the SDK (see [[https://www.fsdeveloper.com/wiki/index.php?title=Blender2P3D/FSX#Setting_up_your_scene Setting up your scene]]). There will be a warning message in the system console of Blender if the file wasn&#039;t found on your hard drive. You can safely ignore this warning if you don&#039;t use this feature of the toolset.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Animations ==&lt;br /&gt;
[[Image:Blender2p3dfsx animation tool.jpg|thumb|left|The Animation tool of the Blender2P3D/FSX toolset.]]&lt;br /&gt;
To register an animation for a P3D/FSX asset, open the &#039;&#039;P3D/FSX Animation Tool&#039;&#039; panel. You will be presented with a list of animations, as found in the modeldef.xml file. To assign an animation to a selected object, choose it from the list and click on &#039;&#039;Assign&#039;&#039;. You can use the search function to filter the list for certain keywords, click on the little arrow on the bottom of the list to expose the search bar.&lt;br /&gt;
[[Image:Blender2p3dfsx object properties.jpg|thumb|right|Object properties for the Blender2P3D/FSX toolset.]]&lt;br /&gt;
Once an animation has been assigned, make sure to enter an animation length in the object&#039;s properties as well. Open the objects properties panel and scroll to the &#039;&#039;P3D/FSX Properties&#039;&#039; section. Here, you&#039;ll find the properties of the attached animation as well as a list of all utilized attachpoints for that object.&lt;br /&gt;
You can also delete an animation by clicking on the &#039;&#039;Clear&#039;&#039; button.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Attachpoints ==&lt;br /&gt;
Open the Attach Tool to access the various options for attachpoints. You can activate or deactivate a number of different functions by clicking on the corresponding buttons in the list. The buttons turn blue when active. Don&#039;t forget to assign the selected attachpoint and its parameters to an object by selecting the object in the scene and clicking on &#039;&#039;Attach&#039;&#039; on the bottom of the panel.&lt;br /&gt;
To see what attachpoints are active for any given object in the scene, select the object and open the object properties. Under &#039;&#039;P3D/FSX Properties&#039;&#039;, you&#039;ll find a list of all attachpoints under the animation properties for the selected object.&lt;br /&gt;
=== Effects ===&lt;br /&gt;
[[Image:Blender2P3DFSX attach effect.jpg|thumb|left|Attachpoint properties for effects.]]&lt;br /&gt;
To attach an effect to an object in your scene, click on the &#039;&#039;Effect&#039;&#039; button in the P3D/FSX Attach Tool panel. This will extend the panel and allow you to specify the parameters of the effect you&#039;d like to attach.&lt;br /&gt;
* &#039;&#039;&#039;Name&#039;&#039;&#039;: set an attachpoint name for the object.&lt;br /&gt;
* &#039;&#039;&#039;Effect&#039;&#039;&#039;: type the filename of the effect you would like to attach to the object.&lt;br /&gt;
* &#039;&#039;&#039;Param&#039;&#039;&#039;: define paramters for the effect. Those can be, for instance, conditions for the effect to trigger. Refer to the P3D/FSX SDK for more information on valid syntax for this field.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
=== Visibility ===&lt;br /&gt;
[[Image:Blender2P3DFSX attach visibility.jpg|thumb|left|Attachpoint properties for visibility.]]&lt;br /&gt;
Add a visibility tag to the selected object by clicking on &#039;&#039;Visibility&#039;&#039; on the P3D/FSX Attach Tool panel. This will open a list of available visibility tags, which you can attach to a selected object in the scene using the &amp;quot;Attach&amp;quot; button.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== MouseRect ===&lt;br /&gt;
[[Image:attach mouserect.jpg|thumb|left|Attachpoint properties for mouserects.]]&lt;br /&gt;
To add a mouserect to the selected object in the scene, click on &#039;&#039;Mouse Rect&#039;&#039;. This will reveal a dropdown list of all available mouserects, as defined in the modeldef.xml file.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
=== Platform ===&lt;br /&gt;
[[Image:Blender2P3DFSX attach platform.jpg|thumb|left|Attachpoint properties for platforms.]]&lt;br /&gt;
You can define an object as a &amp;quot;platform&amp;quot; by activating &#039;&#039;Platform&#039;&#039; in the P3D/FSX Attach Tool panel. Make sure to select a surface property for the platform in the dropdown list.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
=== No Crash ===&lt;br /&gt;
Enable the no crash flag for the selected object in the scene by clicking on &#039;&#039;No Crash&#039;&#039; in the P3D/FSX Attach Tool panel.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
=== Empty ===&lt;br /&gt;
[[Image:Blender2P3DFSX attach empty.jpg|thumb|left|Attachpoint properties for empty attachpoints.]]&lt;br /&gt;
You can also attach an empty attachpoint to an object in the scene by clicking on &#039;&#039;Empty&#039;&#039; in the P3D/FSX Attach Tool panel. This will enable you to assign a name for the attachpoint. These empty attachpoints can be used for instance to create various equipment for aircraft carriers. Simply assign one of the keywords to the object to trigger the wanted behavior of the object. Valid names are:&lt;br /&gt;
*attachpt_catapult_start_n,&lt;br /&gt;
*attachpt_catapult_end_n,&lt;br /&gt;
*attachpt_blast_shield_n,&lt;br /&gt;
*attachpt_runway_start,&lt;br /&gt;
*attachpt_runway_end,&lt;br /&gt;
*attachpt_runway_edg,&lt;br /&gt;
*attachpt_cable_n_1,&lt;br /&gt;
*attachpt_cable_n_2.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Material parameters ==&lt;br /&gt;
{{ambox&lt;br /&gt;
| type  = content&lt;br /&gt;
| imageleft = [[Image:40px-Emblem-Info.png|40px]]&lt;br /&gt;
| imageright = [[Image:Broom icon.jpg|40px]]&lt;br /&gt;
| style = width: 100%; color: black; font-weight: bold; background:#EFFFB0; font-style: italic&lt;br /&gt;
| text  = &amp;lt;small&amp;gt;Please note that you should re-initialize your material if you are updating a scene from an older version of the Blender2P3D/FSX toolset. To do so, select your preferred option in the dropdown for the material mode selection. &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The P3D/FSX Blender toolset will extend the material properties to include flight simulator-specific parameters. Make sure to carefully go through the list of properties to make sure that your material is ready for export.&lt;br /&gt;
The most fundamental parameter is the main material mode. You can choose between &amp;quot;PBR Material&amp;quot;, &amp;quot;Specular Material&amp;quot; and &amp;quot;Disabled&amp;quot;. Note that any material with the mode being set to &amp;quot;disabled&amp;quot; will be skipped during the export process. Also, note that the PBR material is only available for models used in Prepar3D version 4.4 or higher. Therefore, if you are preparing a model for FSX or older versions of Prepar3d, make sure to have the material mode set to the Specular workflow.&lt;br /&gt;
&lt;br /&gt;
The P3D/FSX Blender toolset is making use of Blender&#039;s node tree and as a result, it is important that your materials comply with the conventions of the addon&#039;s exporter. Whenever you change between different material modes, a script will automatically replace the current node tree with one that is compatible with the chosen material mode. This means that currently, you will have to re-assign all textures every time you change the material mode!&lt;br /&gt;
&lt;br /&gt;
When assigning a new texture to any of the slots, a script will check if the texture is of the DDS format and if so, set up the node tree with a WYSIWYG representation of the simulator&#039;s shader. To do this, the addon will perform these two steps:&lt;br /&gt;
1. vertically flipping the UV for the texture node&lt;br /&gt;
2. reversing the red-in-alpha action for the normal map, meaning you can input a P3D/FSX conform normal map and it&#039;ll show up correctly in Blender.&lt;br /&gt;
&lt;br /&gt;
The new material handling also incorporates the detail map in the node tree and synchronizes the scaling of the detail map with the settings made in the Blender2P3D/FSX material panel.&lt;br /&gt;
&lt;br /&gt;
When exporting your scene, the exporter will run an analysis on all materials to extract the texture information. This is done in two ways, by checking what texture nodes connect to the relevant input nodes and by looking for specific node names. This way, it is possible to modify the node tree in Blender while retaining the ability to export the materials properly. The texture paths are searched for in the following manner:&lt;br /&gt;
1. Check if the (new) texture slots in the material panel are populated and use those if found.&lt;br /&gt;
2. If not, check the relevant input socket of the BSDF Principled shader node&lt;br /&gt;
3. follow all the links from that node and create a list of texture image nodes&lt;br /&gt;
4. if there are more than one texture image nodes directly or indirectly connected to the input socket, check the name of both and see if it matches&lt;br /&gt;
5. if there are NO texture image nodes connected to the input socket, search through ALL the texture image nodes of the graph, and check if the name matches.&lt;br /&gt;
&lt;br /&gt;
On the creation of the node tree, the texture image nodes will be given their corresponding names. Those are:&lt;br /&gt;
&amp;quot;diffuse&amp;quot; for the diffuse/albedo texture&lt;br /&gt;
&amp;quot;specular&amp;quot; for the specular texture&lt;br /&gt;
&amp;quot;metallic&amp;quot; for the metallic/smoothness/ao texture&lt;br /&gt;
&amp;quot;emissive&amp;quot; for the emissive/lightmap texture&lt;br /&gt;
&amp;quot;normal&amp;quot; for the normal/bump map texture&lt;br /&gt;
&amp;quot;clear-coat&amp;quot; for the amount/smoothness/normal x-component/normal y-component&lt;br /&gt;
&lt;br /&gt;
I suggest not deleting any of those texture nodes, in case you&#039;ll need them at a later stage. If you don&#039;t want a certain texture map to show up on your model, just disconnect the corresponding link.&lt;br /&gt;
&lt;br /&gt;
By default, the emissive image texture is not connected to anything. If you want to see the effects of your lightmap on the model in Blender, simply link the texture node with the input socket labeled &amp;quot;Emission&amp;quot;/&amp;quot;Emissive Color&amp;quot;. Note that the emissive map doesn&#039;t have to be linked with the base shader node in order for the lightmap texture to be found by the exporter!&lt;br /&gt;
&lt;br /&gt;
=== PBR Material mode ===&lt;br /&gt;
[[Image:Pbr shader.jpg|thumb|right|The node tree for PBR material.]]&lt;br /&gt;
When you switch to the PBR Material mode, the node tree will be populated with a &amp;quot;BSDF Principled&amp;quot; node and a number of nodes that are linked up with the principled&#039;s input sockets. You can revise the material at any point by removing nodes or links. You can also add logic blocks between existing links and observe the effects in the viewport. Keep in mind, however, that those types of changes will have no effect on the model when you export it to Prepar3D.&lt;br /&gt;
&lt;br /&gt;
==== Albedo/Diffuse Map ====&lt;br /&gt;
The Albedo/Diffuse map uses the &amp;quot;Base Color&amp;quot; input socket of the BSDF Principled node. By default, the Alpha channel of the texture node is linked with the Alpha input socket of the BSDF node. For all opaque materials, this should have no effect, but for transparent materials, it is important that the link remains.&lt;br /&gt;
&lt;br /&gt;
It is possible to modify the node tree to display the Ambient Occlusion channel of the metallic texture. To do that, add a &amp;quot;MixRGB&amp;quot; node to the node tree and switch the blend mode to &amp;quot;multiply&amp;quot;. Next, connect the Color channel from the albedo texture node to input Color1 of the mixRGB node, and connect the green channel (&amp;quot;G&amp;quot;) from the &amp;quot;separate RGB&amp;quot; node of the metallic node to the Color2 input of the mixRGB node. Lastly, connect the output of the mixRGB node to the Base Color input of the BSDF Principled Shader node.&lt;br /&gt;
&lt;br /&gt;
Make sure to disable Ambient occlusion in the scene render settings to not over-saturate the shading.&lt;br /&gt;
&lt;br /&gt;
==== Metallic Map ====&lt;br /&gt;
The metallic texture consists of three channels. The red channel represents the &amp;quot;metallicness&amp;quot; of the material, the alpha channel the &amp;quot;smoothness&amp;quot; and the green channel can contain an ambient occlusion map. Since Blender is using &amp;quot;roughness&amp;quot; rather than &amp;quot;smoothness&amp;quot;, it is necessary to invert the alpha channel of the metallic texture before plugging it into the BSDF Principled node. This is already done for you within Blender&#039;s shading editor (sometimes called the node editor) when you set up the material for PBR.&lt;br /&gt;
&lt;br /&gt;
Please note that the color space of the metallic node should be changed to &amp;quot;non-color&amp;quot;, once you assigned a texture to the node.&lt;br /&gt;
&lt;br /&gt;
By default, the AO map is omitted, see above if you want to display it in your scene.&lt;br /&gt;
&lt;br /&gt;
Note that for Prepar3Dv5, you can provide a reflection map in the blue channel of the metallic map, however, this channel won&#039;t be displayed in Blender. If you use the reflective channel, make sure to tick the &amp;quot;Metallic map has reflection&amp;quot; in the Metallic properties of the material.&lt;br /&gt;
&lt;br /&gt;
==== Clear Coat Map ====&lt;br /&gt;
The Clear Coat map is comprised of 2 or 3 textures that are packed in the channels within a single RGB or RGBA texture. The 2 required textures in a Clear coat map are the &amp;quot;Amount&amp;quot; and &amp;quot;Smoothness&amp;quot;. The 3rd, optionally, is the Clear Coat Normal map.  The Clear Coat map should not be used with any material that is metallic material. The Clear Coat map should be used on materials that are to appear as if they have been waxed or lacquered (such as automobiles, fine leather, and also, Banners).&lt;br /&gt;
&lt;br /&gt;
The Red Channel of the clear coat is the &amp;quot;Amount&amp;quot; of the clear coat (0.00 to 1.0). Pure black (matte) is represented as 0.00, pure white is 1.0 (maximum amount). In other words, this is the amount of wax or lacquer on the material.&lt;br /&gt;
&lt;br /&gt;
The Green Channel is the &amp;quot;Smoothness&amp;quot; of the Clear Coat. This is also represented as 0.00 to 1.0. Pure black is 0.00 and pure white is 1.0 (maximum smoothness) and gives you the maximum reflection.&lt;br /&gt;
&lt;br /&gt;
The numerical values for the &amp;quot;Amount&amp;quot; and &amp;quot;Smoothness&amp;quot; are for &amp;quot;baking&amp;quot; and procedural texture purposes.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; Within the Shading Editor in Blender (sometimes called the Node Editor), the &amp;quot;Smoothness&amp;quot; map (in the green channel) is being &amp;quot;inverted&amp;quot;. This is because Blender is looking for a &amp;quot;Roughness&amp;quot; map and P3D requires a &amp;quot;Smoothness&amp;quot; map. Using the &amp;quot;Smoothness&amp;quot; texture that is contained in the &amp;quot;Metallic&amp;quot; map will most likely not give you the &amp;quot;look&amp;quot; you were hoping for.&lt;br /&gt;
&lt;br /&gt;
The Clear Coat Normal map (placed in the Blue and Alpha Channels) consists of the x- and y-components of a standard normal map. The x-component (within a standard normal map, it&#039;s in the red Channel) is placed in the Blue channel.  The y-component (within a standard normal map, it&#039;s in the green channel) is placed in the Alpha Channel.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; Just like the Normal map used in P3D, the Clear Coat normal map is in the DirectX format, not OpenGL format  Be aware when &amp;quot;baking&amp;quot; within Blender, the OpenGL Format is used when creating normal maps.  &lt;br /&gt;
&lt;br /&gt;
=== Specular Material mode ===&lt;br /&gt;
[[Image:Specular shader.jpg|thumb|right|The node tree for specular material.]]&lt;br /&gt;
If you select &amp;quot;Specular Material&amp;quot; as the P3D/FSX material mode, the current node tree is removed and replaced. The main shader node will now be an &amp;quot;Eevee Specular&amp;quot; node. The node tree will be populated in a way that most closely represents the shader mechanics of FSX/P3D and all you need to do is add your texture files to the various texture image nodes. As with the PBR node tree, you can modify the Specular node tree in any way you wish - as long as the original Texture image nodes and the Eevee Specular node remain, the exporter will be able to pick up the correct texture paths.&lt;br /&gt;
&lt;br /&gt;
Please note that since it is a node specifically designed for the Eevee render engine, material created in this way won&#039;t render properly if you switch the viewport render mode to &amp;quot;Cycles&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
=== Normal maps for PBR and Specular material ===&lt;br /&gt;
Prepar3D and FSX use a non-standard approach to rendering normal maps and we took the approach on board when developing the node tree for the P3D/FSX material. If you&#039;re using non-DDS files (.PSD, .tga, .png, etc), the shader is set up in an industry-standard way, with the color node of the normal texture node being plugged indirectly into the normal map node of the graph. However, if you&#039;re using DDS files, the addon will change the node tree in a way that reflects the sim as closely as possible by reversing the mandatory red-in-alpha.&lt;br /&gt;
&lt;br /&gt;
Please note that the color space of the normal map will now automatically be changed to &amp;quot;non-color&amp;quot;, once you assigned a texture to the normal map slot.&lt;br /&gt;
&lt;br /&gt;
The legacy NVidia Photoshop plug-in, GIMP plug-in, and the SDK&#039;s Imagetool (FSX and P3D) all use the DirectX format for Normal maps. The latest NVidia plug-in, along with the standalone application, uses the OpenGL Format when creating Normal maps.  Most Normal maps &amp;quot;ready-made&amp;quot; can be changed to the DirectX format by inverting or flipping the &#039;y&#039;-component of the Normal map, however, go with what &amp;quot;looks&amp;quot; correct to you.&lt;br /&gt;
&lt;br /&gt;
=== Environment/Reflection map ===&lt;br /&gt;
Oppose to P3D, Blender is using a global reflection map in conjunction with reflective materials. Depending on your requirements, it might be necessary for you to utilize different reflection maps for different materials. To accommodate this, you can link any reflection map to any material, using the Parameter &amp;quot;Reflection map&amp;quot; under the P3D/FSX material properties. However, any change to the file or file path will not change anything about how reflections are presented in Blender.&lt;br /&gt;
If you would like to get an idea of how your reflection map works with your other material settings, you can manually change Blender&#039;s global reflection map. To do so, open the &amp;quot;World Properties&amp;quot; and under &amp;quot;Surface-&amp;gt;Color&amp;quot;, select &amp;quot;Environment Texture&amp;quot; as a new source for the world reflection map and navigate to your texture. Don&#039;t forget to change the render mode to &amp;quot;Viewport Shading&amp;quot;. Please note that changes to the world properties won&#039;t be taken into account when exporting your model to &amp;quot;.X&amp;quot; or &amp;quot;.MDL&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
=== Transparency ===&lt;br /&gt;
If you&#039;re working with PBR material, switching your material to transparent is simple. In the P3D/FSX material settings change the &amp;quot;Render mode&amp;quot; to &amp;quot;Masked&amp;quot;. The transparency value is taken from the Alpha channel of the Albedo texture node and will be visualized in the viewport. Note that switching from &amp;quot;Opaque&amp;quot; to &amp;quot;Masked&amp;quot; will also enable Backface culling by default, this is simply done for your convenience, but you can switch it off at any time with no effect on the P3D/FSX model itself.&lt;br /&gt;
&lt;br /&gt;
Transparency for Specular material is currently not automated in this way, so any changes to the &amp;quot;Framebuffer Blend&amp;quot; properties of the material will have no effect on how the model is displayed in Blender. These values are, however, taken into consideration when you export your model and should work as expected.&lt;br /&gt;
&lt;br /&gt;
= Exporting to .X/.MDL =&lt;br /&gt;
[[Image:Blender2P3DFSX Export1.jpg|thumb|Export options of the Blender2P3D/FSX toolset.]]&lt;br /&gt;
An essential element of the Blender2P3D/FSX toolset is the ability to export a Blender scene directly into the .mdl format. You can access the exporter by clicking on File-&amp;gt;Export-&amp;gt;DirectX for P3D/FSX (.X/.MDL). This will open the export dialog. On the right side of the window, you can choose various options for the export. Don&#039;t forget to enter a valid filename on the bottom of the screen before pressing &amp;quot;Export P3D/FSX .X file&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Note: I recommend opening the Blender console before starting the export process. At the moment the exporter won&#039;t give you any visual feedback on whether it&#039;s running or not, so checking on the console helps to make sure that everything is working smoothly. The console can be accessed through Window-&amp;gt;Toggle System Console.&lt;br /&gt;
&lt;br /&gt;
== Exporter options ==&lt;br /&gt;
&#039;&#039;&#039;Export only current selection&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
If this option is active, only the elements of your scene that are currently selected will be exported. This can be useful if you want to quickly check certain parts of the scene, without exporting everything at once.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Apply all modifiers&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
If this option is selected, every object in the scene will have its modifiers applied before being encoded into the .X file. It is important to have this option enabled, otherwise your model might not be displayed correctly in the sim.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Export animations and LOD&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
To make sure that the animations and LODs are being exported, this option should be enabled.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Skinned mesh&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
If there are any skinned meshes in you scene, make sure to enable this option. Otherwise, the skinned mesh animations are being omitted.&amp;lt;br/&amp;gt; &lt;br /&gt;
&#039;&#039;&#039;Export MDL&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
If this option is selected, the exporter will automatically call the XToMdl.exe converter once the .x file is written. Enable this option to export directly into the Prapar3D/FSX compatible 3d model format.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Create XML Scenery placement for this MDL&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
If this option is selected, the exporter will create an XML file that has all the scenery export information such as &#039;&#039;coordinates (latitude, longitude, altitude, pitch, bank, heading)&#039;&#039; and the &#039;&#039;scenery complexity&#039;&#039; of the scenery objects/model to be exported (by default &#039;&#039;Scenery Complexity = Normal&#039;&#039;). Then, it will convert the created &amp;quot;.MDL&amp;quot; format file into &amp;quot;.BGL&amp;quot; format file which then can be used directly in the simulator.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Create Sample XML Scenery Placement&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
If this option is selected, the exporter will create a SAMPLE XML file to show the developer how the scenery xml file should be written. &#039;&#039;Remember to only select this option if you wish to create the &amp;quot;.BGL&amp;quot; file manually/by your own&#039;&#039;.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Log File&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
If this option is checked, a log file will be generated in the same folder you export your scene to. The log file is a simple text file with the friendly name of the model [ex. Hangar_(date)_(time)_log.txt]. It can contain valuable information on the export progress if something goes wrong.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Use BMP&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
If selected, all texture filenames will be changed to &amp;lt;filename&amp;gt;.bmp.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Export process ==&lt;br /&gt;
The exporter will generate an .X file and - if selected - a .xanim file, which will hold the geometric information of your model, as well as the specs of your materials. Some of the properties of the model will be taken directly from the Blender scene, whereas some properties come from the custom properties that the Blender2P3D/FSX addon adds to objects and materials.&lt;br /&gt;
&lt;br /&gt;
The following list describes the operation of the exporter step-by-step.&lt;br /&gt;
# &#039;&#039;&#039;Collecting object Information&#039;&#039;&#039;&amp;lt;!--&lt;br /&gt;
 --&amp;gt;&amp;lt;p&amp;gt;The exporter will first go through the hierarchy of the scene and generate a list of exportable objects. Those objects are meshes, bones, and empty object(s) if they have anything attached to it. The exporter will also check if the SDK was initialized, a modeldef.xml was found, and if the scene contains a valid GUID and friendly name. If &amp;quot;&#039;&#039;Export Animations&#039;&#039;&amp;quot; was enabled in the export dialog, a list will be generated that contains information on every part that has an animation tag assigned to it.&amp;lt;/p&amp;gt;&lt;br /&gt;
# &#039;&#039;&#039;Writing the header&#039;&#039;&#039;&amp;lt;!--&lt;br /&gt;
 --&amp;gt;&amp;lt;p&amp;gt;The header of the .x file contains templates for mesh and material information. Since P3D and FSX models differ slightly, the templates are being written depending on the selected SDK.&amp;lt;/p&amp;gt;&lt;br /&gt;
# &#039;&#039;&#039;Outline of the scene&#039;s hierarchy&#039;&#039;&#039;&amp;lt;!--&lt;br /&gt;
 --&amp;gt;&amp;lt;p&amp;gt;The exporter will write a quick outline of the scene&#039;s objects into the .X file. This outline has no function but is informative to anyone who needs to debug any errors during the export.&amp;lt;/p&amp;gt;&lt;br /&gt;
# &#039;&#039;&#039;Writing scene information&#039;&#039;&#039;&amp;lt;!--&lt;br /&gt;
 --&amp;gt;&amp;lt;p&amp;gt;Next, the exporter will go through the list of eligible objects and encode the geometric information. This includes the position of the vertices, a list of polygons, mesh normals for each vertex, and UV coordinates.&amp;lt;/p&amp;gt;&lt;br /&gt;
## &#039;&#039;&#039;Analyzing mesh materials&#039;&#039;&#039;&amp;lt;!--&lt;br /&gt;
 --&amp;gt;&amp;lt;p&amp;gt;For each material, the exporter will analyze the node tree to find the relevant image texture nodes. If an image texture node cannot be found, or if the filename is empty, the corresponding texture type will be skipped by the exporter.&amp;lt;/p&amp;gt;&lt;br /&gt;
## &#039;&#039;&#039;Writing mesh material&#039;&#039;&#039;&amp;lt;!--&lt;br /&gt;
 --&amp;gt;&amp;lt;p&amp;gt;Once all data is collected, the material properties are being encoded in the .x file.&amp;lt;/p&amp;gt;&lt;br /&gt;
#&#039;&#039;&#039;Writing Animations&#039;&#039;&#039;&amp;lt;!--&lt;br /&gt;
 --&amp;gt;&amp;lt;p&amp;gt;If &amp;quot;&#039;&#039;Export animations and LODs&#039;&#039;&amp;quot; has been selected in the exporter window, a .xanim file is generated, which contains the animation data for all animated objects.&amp;lt;/p&amp;gt;&lt;br /&gt;
#&#039;&#039;&#039;Converting to MDL&#039;&#039;&#039;&amp;lt;!--&lt;br /&gt;
 --&amp;gt;&amp;lt;p&amp;gt;If &amp;quot;&#039;&#039;Export MDL&#039;&#039;&amp;quot; has been selected in the exporter window, the exporter will execute the XToMdl.exe of the selected SDK. The Blender system console will show the progress during this step of the export, however, note that the output is currently not logged in the log file that is generated by the exporter. If there is an issue with the .X file, or if the XToMdl.exe couldn&#039;t be found, an error will be shown in the Blender window.&amp;lt;/p&amp;gt;&lt;br /&gt;
#&#039;&#039;&#039;Export BGL&#039;&#039;&#039;&amp;lt;!--&lt;br /&gt;
 --&amp;gt;&amp;lt;p&amp;gt;BGL is a scenery file format that is being used in Flight Simulator. If &amp;quot;&#039;&#039;Create XML Scenery placement for this MDL&#039;&#039;&amp;quot; has been selected in the exporter window, the created .MDL format file will run through an application called bglcomp [which is an in-build application that comes with the Software Development (Kit)] to create the Flight Simulator use .BGL format file. This BGL format file can be used directly in the simulator later.&amp;lt;/p&amp;gt; &lt;br /&gt;
&lt;br /&gt;
If the export was successful, you&#039;ll find the .X and the .MDL file in the selected folder, ready to be imported into P3D/FSX.&lt;br /&gt;
&lt;br /&gt;
Please note that the exporter currently does not optimize your model! If you want to improve on the performance of your 3d asset, it is recommended to join all parts that share a material but don&#039;t have an animation or attachpoint assigned to it. Also note that the export process takes a long time to complete, please have the system console open to check up on the progress of the export.&lt;br /&gt;
&lt;br /&gt;
= Credits and license =&lt;br /&gt;
The addon in its current version is the hard work of many members of the fsdeveloper.com forum. The original FSX2Blender addon was developed by:&lt;br /&gt;
[https://www.fsdeveloper.com/forum/members/capt_x.6562/ Felix Owono-Ateba], [https://www.fsdeveloper.com/forum/members/ronh.1886/ Ron Haertel], [https://www.fsdeveloper.com/forum/members/krispy1001.11839/ Kris Pyatt] (2017) and [https://www.fsdeveloper.com/forum/members/manochvarma-raman.16466/ Manochvarma Raman] (2018)&lt;br /&gt;
This current incarnation of the addon uses most of the original algorithms, but with an updated UI and compatibility for Blender v2.8.x. Parts of the original exporter script have been rewritten to accommodate Blender&#039;s new material workflow and to add PBR support to the addon (P3D v4.4+ only). This work was done 2019/2020 by [https://www.fsdeveloper.com/forum/members/vitus.2026/ Otmar Nitsche]. Further additions to the material workflow were added by [https://www.fsdeveloper.com/forum/members/dave-hoeffgen.14361/ David Hoeffgen] in 2020.  The UI and the Clear Coat map components (P3D v5) were updated/ added for Blender v3.x.x by [https://www.fsdeveloper.com/forum/members/dave_w.16881/ Dave_W] &amp;amp; [https://www.fsdeveloper.com/forum/members/pyscen.1491/ Doug A] in November 2022.&lt;br /&gt;
&lt;br /&gt;
Special thanks go to [https://www.fsdeveloper.com/forum/members/arno.1/ Arno Gerretsen] and [https://www.fsdeveloper.com/forum/members/spotlope.39/ Bill Womack] for their input during the development and testing of the addon.&lt;br /&gt;
&lt;br /&gt;
The software is licensed under [http://www.gnu.org/licenses/gpl-3.0.html GNU General Public License (GNU-GPL-3)]. Feel free to use it as you see fit, both for freeware and commercial projects. If you have suggestions for changes, use the forum. If you would like to get involved in the development of the addon, contact any of the authors mentioned above to coordinate the effort.&lt;/div&gt;</summary>
		<author><name>Pyscen</name></author>
	</entry>
	<entry>
		<id>http://www.fsdeveloper.com/wiki/index.php?title=Blender2P3D/FSX&amp;diff=11333</id>
		<title>Blender2P3D/FSX</title>
		<link rel="alternate" type="text/html" href="http://www.fsdeveloper.com/wiki/index.php?title=Blender2P3D/FSX&amp;diff=11333"/>
		<updated>2022-12-03T18:41:27Z</updated>

		<summary type="html">&lt;p&gt;Pyscen: &lt;/p&gt;
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| imageright = [[Image:Broom icon.jpg|40px]]&lt;br /&gt;
| style = width: 100%; color: black; font-weight: bold; background:#EFFFB0; font-style: italic&lt;br /&gt;
| text = The current version of the &#039;&#039;&#039;Blender2P3D/FSX&#039;&#039;&#039; addon is &#039;&#039;&#039;v1.0.2&#039;&#039;&#039;.  The &#039;&#039;&#039;Blender2P3D/FSX toolset&#039;&#039;&#039; is an addon for [http://www.blender.org/download/ Blender].}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Tools]]&lt;br /&gt;
[[Category:Blender]]&lt;br /&gt;
[[category:Modeling]]{&lt;br /&gt;
[[Category:Aircraft Design]]&lt;br /&gt;
[[category:Scenery Design]]&lt;br /&gt;
[[Category:Terrain Design]]&lt;br /&gt;
[[Category:Airport Design]]&lt;br /&gt;
[[category:Texturing]]&lt;br /&gt;
[[category:SDK]]&lt;br /&gt;
[[category:Manuals]]&lt;br /&gt;
{{Infobox-Applicable-FSVersion&lt;br /&gt;
| MSFS= false&lt;br /&gt;
| FSXI = false&lt;br /&gt;
| P3D5 = true&lt;br /&gt;
| P3D4 = true&lt;br /&gt;
| P3D3 = true&lt;br /&gt;
| P3D2 = true&lt;br /&gt;
| P3D = true&lt;br /&gt;
| FSW = unknown&lt;br /&gt;
| FSX-SE = true&lt;br /&gt;
| FSXA = true&lt;br /&gt;
| FSX = true&lt;br /&gt;
| FS2004 = unknown&lt;br /&gt;
| FS2002 = unknown&lt;br /&gt;
| XP11 = unknown&lt;br /&gt;
| XP10 = unknown&lt;br /&gt;
| XP9 = unknown&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
This addon is a continuation of the [[Blender2FSX Toolset manual]] and it incorporates compatibility with the latest API for Blender version v3.x.x and above. The new toolset also features full support of PBR materials for Lockheed Martin&#039;s Prepar3D v4.4 and above, as well as some changes to the interface and file structure of the addon.&lt;br /&gt;
This wiki will help you install and use the new toolset.&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
= Installation =&lt;br /&gt;
== Requirements ==&lt;br /&gt;
* Windows 11 and 10 &lt;br /&gt;
&lt;br /&gt;
* Microsoft Flight Simulator X SDK &#039;&#039;&#039;&#039;&#039;including updates&#039;&#039;&#039; to SP2 or Acceleration&#039;&#039; or&lt;br /&gt;
&lt;br /&gt;
* Lockheed Martin Prepar3D SDK v1.x, v2.x, v3.x, &amp;amp; v4.x (&#039;&#039;FSX Steam Edition should use the Prepar3D SDK v1.x&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
* [http://www.blender.org/download/ Blender] (version: &#039;&#039;&#039;v3.x&#039;&#039;&#039; or above)&lt;br /&gt;
&lt;br /&gt;
Make sure that &#039;&#039;&#039;&#039;&#039;ALL&#039;&#039;&#039; SDKs&#039;&#039; that you are going to use are installed prior to installing/ activating this Toolset!&lt;br /&gt;
&lt;br /&gt;
== Setup ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:blender2p3dfsx_setup1.jpg&lt;br /&gt;
Image:blender2p3dfsx_setup2.jpg&lt;br /&gt;
Image:blender2p3dfsx_setup3.jpg&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
After downloading the add-on, open Blender 3.x.x and open the Preferences (Edit-&amp;gt;Preferences). Navigate to the &amp;quot;Add-ons&amp;quot; tab and click on &amp;quot;Install...&amp;quot;. &lt;br /&gt;
In the file manager, navigate to where you have downloaded the Toolset file, select it and click on &amp;quot;Install Add-on&amp;quot;. This will extract the content of the zip file to your Blender script folder (by default under %APPDATA%\Blender Foundation\Blender\&amp;lt;version number&amp;gt;\scripts\addons). Next, you need to activate the addon by clicking on the &#039;&#039;check-mark&#039;&#039; next to &amp;quot;3DView: P3D/FSX Toolset&amp;quot;. That should enable the addon and the various panels and properties. Close the Preferences window.&lt;br /&gt;
&lt;br /&gt;
To ensure that the addon was correctly installed, press &amp;quot;N&amp;quot; on your keyboard while the mouse pointer is in one of the main viewports. This should open the main panels of the addon under the tab named &amp;quot;P3D/FSX&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
= Using the Tools =&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
[[Image:Blender2p3dfsx setup4.jpg|thumb|right|P3D/FSX Toolset panels]]&lt;br /&gt;
Once installed, the Blender2P3D/FSX toolset will append the list of toolkit panels in your viewport. Press &amp;quot;N&amp;quot; to open or close the list of tools. There will be a new entry named &amp;quot;P3D/FSX&amp;quot;, which gives access to the tools of this addon. The different tools are organized in different panels, which are grouped by function.&lt;br /&gt;
The addon adds object properties to the scene. These properties are for instance the references to the various SDKs you can utilize or object properties like attached animations or scenery properties. &lt;br /&gt;
Furthermore, the addon will append the material parameters by P3D or FSX specific parameters.&lt;br /&gt;
Lastly, the addon extends the exporter capabilities and allows you to export your scene to an x-file format and from there calls XToMdl.exe to generate a Prapar3D/Flight Simulator X compatible 3d model.&lt;br /&gt;
&lt;br /&gt;
== Setting up your scene ==&lt;br /&gt;
To ensure that your 3d asset export properly to Prepar3D or Flight Simulator X, you must make sure to prepare and configure the Blender scene. To get started, open the toolset panels by pressing &amp;quot;N&amp;quot; on your keyboard with the main viewport in focus. This will open a list of panels you have currently activated in your Blender configuration. Click on the tab &amp;quot;P3D/FSX&amp;quot; to bring up the panels of the Blender2P3D/FSX toolset.&lt;br /&gt;
=== Configure the SDK ===&lt;br /&gt;
Firstly, go to the &#039;&#039;P3D/FSX Toolset Settings&#039;&#039; and select which SDK you would like to utilize. If &amp;quot;Auto Detect SDK path&amp;quot; is enabled, simply click on &amp;quot;Initialize the SDK&amp;quot;. The addon will then look up the file paths of the SDK in the Windows registry. This method should work in 99% of the cases, however, if the Addon cannot find the file paths, you can also use the &#039;&#039;Manually Find ModelDef file&#039;&#039; option to set up the path.&lt;br /&gt;
Please note that it is necessary to initialize the SDK every time you restart Blender, or load a new scene. This way you ensure that all entries of the modeldef.xml are properly loaded into Blender.&lt;br /&gt;
&lt;br /&gt;
=== Configure the scene ===&lt;br /&gt;
In order for your 3d asset to export properly, you have to ensure that both a GUID and a friendly name are assigned to your scene. To do so, open the &#039;&#039;P3D/FSX File Properties&#039;&#039; panel and type the friendly name in the first edit box. You can use the button &#039;&#039;Generate GUID&#039;&#039; to automatically generate a valid GUID for your scene. Alternatively, you can generate the GUID externally and copy and paste the string into the GUID edit box.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
== Scenery properties ==&lt;br /&gt;
[[image:Blender2P3DFSX Scenery.jpg|thumb|right|Scenery tool of the Blender2P3D/FSX addon.]]&lt;br /&gt;
[feel free to enter the information here.]&lt;br /&gt;
&lt;br /&gt;
=== Quicksave information ===&lt;br /&gt;
With the latest update of the toolkit, you&#039;ll be able to quicksave the location data of your scene. To do so, go to the &#039;&#039;Load/Save scenery data&#039;&#039; section, enter a location name and click on &#039;&#039;Add Location&#039;&#039;. This will save all settings of latitude, longitude, etc. into an XML file on your hard drive. To recall any of those previously saved datasets, click on &#039;&#039;Load Location&#039;&#039;, to open a list of names of previously saved locations. Select the location you wish to load and click on &#039;&#039;LOAD&#039;&#039;. This will populate all fields of the Scenery Tools with those from the XML file.&lt;br /&gt;
&lt;br /&gt;
Note that there is currently no interface to remove entries from the list. But if you&#039;d like to edit or update your quick-save list, you can find the XML file in the following location:&lt;br /&gt;
%APPDATA%\Blender Foundation\Blender\&amp;lt;version number&amp;gt;\config\p3d_locations.xml&lt;br /&gt;
&lt;br /&gt;
The addon will try to load the XML file whenever you initialize the SDK (see [[https://www.fsdeveloper.com/wiki/index.php?title=Blender2P3D/FSX#Setting_up_your_scene Setting up your scene]]). There will be a warning message in the system console of Blender if the file wasn&#039;t found on your hard drive. You can safely ignore this warning if you don&#039;t use this feature of the toolset.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Animations ==&lt;br /&gt;
[[Image:Blender2p3dfsx animation tool.jpg|thumb|left|The Animation tool of the Blender2P3D/FSX toolset.]]&lt;br /&gt;
To register an animation for a P3D/FSX asset, open the &#039;&#039;P3D/FSX Animation Tool&#039;&#039; panel. You will be presented with a list of animations, as found in the modeldef.xml file. To assign an animation to a selected object, choose it from the list and click on &#039;&#039;Assign&#039;&#039;. You can use the search function to filter the list for certain keywords, click on the little arrow on the bottom of the list to expose the search bar.&lt;br /&gt;
[[Image:Blender2p3dfsx object properties.jpg|thumb|right|Object properties for the Blender2P3D/FSX toolset.]]&lt;br /&gt;
Once an animation has been assigned, make sure to enter an animation length in the object&#039;s properties as well. Open the objects properties panel and scroll to the &#039;&#039;P3D/FSX Properties&#039;&#039; section. Here, you&#039;ll find the properties of the attached animation as well as a list of all utilized attachpoints for that object.&lt;br /&gt;
You can also delete an animation by clicking on the &#039;&#039;Clear&#039;&#039; button.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Attachpoints ==&lt;br /&gt;
Open the Attach Tool to access the various options for attachpoints. You can activate or deactivate a number of different functions by clicking on the corresponding buttons in the list. The buttons turn blue when active. Don&#039;t forget to assign the selected attachpoint and its parameters to an object by selecting the object in the scene and clicking on &#039;&#039;Attach&#039;&#039; on the bottom of the panel.&lt;br /&gt;
To see what attachpoints are active for any given object in the scene, select the object and open the object properties. Under &#039;&#039;P3D/FSX Properties&#039;&#039;, you&#039;ll find a list of all attachpoints under the animation properties for the selected object.&lt;br /&gt;
=== Effects ===&lt;br /&gt;
[[Image:Blender2P3DFSX attach effect.jpg|thumb|left|Attachpoint properties for effects.]]&lt;br /&gt;
To attach an effect to an object in your scene, click on the &#039;&#039;Effect&#039;&#039; button in the P3D/FSX Attach Tool panel. This will extend the panel and allow you to specify the parameters of the effect you&#039;d like to attach.&lt;br /&gt;
* &#039;&#039;&#039;Name&#039;&#039;&#039;: set an attachpoint name for the object.&lt;br /&gt;
* &#039;&#039;&#039;Effect&#039;&#039;&#039;: type the filename of the effect you would like to attach to the object.&lt;br /&gt;
* &#039;&#039;&#039;Param&#039;&#039;&#039;: define paramters for the effect. Those can be, for instance, conditions for the effect to trigger. Refer to the P3D/FSX SDK for more information on valid syntax for this field.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
=== Visibility ===&lt;br /&gt;
[[Image:Blender2P3DFSX attach visibility.jpg|thumb|left|Attachpoint properties for visibility.]]&lt;br /&gt;
Add a visibility tag to the selected object by clicking on &#039;&#039;Visibility&#039;&#039; on the P3D/FSX Attach Tool panel. This will open a list of available visibility tags, which you can attach to a selected object in the scene using the &amp;quot;Attach&amp;quot; button.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== MouseRect ===&lt;br /&gt;
[[Image:attach mouserect.jpg|thumb|left|Attachpoint properties for mouserects.]]&lt;br /&gt;
To add a mouserect to the selected object in the scene, click on &#039;&#039;Mouse Rect&#039;&#039;. This will reveal a dropdown list of all available mouserects, as defined in the modeldef.xml file.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
=== Platform ===&lt;br /&gt;
[[Image:Blender2P3DFSX attach platform.jpg|thumb|left|Attachpoint properties for platforms.]]&lt;br /&gt;
You can define an object as a &amp;quot;platform&amp;quot; by activating &#039;&#039;Platform&#039;&#039; in the P3D/FSX Attach Tool panel. Make sure to select a surface property for the platform in the dropdown list.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
=== No Crash ===&lt;br /&gt;
Enable the no crash flag for the selected object in the scene by clicking on &#039;&#039;No Crash&#039;&#039; in the P3D/FSX Attach Tool panel.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
=== Empty ===&lt;br /&gt;
[[Image:Blender2P3DFSX attach empty.jpg|thumb|left|Attachpoint properties for empty attachpoints.]]&lt;br /&gt;
You can also attach an empty attachpoint to an object in the scene by clicking on &#039;&#039;Empty&#039;&#039; in the P3D/FSX Attach Tool panel. This will enable you to assign a name for the attachpoint. These empty attachpoints can be used for instance to create various equipment for aircraft carriers. Simply assign one of the keywords to the object to trigger the wanted behavior of the object. Valid names are:&lt;br /&gt;
*attachpt_catapult_start_n,&lt;br /&gt;
*attachpt_catapult_end_n,&lt;br /&gt;
*attachpt_blast_shield_n,&lt;br /&gt;
*attachpt_runway_start,&lt;br /&gt;
*attachpt_runway_end,&lt;br /&gt;
*attachpt_runway_edg,&lt;br /&gt;
*attachpt_cable_n_1,&lt;br /&gt;
*attachpt_cable_n_2.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Material parameters ==&lt;br /&gt;
{{ambox&lt;br /&gt;
| type  = content&lt;br /&gt;
| imageleft = [[Image:40px-Emblem-Info.png|40px]]&lt;br /&gt;
| imageright = [[Image:Broom icon.jpg|40px]]&lt;br /&gt;
| style = width: 100%; color: black; font-weight: bold; background:#EFFFB0; font-style: italic&lt;br /&gt;
| text  = &amp;lt;small&amp;gt;Please note that you should re-initialize your material if you are updating a scene from an older version of the Blender2P3D/FSX toolset. To do so, select your preferred option in the dropdown for the material mode selection. &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The P3D/FSX Blender toolset will extend the material properties to include flight simulator-specific parameters. Make sure to carefully go through the list of properties to make sure that your material is ready for export.&lt;br /&gt;
The most fundamental parameter is the main material mode. You can choose between &amp;quot;PBR Material&amp;quot;, &amp;quot;Specular Material&amp;quot; and &amp;quot;Disabled&amp;quot;. Note that any material with the mode being set to &amp;quot;disabled&amp;quot; will be skipped during the export process. Also, note that the PBR material is only available for models used in Prepar3D version 4.4 or higher. Therefore, if you are preparing a model for FSX or older versions of Prepar3d, make sure to have the material mode set to the Specular workflow.&lt;br /&gt;
&lt;br /&gt;
The P3D/FSX Blender toolset is making use of Blender&#039;s node tree and as a result, it is important that your materials comply with the conventions of the addon&#039;s exporter. Whenever you change between different material modes, a script will automatically replace the current node tree with one that is compatible with the chosen material mode. This means that currently, you will have to re-assign all textures every time you change the material mode!&lt;br /&gt;
&lt;br /&gt;
When assigning a new texture to any of the slots, a script will check if the texture is of the DDS format and if so, set up the node tree with a WYSIWYG representation of the simulator&#039;s shader. To do this, the addon will perform these two steps:&lt;br /&gt;
1. vertically flipping the UV for the texture node&lt;br /&gt;
2. reversing the red-in-alpha action for the normal map, meaning you can input a P3D/FSX conform normal map and it&#039;ll show up correctly in Blender.&lt;br /&gt;
&lt;br /&gt;
The new material handling also incorporates the detail map in the node tree and synchronizes the scaling of the detail map with the settings made in the Blender2P3D/FSX material panel.&lt;br /&gt;
&lt;br /&gt;
When exporting your scene, the exporter will run an analysis on all materials to extract the texture information. This is done in two ways, by checking what texture nodes connect to the relevant input nodes and by looking for specific node names. This way, it is possible to modify the node tree in Blender while retaining the ability to export the materials properly. The texture paths are searched for in the following manner:&lt;br /&gt;
1. Check if the (new) texture slots in the material panel are populated and use those if found.&lt;br /&gt;
2. If not, check the relevant input socket of the BSDF Principled shader node&lt;br /&gt;
3. follow all the links from that node and create a list of texture image nodes&lt;br /&gt;
4. if there are more than one texture image nodes directly or indirectly connected to the input socket, check the name of both and see if it matches&lt;br /&gt;
5. if there are NO texture image nodes connected to the input socket, search through ALL the texture image nodes of the graph, and check if the name matches.&lt;br /&gt;
&lt;br /&gt;
On the creation of the node tree, the texture image nodes will be given their corresponding names. Those are:&lt;br /&gt;
&amp;quot;diffuse&amp;quot; for the diffuse/albedo texture&lt;br /&gt;
&amp;quot;specular&amp;quot; for the specular texture&lt;br /&gt;
&amp;quot;metallic&amp;quot; for the metallic/smoothness/ao texture&lt;br /&gt;
&amp;quot;emissive&amp;quot; for the emissive/lightmap texture&lt;br /&gt;
&amp;quot;normal&amp;quot; for the normal/bump map texture&lt;br /&gt;
&amp;quot;clear-coat&amp;quot; for the amount/smoothness/normal x-component/normal y-component&lt;br /&gt;
&lt;br /&gt;
I suggest not deleting any of those texture nodes, in case you&#039;ll need them at a later stage. If you don&#039;t want a certain texture map to show up on your model, just disconnect the corresponding link.&lt;br /&gt;
&lt;br /&gt;
By default, the emissive image texture is not connected to anything. If you want to see the effects of your lightmap on the model in Blender, simply link the texture node with the input socket labeled &amp;quot;Emission&amp;quot;/&amp;quot;Emissive Color&amp;quot;. Note that the emissive map doesn&#039;t have to be linked with the base shader node in order for the lightmap texture to be found by the exporter!&lt;br /&gt;
&lt;br /&gt;
=== PBR Material mode ===&lt;br /&gt;
[[Image:Pbr shader.jpg|thumb|right|The node tree for PBR material.]]&lt;br /&gt;
When you switch to the PBR Material mode, the node tree will be populated with a &amp;quot;BSDF Principled&amp;quot; node and a number of nodes that are linked up with the principled&#039;s input sockets. You can revise the material at any point by removing nodes or links. You can also add logic blocks between existing links and observe the effects in the viewport. Keep in mind, however, that those types of changes will have no effect on the model when you export it to Prepar3D.&lt;br /&gt;
&lt;br /&gt;
==== Albedo/Diffuse Map ====&lt;br /&gt;
The Albedo/Diffuse map uses the &amp;quot;Base Color&amp;quot; input socket of the BSDF Principled node. By default, the Alpha channel of the texture node is linked with the Alpha input socket of the BSDF node. For all opaque materials, this should have no effect, but for transparent materials, it is important that the link remains.&lt;br /&gt;
&lt;br /&gt;
It is possible to modify the node tree to display the Ambient Occlusion channel of the metallic texture. To do that, add a &amp;quot;MixRGB&amp;quot; node to the node tree and switch the blend mode to &amp;quot;multiply&amp;quot;. Next, connect the Color channel from the albedo texture node to input Color1 of the mixRGB node, and connect the green channel (&amp;quot;G&amp;quot;) from the &amp;quot;separate RGB&amp;quot; node of the metallic node to the Color2 input of the mixRGB node. Lastly, connect the output of the mixRGB node to the Base Color input of the BSDF Principled Shader node.&lt;br /&gt;
&lt;br /&gt;
Make sure to disable Ambient occlusion in the scene render settings to not over-saturate the shading.&lt;br /&gt;
&lt;br /&gt;
==== Metallic Map ====&lt;br /&gt;
The metallic texture consists of three channels. The red channel represents the &amp;quot;metallicness&amp;quot; of the material, the alpha channel the &amp;quot;smoothness&amp;quot; and the green channel can contain an ambient occlusion map. Since Blender is using &amp;quot;roughness&amp;quot; rather than &amp;quot;smoothness&amp;quot;, it is necessary to invert the alpha channel of the metallic texture before plugging it into the BSDF Principled node. This is already done for you within Blender&#039;s shading editor (sometimes called the node editor) when you set up the material for PBR.&lt;br /&gt;
&lt;br /&gt;
Please note that the color space of the metallic node should be changed to &amp;quot;non-color&amp;quot;, once you assigned a texture to the node.&lt;br /&gt;
&lt;br /&gt;
By default, the AO map is omitted, see above if you want to display it in your scene.&lt;br /&gt;
&lt;br /&gt;
Note that for Prepar3Dv5, you can provide a reflection map in the blue channel of the metallic map, however, this channel won&#039;t be displayed in Blender. If you use the reflective channel, make sure to tick the &amp;quot;Metallic map has reflection&amp;quot; in the Metallic properties of the material.&lt;br /&gt;
&lt;br /&gt;
==== Clear Coat Map ====&lt;br /&gt;
The Clear Coat map is comprised of 2 or 3 textures that are packed in the channels within a single RGB or RGBA texture. The 2 required textures in a Clear coat map are the &amp;quot;Amount&amp;quot; and &amp;quot;Smoothness&amp;quot;. The 3rd, optionally, is the Clear Coat Normal map.  The Clear Coat map should not be used with any material that is metallic material. The Clear Coat map should be used on materials that are to appear as if they have been waxed or lacquered (such as automobiles, fine leather, and also, Banners).&lt;br /&gt;
&lt;br /&gt;
The Red Channel of the clear coat is the &amp;quot;Amount&amp;quot; of the clear coat (0.00 to 1.0). Pure black (matte) is represented as 0.00, pure white is 1.0 (maximum amount). In other words, this is the amount of wax or lacquer on the material.&lt;br /&gt;
&lt;br /&gt;
The Green Channel is the &amp;quot;Smoothness&amp;quot; of the Clear Coat. This is also represented as 0.00 to 1.0. Pure black is 0.00 and pure white is 1.0 (maximum smoothness) and gives you the maximum reflection.&lt;br /&gt;
&lt;br /&gt;
The numerical values for the &amp;quot;Amount&amp;quot; and &amp;quot;Smoothness&amp;quot; are for &amp;quot;baking&amp;quot; and procedural texture purposes.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; Within the Shading Editor in Blender (sometimes called the Node Editor), the &amp;quot;Smoothness&amp;quot; map (in the green channel) is being &amp;quot;inverted&amp;quot;. This is because Blender is looking for a &amp;quot;Roughness&amp;quot; map and P3D requires a &amp;quot;Smoothness&amp;quot; map. Using the &amp;quot;Smoothness&amp;quot; texture that is contained in the &amp;quot;Metallic&amp;quot; map will most likely not give you the &amp;quot;look&amp;quot; you were hoping for.&lt;br /&gt;
&lt;br /&gt;
The Clear Coat Normal map (placed in the Blue and Alpha Channels) consists of the x- and y-components of a standard normal map. The x-component (within a standard normal map, it&#039;s in the red Channel) is placed in the Blue channel.  The y-component (within a standard normal map, it&#039;s in the green channel) is placed in the Alpha Channel.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; Just like the Normal map used in P3D, the Clear Coat normal map is in the DirectX format, not OpenGL format  Be aware when &amp;quot;baking&amp;quot; within Blender, the OpenGL Format is used when creating normal maps.  &lt;br /&gt;
&lt;br /&gt;
=== Specular Material mode ===&lt;br /&gt;
[[Image:Specular shader.jpg|thumb|right|The node tree for specular material.]]&lt;br /&gt;
If you select &amp;quot;Specular Material&amp;quot; as the P3D/FSX material mode, the current node tree is removed and replaced. The main shader node will now be an &amp;quot;Eevee Specular&amp;quot; node. The node tree will be populated in a way that most closely represents the shader mechanics of FSX/P3D and all you need to do is add your texture files to the various texture image nodes. As with the PBR node tree, you can modify the Specular node tree in any way you wish - as long as the original Texture image nodes and the Eevee Specular node remain, the exporter will be able to pick up the correct texture paths.&lt;br /&gt;
&lt;br /&gt;
Please note that since it is a node specifically designed for the Eevee render engine, material created in this way won&#039;t render properly if you switch the viewport render mode to &amp;quot;Cycles&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
=== Normal maps for PBR and Specular material ===&lt;br /&gt;
Prepar3D and FSX use a non-standard approach to rendering normal maps and we took the approach on board when developing the node tree for the P3D/FSX material. If you&#039;re using non-DDS files (.PSD, .tga, .png, etc), the shader is set up in an industry-standard way, with the color node of the normal texture node being plugged indirectly into the normal map node of the graph. However, if you&#039;re using DDS files, the addon will change the node tree in a way that reflects the sim as closely as possible by reversing the mandatory red-in-alpha.&lt;br /&gt;
&lt;br /&gt;
Please note that the color space of the normal map will now automatically be changed to &amp;quot;non-color&amp;quot;, once you assigned a texture to the normal map slot.&lt;br /&gt;
&lt;br /&gt;
The legacy NVidia Photoshop plug-in, GIMP plug-in, and the SDK&#039;s Imagetool (FSX and P3D) all use the DirectX format for Normal maps. The latest NVidia plug-in, along with the standalone application, uses the OpenGL Format when creating Normal maps.  Most Normal maps &amp;quot;ready-made&amp;quot; can be changed to the DirectX format by inverting or flipping the &#039;y&#039;-component of the Normal map, however, go with what &amp;quot;looks&amp;quot; correct to you.&lt;br /&gt;
&lt;br /&gt;
=== Environment/Reflection map ===&lt;br /&gt;
Oppose to P3D, Blender is using a global reflection map in conjunction with reflective materials. Depending on your requirements, it might be necessary for you to utilize different reflection maps for different materials. To accommodate this, you can link any reflection map to any material, using the Parameter &amp;quot;Reflection map&amp;quot; under the P3D/FSX material properties. However, any change to the file or file path will not change anything about how reflections are presented in Blender.&lt;br /&gt;
If you would like to get an idea of how your reflection map works with your other material settings, you can manually change Blender&#039;s global reflection map. To do so, open the &amp;quot;World Properties&amp;quot; and under &amp;quot;Surface-&amp;gt;Color&amp;quot;, select &amp;quot;Environment Texture&amp;quot; as a new source for the world reflection map and navigate to your texture. Don&#039;t forget to change the render mode to &amp;quot;Viewport Shading&amp;quot;. Please note that changes to the world properties won&#039;t be taken into account when exporting your model to &amp;quot;.X&amp;quot; or &amp;quot;.MDL&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
=== Transparency ===&lt;br /&gt;
If you&#039;re working with PBR material, switching your material to transparent is simple. In the P3D/FSX material settings change the &amp;quot;Render mode&amp;quot; to &amp;quot;Masked&amp;quot;. The transparency value is taken from the Alpha channel of the Albedo texture node and will be visualized in the viewport. Note that switching from &amp;quot;Opaque&amp;quot; to &amp;quot;Masked&amp;quot; will also enable Backface culling by default, this is simply done for your convenience, but you can switch it off at any time with no effect on the P3D/FSX model itself.&lt;br /&gt;
&lt;br /&gt;
Transparency for Specular material is currently not automated in this way, so any changes to the &amp;quot;Framebuffer Blend&amp;quot; properties of the material will have no effect on how the model is displayed in Blender. These values are, however, taken into consideration when you export your model and should work as expected.&lt;br /&gt;
&lt;br /&gt;
= Exporting to .X/.MDL =&lt;br /&gt;
[[Image:Blender2P3DFSX Export1.jpg|thumb|Export options of the Blender2P3D/FSX toolset.]]&lt;br /&gt;
An essential element of the Blender2P3D/FSX toolset is the ability to export a Blender scene directly into the .mdl format. You can access the exporter by clicking on File-&amp;gt;Export-&amp;gt;DirectX for P3D/FSX (.X/.MDL). This will open the export dialog. On the right side of the window, you can choose various options for the export. Don&#039;t forget to enter a valid filename on the bottom of the screen before pressing &amp;quot;Export P3D/FSX .X file&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Note: I recommend opening the Blender console before starting the export process. At the moment the exporter won&#039;t give you any visual feedback on whether it&#039;s running or not, so checking on the console helps to make sure that everything is working smoothly. The console can be accessed through Window-&amp;gt;Toggle System Console.&lt;br /&gt;
&lt;br /&gt;
== Exporter options ==&lt;br /&gt;
&#039;&#039;&#039;Export only current selection&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
If this option is active, only the elements of your scene that are currently selected will be exported. This can be useful if you want to quickly check certain parts of the scene, without exporting everything at once.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Apply all modifiers&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
If this option is selected, every object in the scene will have its modifiers applied before being encoded into the .X file. It is important to have this option enabled, otherwise your model might not be displayed correctly in the sim.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Export animations and LOD&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
To make sure that the animations and LODs are being exported, this option should be enabled.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Skinned mesh&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
If there are any skinned meshes in you scene, make sure to enable this option. Otherwise, the skinned mesh animations are being omitted.&amp;lt;br/&amp;gt; &lt;br /&gt;
&#039;&#039;&#039;Export MDL&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
If this option is selected, the exporter will automatically call the XToMdl.exe converter once the .x file is written. Enable this option to export directly into the Prapar3D/FSX compatible 3d model format.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Create XML Scenery placement for this MDL&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
If this option is selected, the exporter will create an XML file that has all the scenery export information such as &#039;&#039;coordinates (latitude, longitude, altitude, pitch, bank, heading)&#039;&#039; and the &#039;&#039;scenery complexity&#039;&#039; of the scenery objects/model to be exported (by default &#039;&#039;Scenery Complexity = Normal&#039;&#039;). Then, it will convert the created &amp;quot;.MDL&amp;quot; format file into &amp;quot;.BGL&amp;quot; format file which then can be used directly in the simulator.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Create Sample XML Scenery Placement&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
If this option is selected, the exporter will create a SAMPLE XML file to show the developer how the scenery xml file should be written. &#039;&#039;Remember to only select this option if you wish to create the &amp;quot;.BGL&amp;quot; file manually/by your own&#039;&#039;.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Log File&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
If this option is checked, a log file will be generated in the same folder you export your scene to. The log file is a simple text file with the friendly name of the model [ex. Hangar_(date)_(time)_log.txt]. It can contain valuable information on the export progress if something goes wrong.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Use BMP&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
If selected, all texture filenames will be changed to &amp;lt;filename&amp;gt;.bmp.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Export process ==&lt;br /&gt;
The exporter will generate an .X file and - if selected - a .xanim file, which will hold the geometric information of your model, as well as the specs of your materials. Some of the properties of the model will be taken directly from the Blender scene, whereas some properties come from the custom properties that the Blender2P3D/FSX addon adds to objects and materials.&lt;br /&gt;
&lt;br /&gt;
The following list describes the operation of the exporter step-by-step.&lt;br /&gt;
# &#039;&#039;&#039;Collecting object Information&#039;&#039;&#039;&amp;lt;!--&lt;br /&gt;
 --&amp;gt;&amp;lt;p&amp;gt;The exporter will first go through the hierarchy of the scene and generate a list of exportable objects. Those objects are meshes, bones, and empty object(s) if they have anything attached to it. The exporter will also check if the SDK was initialized, a modeldef.xml was found, and if the scene contains a valid GUID and friendly name. If &amp;quot;&#039;&#039;Export Animations&#039;&#039;&amp;quot; was enabled in the export dialog, a list will be generated that contains information on every part that has an animation tag assigned to it.&amp;lt;/p&amp;gt;&lt;br /&gt;
# &#039;&#039;&#039;Writing the header&#039;&#039;&#039;&amp;lt;!--&lt;br /&gt;
 --&amp;gt;&amp;lt;p&amp;gt;The header of the .x file contains templates for mesh and material information. Since P3D and FSX models differ slightly, the templates are being written depending on the selected SDK.&amp;lt;/p&amp;gt;&lt;br /&gt;
# &#039;&#039;&#039;Outline of the scene&#039;s hierarchy&#039;&#039;&#039;&amp;lt;!--&lt;br /&gt;
 --&amp;gt;&amp;lt;p&amp;gt;The exporter will write a quick outline of the scene&#039;s objects into the .X file. This outline has no function but is informative to anyone who needs to debug any errors during the export.&amp;lt;/p&amp;gt;&lt;br /&gt;
# &#039;&#039;&#039;Writing scene information&#039;&#039;&#039;&amp;lt;!--&lt;br /&gt;
 --&amp;gt;&amp;lt;p&amp;gt;Next, the exporter will go through the list of eligible objects and encode the geometric information. This includes the position of the vertices, a list of polygons, mesh normals for each vertex, and UV coordinates.&amp;lt;/p&amp;gt;&lt;br /&gt;
## &#039;&#039;&#039;Analyzing mesh materials&#039;&#039;&#039;&amp;lt;!--&lt;br /&gt;
 --&amp;gt;&amp;lt;p&amp;gt;For each material, the exporter will analyze the node tree to find the relevant image texture nodes. If an image texture node cannot be found, or if the filename is empty, the corresponding texture type will be skipped by the exporter.&amp;lt;/p&amp;gt;&lt;br /&gt;
## &#039;&#039;&#039;Writing mesh material&#039;&#039;&#039;&amp;lt;!--&lt;br /&gt;
 --&amp;gt;&amp;lt;p&amp;gt;Once all data is collected, the material properties are being encoded in the .x file.&amp;lt;/p&amp;gt;&lt;br /&gt;
#&#039;&#039;&#039;Writing Animations&#039;&#039;&#039;&amp;lt;!--&lt;br /&gt;
 --&amp;gt;&amp;lt;p&amp;gt;If &amp;quot;&#039;&#039;Export animations and LODs&#039;&#039;&amp;quot; has been selected in the exporter window, a .xanim file is generated, which contains the animation data for all animated objects.&amp;lt;/p&amp;gt;&lt;br /&gt;
#&#039;&#039;&#039;Converting to MDL&#039;&#039;&#039;&amp;lt;!--&lt;br /&gt;
 --&amp;gt;&amp;lt;p&amp;gt;If &amp;quot;&#039;&#039;Export MDL&#039;&#039;&amp;quot; has been selected in the exporter window, the exporter will execute the XToMdl.exe of the selected SDK. The Blender system console will show the progress during this step of the export, however, note that the output is currently not logged in the log file that is generated by the exporter. If there is an issue with the .X file, or if the XToMdl.exe couldn&#039;t be found, an error will be shown in the Blender window.&amp;lt;/p&amp;gt;&lt;br /&gt;
#&#039;&#039;&#039;Export BGL&#039;&#039;&#039;&amp;lt;!--&lt;br /&gt;
 --&amp;gt;&amp;lt;p&amp;gt;BGL is a scenery file format that is being used in Flight Simulator. If &amp;quot;&#039;&#039;Create XML Scenery placement for this MDL&#039;&#039;&amp;quot; has been selected in the exporter window, the created .MDL format file will run through an application called bglcomp [which is an in-build application that comes with the Software Development (Kit)] to create the Flight Simulator use .BGL format file. This BGL format file can be used directly in the simulator later.&amp;lt;/p&amp;gt; &lt;br /&gt;
&lt;br /&gt;
If the export was successful, you&#039;ll find the .X and the .MDL file in the selected folder, ready to be imported into P3D/FSX.&lt;br /&gt;
&lt;br /&gt;
Please note that the exporter currently does not optimize your model! If you want to improve on the performance of your 3d asset, it is recommended to join all parts that share a material but don&#039;t have an animation or attachpoint assigned to it. Also note that the export process takes a long time to complete, please have the system console open to check up on the progress of the export.&lt;br /&gt;
&lt;br /&gt;
= Credits and license =&lt;br /&gt;
The addon in its current version is the hard work of many members of the fsdeveloper.com forum. The original FSX2Blender addon was developed by:&lt;br /&gt;
[https://www.fsdeveloper.com/forum/members/capt_x.6562/ Felix Owono-Ateba], [https://www.fsdeveloper.com/forum/members/ronh.1886/ Ron Haertel], [https://www.fsdeveloper.com/forum/members/krispy1001.11839/ Kris Pyatt] (2017) and [https://www.fsdeveloper.com/forum/members/manochvarma-raman.16466/ Manochvarma Raman] (2018)&lt;br /&gt;
This current incarnation of the addon uses most of the original algorithms, but with an updated UI and compatibility for Blender v2.8.x. Parts of the original exporter script have been rewritten to accommodate Blender&#039;s new material workflow and to add PBR support to the addon (P3D v4.4+ only). This work was done 2019/2020 by [https://www.fsdeveloper.com/forum/members/vitus.2026/ Otmar Nitsche]. Further additions to the material workflow were added by [https://www.fsdeveloper.com/forum/members/dave-hoeffgen.14361/ David Hoeffgen] in 2020.  The UI and the Clear Coat map components (P3D v5) were updated/ added for Blender v3.x.x by [https://www.fsdeveloper.com/forum/members/dave_w.16881/ Dave_W] &amp;amp; [https://www.fsdeveloper.com/forum/members/pyscen.1491/ Doug A] in November 2022.&lt;br /&gt;
&lt;br /&gt;
Special thanks go to [https://www.fsdeveloper.com/forum/members/arno.1/ Arno Gerretsen] and [https://www.fsdeveloper.com/forum/members/spotlope.39/ Bill Womack] for their input during the development and testing of the addon.&lt;br /&gt;
&lt;br /&gt;
The software is licensed under [http://www.gnu.org/licenses/gpl-3.0.html GNU General Public License (GNU-GPL-3)]. Feel free to use it as you see fit, both for freeware and commercial projects. If you have suggestions for changes, use the forum. If you would like to get involved in the development of the addon, contact any of the authors mentioned above to coordinate the effort.&lt;/div&gt;</summary>
		<author><name>Pyscen</name></author>
	</entry>
	<entry>
		<id>http://www.fsdeveloper.com/wiki/index.php?title=Blender2P3D/FSX&amp;diff=11332</id>
		<title>Blender2P3D/FSX</title>
		<link rel="alternate" type="text/html" href="http://www.fsdeveloper.com/wiki/index.php?title=Blender2P3D/FSX&amp;diff=11332"/>
		<updated>2022-12-03T18:40:49Z</updated>

		<summary type="html">&lt;p&gt;Pyscen: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{ambox&lt;br /&gt;
| type  = content&lt;br /&gt;
| imageleft = [[Image:40px-Emblem-Info.png|40px]]&lt;br /&gt;
| imageright = [[Image:Broom icon.jpg|40px]]&lt;br /&gt;
| style = width: 100%; color: black; font-weight: bold; background:#EFFFB0; font-style: italic&lt;br /&gt;
| text = The current version of the &#039;&#039;&#039;Blender2P3D/FSX&#039;&#039;&#039; addon is &#039;&#039;&#039;v1.0.2&#039;&#039;&#039;.  The &#039;&#039;&#039;Blender2P3D/FSX toolset&#039;&#039;&#039; is an addon for [http://www.blender.org/download/ Blender].&lt;br /&gt;
}&lt;br /&gt;
[[Category:Tools]]&lt;br /&gt;
[[Category:Blender]]&lt;br /&gt;
[[category:Modeling]]{&lt;br /&gt;
[[Category:Aircraft Design]]&lt;br /&gt;
[[category:Scenery Design]]&lt;br /&gt;
[[Category:Terrain Design]]&lt;br /&gt;
[[Category:Airport Design]]&lt;br /&gt;
[[category:Texturing]]&lt;br /&gt;
[[category:SDK]]&lt;br /&gt;
[[category:Manuals]]&lt;br /&gt;
{{Infobox-Applicable-FSVersion&lt;br /&gt;
| MSFS= false&lt;br /&gt;
| FSXI = false&lt;br /&gt;
| P3D5 = true&lt;br /&gt;
| P3D4 = true&lt;br /&gt;
| P3D3 = true&lt;br /&gt;
| P3D2 = true&lt;br /&gt;
| P3D = true&lt;br /&gt;
| FSW = unknown&lt;br /&gt;
| FSX-SE = true&lt;br /&gt;
| FSXA = true&lt;br /&gt;
| FSX = true&lt;br /&gt;
| FS2004 = unknown&lt;br /&gt;
| FS2002 = unknown&lt;br /&gt;
| XP11 = unknown&lt;br /&gt;
| XP10 = unknown&lt;br /&gt;
| XP9 = unknown&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
This addon is a continuation of the [[Blender2FSX Toolset manual]] and it incorporates compatibility with the latest API for Blender version v3.x.x and above. The new toolset also features full support of PBR materials for Lockheed Martin&#039;s Prepar3D v4.4 and above, as well as some changes to the interface and file structure of the addon.&lt;br /&gt;
This wiki will help you install and use the new toolset.&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
= Installation =&lt;br /&gt;
== Requirements ==&lt;br /&gt;
* Windows 11 and 10 &lt;br /&gt;
&lt;br /&gt;
* Microsoft Flight Simulator X SDK &#039;&#039;&#039;&#039;&#039;including updates&#039;&#039;&#039; to SP2 or Acceleration&#039;&#039; or&lt;br /&gt;
&lt;br /&gt;
* Lockheed Martin Prepar3D SDK v1.x, v2.x, v3.x, &amp;amp; v4.x (&#039;&#039;FSX Steam Edition should use the Prepar3D SDK v1.x&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
* [http://www.blender.org/download/ Blender] (version: &#039;&#039;&#039;v3.x&#039;&#039;&#039; or above)&lt;br /&gt;
&lt;br /&gt;
Make sure that &#039;&#039;&#039;&#039;&#039;ALL&#039;&#039;&#039; SDKs&#039;&#039; that you are going to use are installed prior to installing/ activating this Toolset!&lt;br /&gt;
&lt;br /&gt;
== Setup ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:blender2p3dfsx_setup1.jpg&lt;br /&gt;
Image:blender2p3dfsx_setup2.jpg&lt;br /&gt;
Image:blender2p3dfsx_setup3.jpg&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
After downloading the add-on, open Blender 3.x.x and open the Preferences (Edit-&amp;gt;Preferences). Navigate to the &amp;quot;Add-ons&amp;quot; tab and click on &amp;quot;Install...&amp;quot;. &lt;br /&gt;
In the file manager, navigate to where you have downloaded the Toolset file, select it and click on &amp;quot;Install Add-on&amp;quot;. This will extract the content of the zip file to your Blender script folder (by default under %APPDATA%\Blender Foundation\Blender\&amp;lt;version number&amp;gt;\scripts\addons). Next, you need to activate the addon by clicking on the &#039;&#039;check-mark&#039;&#039; next to &amp;quot;3DView: P3D/FSX Toolset&amp;quot;. That should enable the addon and the various panels and properties. Close the Preferences window.&lt;br /&gt;
&lt;br /&gt;
To ensure that the addon was correctly installed, press &amp;quot;N&amp;quot; on your keyboard while the mouse pointer is in one of the main viewports. This should open the main panels of the addon under the tab named &amp;quot;P3D/FSX&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
= Using the Tools =&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
[[Image:Blender2p3dfsx setup4.jpg|thumb|right|P3D/FSX Toolset panels]]&lt;br /&gt;
Once installed, the Blender2P3D/FSX toolset will append the list of toolkit panels in your viewport. Press &amp;quot;N&amp;quot; to open or close the list of tools. There will be a new entry named &amp;quot;P3D/FSX&amp;quot;, which gives access to the tools of this addon. The different tools are organized in different panels, which are grouped by function.&lt;br /&gt;
The addon adds object properties to the scene. These properties are for instance the references to the various SDKs you can utilize or object properties like attached animations or scenery properties. &lt;br /&gt;
Furthermore, the addon will append the material parameters by P3D or FSX specific parameters.&lt;br /&gt;
Lastly, the addon extends the exporter capabilities and allows you to export your scene to an x-file format and from there calls XToMdl.exe to generate a Prapar3D/Flight Simulator X compatible 3d model.&lt;br /&gt;
&lt;br /&gt;
== Setting up your scene ==&lt;br /&gt;
To ensure that your 3d asset export properly to Prepar3D or Flight Simulator X, you must make sure to prepare and configure the Blender scene. To get started, open the toolset panels by pressing &amp;quot;N&amp;quot; on your keyboard with the main viewport in focus. This will open a list of panels you have currently activated in your Blender configuration. Click on the tab &amp;quot;P3D/FSX&amp;quot; to bring up the panels of the Blender2P3D/FSX toolset.&lt;br /&gt;
=== Configure the SDK ===&lt;br /&gt;
Firstly, go to the &#039;&#039;P3D/FSX Toolset Settings&#039;&#039; and select which SDK you would like to utilize. If &amp;quot;Auto Detect SDK path&amp;quot; is enabled, simply click on &amp;quot;Initialize the SDK&amp;quot;. The addon will then look up the file paths of the SDK in the Windows registry. This method should work in 99% of the cases, however, if the Addon cannot find the file paths, you can also use the &#039;&#039;Manually Find ModelDef file&#039;&#039; option to set up the path.&lt;br /&gt;
Please note that it is necessary to initialize the SDK every time you restart Blender, or load a new scene. This way you ensure that all entries of the modeldef.xml are properly loaded into Blender.&lt;br /&gt;
&lt;br /&gt;
=== Configure the scene ===&lt;br /&gt;
In order for your 3d asset to export properly, you have to ensure that both a GUID and a friendly name are assigned to your scene. To do so, open the &#039;&#039;P3D/FSX File Properties&#039;&#039; panel and type the friendly name in the first edit box. You can use the button &#039;&#039;Generate GUID&#039;&#039; to automatically generate a valid GUID for your scene. Alternatively, you can generate the GUID externally and copy and paste the string into the GUID edit box.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
== Scenery properties ==&lt;br /&gt;
[[image:Blender2P3DFSX Scenery.jpg|thumb|right|Scenery tool of the Blender2P3D/FSX addon.]]&lt;br /&gt;
[feel free to enter the information here.]&lt;br /&gt;
&lt;br /&gt;
=== Quicksave information ===&lt;br /&gt;
With the latest update of the toolkit, you&#039;ll be able to quicksave the location data of your scene. To do so, go to the &#039;&#039;Load/Save scenery data&#039;&#039; section, enter a location name and click on &#039;&#039;Add Location&#039;&#039;. This will save all settings of latitude, longitude, etc. into an XML file on your hard drive. To recall any of those previously saved datasets, click on &#039;&#039;Load Location&#039;&#039;, to open a list of names of previously saved locations. Select the location you wish to load and click on &#039;&#039;LOAD&#039;&#039;. This will populate all fields of the Scenery Tools with those from the XML file.&lt;br /&gt;
&lt;br /&gt;
Note that there is currently no interface to remove entries from the list. But if you&#039;d like to edit or update your quick-save list, you can find the XML file in the following location:&lt;br /&gt;
%APPDATA%\Blender Foundation\Blender\&amp;lt;version number&amp;gt;\config\p3d_locations.xml&lt;br /&gt;
&lt;br /&gt;
The addon will try to load the XML file whenever you initialize the SDK (see [[https://www.fsdeveloper.com/wiki/index.php?title=Blender2P3D/FSX#Setting_up_your_scene Setting up your scene]]). There will be a warning message in the system console of Blender if the file wasn&#039;t found on your hard drive. You can safely ignore this warning if you don&#039;t use this feature of the toolset.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Animations ==&lt;br /&gt;
[[Image:Blender2p3dfsx animation tool.jpg|thumb|left|The Animation tool of the Blender2P3D/FSX toolset.]]&lt;br /&gt;
To register an animation for a P3D/FSX asset, open the &#039;&#039;P3D/FSX Animation Tool&#039;&#039; panel. You will be presented with a list of animations, as found in the modeldef.xml file. To assign an animation to a selected object, choose it from the list and click on &#039;&#039;Assign&#039;&#039;. You can use the search function to filter the list for certain keywords, click on the little arrow on the bottom of the list to expose the search bar.&lt;br /&gt;
[[Image:Blender2p3dfsx object properties.jpg|thumb|right|Object properties for the Blender2P3D/FSX toolset.]]&lt;br /&gt;
Once an animation has been assigned, make sure to enter an animation length in the object&#039;s properties as well. Open the objects properties panel and scroll to the &#039;&#039;P3D/FSX Properties&#039;&#039; section. Here, you&#039;ll find the properties of the attached animation as well as a list of all utilized attachpoints for that object.&lt;br /&gt;
You can also delete an animation by clicking on the &#039;&#039;Clear&#039;&#039; button.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Attachpoints ==&lt;br /&gt;
Open the Attach Tool to access the various options for attachpoints. You can activate or deactivate a number of different functions by clicking on the corresponding buttons in the list. The buttons turn blue when active. Don&#039;t forget to assign the selected attachpoint and its parameters to an object by selecting the object in the scene and clicking on &#039;&#039;Attach&#039;&#039; on the bottom of the panel.&lt;br /&gt;
To see what attachpoints are active for any given object in the scene, select the object and open the object properties. Under &#039;&#039;P3D/FSX Properties&#039;&#039;, you&#039;ll find a list of all attachpoints under the animation properties for the selected object.&lt;br /&gt;
=== Effects ===&lt;br /&gt;
[[Image:Blender2P3DFSX attach effect.jpg|thumb|left|Attachpoint properties for effects.]]&lt;br /&gt;
To attach an effect to an object in your scene, click on the &#039;&#039;Effect&#039;&#039; button in the P3D/FSX Attach Tool panel. This will extend the panel and allow you to specify the parameters of the effect you&#039;d like to attach.&lt;br /&gt;
* &#039;&#039;&#039;Name&#039;&#039;&#039;: set an attachpoint name for the object.&lt;br /&gt;
* &#039;&#039;&#039;Effect&#039;&#039;&#039;: type the filename of the effect you would like to attach to the object.&lt;br /&gt;
* &#039;&#039;&#039;Param&#039;&#039;&#039;: define paramters for the effect. Those can be, for instance, conditions for the effect to trigger. Refer to the P3D/FSX SDK for more information on valid syntax for this field.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
=== Visibility ===&lt;br /&gt;
[[Image:Blender2P3DFSX attach visibility.jpg|thumb|left|Attachpoint properties for visibility.]]&lt;br /&gt;
Add a visibility tag to the selected object by clicking on &#039;&#039;Visibility&#039;&#039; on the P3D/FSX Attach Tool panel. This will open a list of available visibility tags, which you can attach to a selected object in the scene using the &amp;quot;Attach&amp;quot; button.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== MouseRect ===&lt;br /&gt;
[[Image:attach mouserect.jpg|thumb|left|Attachpoint properties for mouserects.]]&lt;br /&gt;
To add a mouserect to the selected object in the scene, click on &#039;&#039;Mouse Rect&#039;&#039;. This will reveal a dropdown list of all available mouserects, as defined in the modeldef.xml file.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
=== Platform ===&lt;br /&gt;
[[Image:Blender2P3DFSX attach platform.jpg|thumb|left|Attachpoint properties for platforms.]]&lt;br /&gt;
You can define an object as a &amp;quot;platform&amp;quot; by activating &#039;&#039;Platform&#039;&#039; in the P3D/FSX Attach Tool panel. Make sure to select a surface property for the platform in the dropdown list.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
=== No Crash ===&lt;br /&gt;
Enable the no crash flag for the selected object in the scene by clicking on &#039;&#039;No Crash&#039;&#039; in the P3D/FSX Attach Tool panel.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
=== Empty ===&lt;br /&gt;
[[Image:Blender2P3DFSX attach empty.jpg|thumb|left|Attachpoint properties for empty attachpoints.]]&lt;br /&gt;
You can also attach an empty attachpoint to an object in the scene by clicking on &#039;&#039;Empty&#039;&#039; in the P3D/FSX Attach Tool panel. This will enable you to assign a name for the attachpoint. These empty attachpoints can be used for instance to create various equipment for aircraft carriers. Simply assign one of the keywords to the object to trigger the wanted behavior of the object. Valid names are:&lt;br /&gt;
*attachpt_catapult_start_n,&lt;br /&gt;
*attachpt_catapult_end_n,&lt;br /&gt;
*attachpt_blast_shield_n,&lt;br /&gt;
*attachpt_runway_start,&lt;br /&gt;
*attachpt_runway_end,&lt;br /&gt;
*attachpt_runway_edg,&lt;br /&gt;
*attachpt_cable_n_1,&lt;br /&gt;
*attachpt_cable_n_2.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Material parameters ==&lt;br /&gt;
{{ambox&lt;br /&gt;
| type  = content&lt;br /&gt;
| imageleft = [[Image:40px-Emblem-Info.png|40px]]&lt;br /&gt;
| imageright = [[Image:Broom icon.jpg|40px]]&lt;br /&gt;
| style = width: 100%; color: black; font-weight: bold; background:#EFFFB0; font-style: italic&lt;br /&gt;
| text  = &amp;lt;small&amp;gt;Please note that you should re-initialize your material if you are updating a scene from an older version of the Blender2P3D/FSX toolset. To do so, select your preferred option in the dropdown for the material mode selection. &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The P3D/FSX Blender toolset will extend the material properties to include flight simulator-specific parameters. Make sure to carefully go through the list of properties to make sure that your material is ready for export.&lt;br /&gt;
The most fundamental parameter is the main material mode. You can choose between &amp;quot;PBR Material&amp;quot;, &amp;quot;Specular Material&amp;quot; and &amp;quot;Disabled&amp;quot;. Note that any material with the mode being set to &amp;quot;disabled&amp;quot; will be skipped during the export process. Also, note that the PBR material is only available for models used in Prepar3D version 4.4 or higher. Therefore, if you are preparing a model for FSX or older versions of Prepar3d, make sure to have the material mode set to the Specular workflow.&lt;br /&gt;
&lt;br /&gt;
The P3D/FSX Blender toolset is making use of Blender&#039;s node tree and as a result, it is important that your materials comply with the conventions of the addon&#039;s exporter. Whenever you change between different material modes, a script will automatically replace the current node tree with one that is compatible with the chosen material mode. This means that currently, you will have to re-assign all textures every time you change the material mode!&lt;br /&gt;
&lt;br /&gt;
When assigning a new texture to any of the slots, a script will check if the texture is of the DDS format and if so, set up the node tree with a WYSIWYG representation of the simulator&#039;s shader. To do this, the addon will perform these two steps:&lt;br /&gt;
1. vertically flipping the UV for the texture node&lt;br /&gt;
2. reversing the red-in-alpha action for the normal map, meaning you can input a P3D/FSX conform normal map and it&#039;ll show up correctly in Blender.&lt;br /&gt;
&lt;br /&gt;
The new material handling also incorporates the detail map in the node tree and synchronizes the scaling of the detail map with the settings made in the Blender2P3D/FSX material panel.&lt;br /&gt;
&lt;br /&gt;
When exporting your scene, the exporter will run an analysis on all materials to extract the texture information. This is done in two ways, by checking what texture nodes connect to the relevant input nodes and by looking for specific node names. This way, it is possible to modify the node tree in Blender while retaining the ability to export the materials properly. The texture paths are searched for in the following manner:&lt;br /&gt;
1. Check if the (new) texture slots in the material panel are populated and use those if found.&lt;br /&gt;
2. If not, check the relevant input socket of the BSDF Principled shader node&lt;br /&gt;
3. follow all the links from that node and create a list of texture image nodes&lt;br /&gt;
4. if there are more than one texture image nodes directly or indirectly connected to the input socket, check the name of both and see if it matches&lt;br /&gt;
5. if there are NO texture image nodes connected to the input socket, search through ALL the texture image nodes of the graph, and check if the name matches.&lt;br /&gt;
&lt;br /&gt;
On the creation of the node tree, the texture image nodes will be given their corresponding names. Those are:&lt;br /&gt;
&amp;quot;diffuse&amp;quot; for the diffuse/albedo texture&lt;br /&gt;
&amp;quot;specular&amp;quot; for the specular texture&lt;br /&gt;
&amp;quot;metallic&amp;quot; for the metallic/smoothness/ao texture&lt;br /&gt;
&amp;quot;emissive&amp;quot; for the emissive/lightmap texture&lt;br /&gt;
&amp;quot;normal&amp;quot; for the normal/bump map texture&lt;br /&gt;
&amp;quot;clear-coat&amp;quot; for the amount/smoothness/normal x-component/normal y-component&lt;br /&gt;
&lt;br /&gt;
I suggest not deleting any of those texture nodes, in case you&#039;ll need them at a later stage. If you don&#039;t want a certain texture map to show up on your model, just disconnect the corresponding link.&lt;br /&gt;
&lt;br /&gt;
By default, the emissive image texture is not connected to anything. If you want to see the effects of your lightmap on the model in Blender, simply link the texture node with the input socket labeled &amp;quot;Emission&amp;quot;/&amp;quot;Emissive Color&amp;quot;. Note that the emissive map doesn&#039;t have to be linked with the base shader node in order for the lightmap texture to be found by the exporter!&lt;br /&gt;
&lt;br /&gt;
=== PBR Material mode ===&lt;br /&gt;
[[Image:Pbr shader.jpg|thumb|right|The node tree for PBR material.]]&lt;br /&gt;
When you switch to the PBR Material mode, the node tree will be populated with a &amp;quot;BSDF Principled&amp;quot; node and a number of nodes that are linked up with the principled&#039;s input sockets. You can revise the material at any point by removing nodes or links. You can also add logic blocks between existing links and observe the effects in the viewport. Keep in mind, however, that those types of changes will have no effect on the model when you export it to Prepar3D.&lt;br /&gt;
&lt;br /&gt;
==== Albedo/Diffuse Map ====&lt;br /&gt;
The Albedo/Diffuse map uses the &amp;quot;Base Color&amp;quot; input socket of the BSDF Principled node. By default, the Alpha channel of the texture node is linked with the Alpha input socket of the BSDF node. For all opaque materials, this should have no effect, but for transparent materials, it is important that the link remains.&lt;br /&gt;
&lt;br /&gt;
It is possible to modify the node tree to display the Ambient Occlusion channel of the metallic texture. To do that, add a &amp;quot;MixRGB&amp;quot; node to the node tree and switch the blend mode to &amp;quot;multiply&amp;quot;. Next, connect the Color channel from the albedo texture node to input Color1 of the mixRGB node, and connect the green channel (&amp;quot;G&amp;quot;) from the &amp;quot;separate RGB&amp;quot; node of the metallic node to the Color2 input of the mixRGB node. Lastly, connect the output of the mixRGB node to the Base Color input of the BSDF Principled Shader node.&lt;br /&gt;
&lt;br /&gt;
Make sure to disable Ambient occlusion in the scene render settings to not over-saturate the shading.&lt;br /&gt;
&lt;br /&gt;
==== Metallic Map ====&lt;br /&gt;
The metallic texture consists of three channels. The red channel represents the &amp;quot;metallicness&amp;quot; of the material, the alpha channel the &amp;quot;smoothness&amp;quot; and the green channel can contain an ambient occlusion map. Since Blender is using &amp;quot;roughness&amp;quot; rather than &amp;quot;smoothness&amp;quot;, it is necessary to invert the alpha channel of the metallic texture before plugging it into the BSDF Principled node. This is already done for you within Blender&#039;s shading editor (sometimes called the node editor) when you set up the material for PBR.&lt;br /&gt;
&lt;br /&gt;
Please note that the color space of the metallic node should be changed to &amp;quot;non-color&amp;quot;, once you assigned a texture to the node.&lt;br /&gt;
&lt;br /&gt;
By default, the AO map is omitted, see above if you want to display it in your scene.&lt;br /&gt;
&lt;br /&gt;
Note that for Prepar3Dv5, you can provide a reflection map in the blue channel of the metallic map, however, this channel won&#039;t be displayed in Blender. If you use the reflective channel, make sure to tick the &amp;quot;Metallic map has reflection&amp;quot; in the Metallic properties of the material.&lt;br /&gt;
&lt;br /&gt;
==== Clear Coat Map ====&lt;br /&gt;
The Clear Coat map is comprised of 2 or 3 textures that are packed in the channels within a single RGB or RGBA texture. The 2 required textures in a Clear coat map are the &amp;quot;Amount&amp;quot; and &amp;quot;Smoothness&amp;quot;. The 3rd, optionally, is the Clear Coat Normal map.  The Clear Coat map should not be used with any material that is metallic material. The Clear Coat map should be used on materials that are to appear as if they have been waxed or lacquered (such as automobiles, fine leather, and also, Banners).&lt;br /&gt;
&lt;br /&gt;
The Red Channel of the clear coat is the &amp;quot;Amount&amp;quot; of the clear coat (0.00 to 1.0). Pure black (matte) is represented as 0.00, pure white is 1.0 (maximum amount). In other words, this is the amount of wax or lacquer on the material.&lt;br /&gt;
&lt;br /&gt;
The Green Channel is the &amp;quot;Smoothness&amp;quot; of the Clear Coat. This is also represented as 0.00 to 1.0. Pure black is 0.00 and pure white is 1.0 (maximum smoothness) and gives you the maximum reflection.&lt;br /&gt;
&lt;br /&gt;
The numerical values for the &amp;quot;Amount&amp;quot; and &amp;quot;Smoothness&amp;quot; are for &amp;quot;baking&amp;quot; and procedural texture purposes.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; Within the Shading Editor in Blender (sometimes called the Node Editor), the &amp;quot;Smoothness&amp;quot; map (in the green channel) is being &amp;quot;inverted&amp;quot;. This is because Blender is looking for a &amp;quot;Roughness&amp;quot; map and P3D requires a &amp;quot;Smoothness&amp;quot; map. Using the &amp;quot;Smoothness&amp;quot; texture that is contained in the &amp;quot;Metallic&amp;quot; map will most likely not give you the &amp;quot;look&amp;quot; you were hoping for.&lt;br /&gt;
&lt;br /&gt;
The Clear Coat Normal map (placed in the Blue and Alpha Channels) consists of the x- and y-components of a standard normal map. The x-component (within a standard normal map, it&#039;s in the red Channel) is placed in the Blue channel.  The y-component (within a standard normal map, it&#039;s in the green channel) is placed in the Alpha Channel.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; Just like the Normal map used in P3D, the Clear Coat normal map is in the DirectX format, not OpenGL format  Be aware when &amp;quot;baking&amp;quot; within Blender, the OpenGL Format is used when creating normal maps.  &lt;br /&gt;
&lt;br /&gt;
=== Specular Material mode ===&lt;br /&gt;
[[Image:Specular shader.jpg|thumb|right|The node tree for specular material.]]&lt;br /&gt;
If you select &amp;quot;Specular Material&amp;quot; as the P3D/FSX material mode, the current node tree is removed and replaced. The main shader node will now be an &amp;quot;Eevee Specular&amp;quot; node. The node tree will be populated in a way that most closely represents the shader mechanics of FSX/P3D and all you need to do is add your texture files to the various texture image nodes. As with the PBR node tree, you can modify the Specular node tree in any way you wish - as long as the original Texture image nodes and the Eevee Specular node remain, the exporter will be able to pick up the correct texture paths.&lt;br /&gt;
&lt;br /&gt;
Please note that since it is a node specifically designed for the Eevee render engine, material created in this way won&#039;t render properly if you switch the viewport render mode to &amp;quot;Cycles&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
=== Normal maps for PBR and Specular material ===&lt;br /&gt;
Prepar3D and FSX use a non-standard approach to rendering normal maps and we took the approach on board when developing the node tree for the P3D/FSX material. If you&#039;re using non-DDS files (.PSD, .tga, .png, etc), the shader is set up in an industry-standard way, with the color node of the normal texture node being plugged indirectly into the normal map node of the graph. However, if you&#039;re using DDS files, the addon will change the node tree in a way that reflects the sim as closely as possible by reversing the mandatory red-in-alpha.&lt;br /&gt;
&lt;br /&gt;
Please note that the color space of the normal map will now automatically be changed to &amp;quot;non-color&amp;quot;, once you assigned a texture to the normal map slot.&lt;br /&gt;
&lt;br /&gt;
The legacy NVidia Photoshop plug-in, GIMP plug-in, and the SDK&#039;s Imagetool (FSX and P3D) all use the DirectX format for Normal maps. The latest NVidia plug-in, along with the standalone application, uses the OpenGL Format when creating Normal maps.  Most Normal maps &amp;quot;ready-made&amp;quot; can be changed to the DirectX format by inverting or flipping the &#039;y&#039;-component of the Normal map, however, go with what &amp;quot;looks&amp;quot; correct to you.&lt;br /&gt;
&lt;br /&gt;
=== Environment/Reflection map ===&lt;br /&gt;
Oppose to P3D, Blender is using a global reflection map in conjunction with reflective materials. Depending on your requirements, it might be necessary for you to utilize different reflection maps for different materials. To accommodate this, you can link any reflection map to any material, using the Parameter &amp;quot;Reflection map&amp;quot; under the P3D/FSX material properties. However, any change to the file or file path will not change anything about how reflections are presented in Blender.&lt;br /&gt;
If you would like to get an idea of how your reflection map works with your other material settings, you can manually change Blender&#039;s global reflection map. To do so, open the &amp;quot;World Properties&amp;quot; and under &amp;quot;Surface-&amp;gt;Color&amp;quot;, select &amp;quot;Environment Texture&amp;quot; as a new source for the world reflection map and navigate to your texture. Don&#039;t forget to change the render mode to &amp;quot;Viewport Shading&amp;quot;. Please note that changes to the world properties won&#039;t be taken into account when exporting your model to &amp;quot;.X&amp;quot; or &amp;quot;.MDL&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
=== Transparency ===&lt;br /&gt;
If you&#039;re working with PBR material, switching your material to transparent is simple. In the P3D/FSX material settings change the &amp;quot;Render mode&amp;quot; to &amp;quot;Masked&amp;quot;. The transparency value is taken from the Alpha channel of the Albedo texture node and will be visualized in the viewport. Note that switching from &amp;quot;Opaque&amp;quot; to &amp;quot;Masked&amp;quot; will also enable Backface culling by default, this is simply done for your convenience, but you can switch it off at any time with no effect on the P3D/FSX model itself.&lt;br /&gt;
&lt;br /&gt;
Transparency for Specular material is currently not automated in this way, so any changes to the &amp;quot;Framebuffer Blend&amp;quot; properties of the material will have no effect on how the model is displayed in Blender. These values are, however, taken into consideration when you export your model and should work as expected.&lt;br /&gt;
&lt;br /&gt;
= Exporting to .X/.MDL =&lt;br /&gt;
[[Image:Blender2P3DFSX Export1.jpg|thumb|Export options of the Blender2P3D/FSX toolset.]]&lt;br /&gt;
An essential element of the Blender2P3D/FSX toolset is the ability to export a Blender scene directly into the .mdl format. You can access the exporter by clicking on File-&amp;gt;Export-&amp;gt;DirectX for P3D/FSX (.X/.MDL). This will open the export dialog. On the right side of the window, you can choose various options for the export. Don&#039;t forget to enter a valid filename on the bottom of the screen before pressing &amp;quot;Export P3D/FSX .X file&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Note: I recommend opening the Blender console before starting the export process. At the moment the exporter won&#039;t give you any visual feedback on whether it&#039;s running or not, so checking on the console helps to make sure that everything is working smoothly. The console can be accessed through Window-&amp;gt;Toggle System Console.&lt;br /&gt;
&lt;br /&gt;
== Exporter options ==&lt;br /&gt;
&#039;&#039;&#039;Export only current selection&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
If this option is active, only the elements of your scene that are currently selected will be exported. This can be useful if you want to quickly check certain parts of the scene, without exporting everything at once.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Apply all modifiers&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
If this option is selected, every object in the scene will have its modifiers applied before being encoded into the .X file. It is important to have this option enabled, otherwise your model might not be displayed correctly in the sim.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Export animations and LOD&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
To make sure that the animations and LODs are being exported, this option should be enabled.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Skinned mesh&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
If there are any skinned meshes in you scene, make sure to enable this option. Otherwise, the skinned mesh animations are being omitted.&amp;lt;br/&amp;gt; &lt;br /&gt;
&#039;&#039;&#039;Export MDL&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
If this option is selected, the exporter will automatically call the XToMdl.exe converter once the .x file is written. Enable this option to export directly into the Prapar3D/FSX compatible 3d model format.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Create XML Scenery placement for this MDL&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
If this option is selected, the exporter will create an XML file that has all the scenery export information such as &#039;&#039;coordinates (latitude, longitude, altitude, pitch, bank, heading)&#039;&#039; and the &#039;&#039;scenery complexity&#039;&#039; of the scenery objects/model to be exported (by default &#039;&#039;Scenery Complexity = Normal&#039;&#039;). Then, it will convert the created &amp;quot;.MDL&amp;quot; format file into &amp;quot;.BGL&amp;quot; format file which then can be used directly in the simulator.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Create Sample XML Scenery Placement&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
If this option is selected, the exporter will create a SAMPLE XML file to show the developer how the scenery xml file should be written. &#039;&#039;Remember to only select this option if you wish to create the &amp;quot;.BGL&amp;quot; file manually/by your own&#039;&#039;.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Log File&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
If this option is checked, a log file will be generated in the same folder you export your scene to. The log file is a simple text file with the friendly name of the model [ex. Hangar_(date)_(time)_log.txt]. It can contain valuable information on the export progress if something goes wrong.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Use BMP&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
If selected, all texture filenames will be changed to &amp;lt;filename&amp;gt;.bmp.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Export process ==&lt;br /&gt;
The exporter will generate an .X file and - if selected - a .xanim file, which will hold the geometric information of your model, as well as the specs of your materials. Some of the properties of the model will be taken directly from the Blender scene, whereas some properties come from the custom properties that the Blender2P3D/FSX addon adds to objects and materials.&lt;br /&gt;
&lt;br /&gt;
The following list describes the operation of the exporter step-by-step.&lt;br /&gt;
# &#039;&#039;&#039;Collecting object Information&#039;&#039;&#039;&amp;lt;!--&lt;br /&gt;
 --&amp;gt;&amp;lt;p&amp;gt;The exporter will first go through the hierarchy of the scene and generate a list of exportable objects. Those objects are meshes, bones, and empty object(s) if they have anything attached to it. The exporter will also check if the SDK was initialized, a modeldef.xml was found, and if the scene contains a valid GUID and friendly name. If &amp;quot;&#039;&#039;Export Animations&#039;&#039;&amp;quot; was enabled in the export dialog, a list will be generated that contains information on every part that has an animation tag assigned to it.&amp;lt;/p&amp;gt;&lt;br /&gt;
# &#039;&#039;&#039;Writing the header&#039;&#039;&#039;&amp;lt;!--&lt;br /&gt;
 --&amp;gt;&amp;lt;p&amp;gt;The header of the .x file contains templates for mesh and material information. Since P3D and FSX models differ slightly, the templates are being written depending on the selected SDK.&amp;lt;/p&amp;gt;&lt;br /&gt;
# &#039;&#039;&#039;Outline of the scene&#039;s hierarchy&#039;&#039;&#039;&amp;lt;!--&lt;br /&gt;
 --&amp;gt;&amp;lt;p&amp;gt;The exporter will write a quick outline of the scene&#039;s objects into the .X file. This outline has no function but is informative to anyone who needs to debug any errors during the export.&amp;lt;/p&amp;gt;&lt;br /&gt;
# &#039;&#039;&#039;Writing scene information&#039;&#039;&#039;&amp;lt;!--&lt;br /&gt;
 --&amp;gt;&amp;lt;p&amp;gt;Next, the exporter will go through the list of eligible objects and encode the geometric information. This includes the position of the vertices, a list of polygons, mesh normals for each vertex, and UV coordinates.&amp;lt;/p&amp;gt;&lt;br /&gt;
## &#039;&#039;&#039;Analyzing mesh materials&#039;&#039;&#039;&amp;lt;!--&lt;br /&gt;
 --&amp;gt;&amp;lt;p&amp;gt;For each material, the exporter will analyze the node tree to find the relevant image texture nodes. If an image texture node cannot be found, or if the filename is empty, the corresponding texture type will be skipped by the exporter.&amp;lt;/p&amp;gt;&lt;br /&gt;
## &#039;&#039;&#039;Writing mesh material&#039;&#039;&#039;&amp;lt;!--&lt;br /&gt;
 --&amp;gt;&amp;lt;p&amp;gt;Once all data is collected, the material properties are being encoded in the .x file.&amp;lt;/p&amp;gt;&lt;br /&gt;
#&#039;&#039;&#039;Writing Animations&#039;&#039;&#039;&amp;lt;!--&lt;br /&gt;
 --&amp;gt;&amp;lt;p&amp;gt;If &amp;quot;&#039;&#039;Export animations and LODs&#039;&#039;&amp;quot; has been selected in the exporter window, a .xanim file is generated, which contains the animation data for all animated objects.&amp;lt;/p&amp;gt;&lt;br /&gt;
#&#039;&#039;&#039;Converting to MDL&#039;&#039;&#039;&amp;lt;!--&lt;br /&gt;
 --&amp;gt;&amp;lt;p&amp;gt;If &amp;quot;&#039;&#039;Export MDL&#039;&#039;&amp;quot; has been selected in the exporter window, the exporter will execute the XToMdl.exe of the selected SDK. The Blender system console will show the progress during this step of the export, however, note that the output is currently not logged in the log file that is generated by the exporter. If there is an issue with the .X file, or if the XToMdl.exe couldn&#039;t be found, an error will be shown in the Blender window.&amp;lt;/p&amp;gt;&lt;br /&gt;
#&#039;&#039;&#039;Export BGL&#039;&#039;&#039;&amp;lt;!--&lt;br /&gt;
 --&amp;gt;&amp;lt;p&amp;gt;BGL is a scenery file format that is being used in Flight Simulator. If &amp;quot;&#039;&#039;Create XML Scenery placement for this MDL&#039;&#039;&amp;quot; has been selected in the exporter window, the created .MDL format file will run through an application called bglcomp [which is an in-build application that comes with the Software Development (Kit)] to create the Flight Simulator use .BGL format file. This BGL format file can be used directly in the simulator later.&amp;lt;/p&amp;gt; &lt;br /&gt;
&lt;br /&gt;
If the export was successful, you&#039;ll find the .X and the .MDL file in the selected folder, ready to be imported into P3D/FSX.&lt;br /&gt;
&lt;br /&gt;
Please note that the exporter currently does not optimize your model! If you want to improve on the performance of your 3d asset, it is recommended to join all parts that share a material but don&#039;t have an animation or attachpoint assigned to it. Also note that the export process takes a long time to complete, please have the system console open to check up on the progress of the export.&lt;br /&gt;
&lt;br /&gt;
= Credits and license =&lt;br /&gt;
The addon in its current version is the hard work of many members of the fsdeveloper.com forum. The original FSX2Blender addon was developed by:&lt;br /&gt;
[https://www.fsdeveloper.com/forum/members/capt_x.6562/ Felix Owono-Ateba], [https://www.fsdeveloper.com/forum/members/ronh.1886/ Ron Haertel], [https://www.fsdeveloper.com/forum/members/krispy1001.11839/ Kris Pyatt] (2017) and [https://www.fsdeveloper.com/forum/members/manochvarma-raman.16466/ Manochvarma Raman] (2018)&lt;br /&gt;
This current incarnation of the addon uses most of the original algorithms, but with an updated UI and compatibility for Blender v2.8.x. Parts of the original exporter script have been rewritten to accommodate Blender&#039;s new material workflow and to add PBR support to the addon (P3D v4.4+ only). This work was done 2019/2020 by [https://www.fsdeveloper.com/forum/members/vitus.2026/ Otmar Nitsche]. Further additions to the material workflow were added by [https://www.fsdeveloper.com/forum/members/dave-hoeffgen.14361/ David Hoeffgen] in 2020.  The UI and the Clear Coat map components (P3D v5) were updated/ added for Blender v3.x.x by [https://www.fsdeveloper.com/forum/members/dave_w.16881/ Dave_W] &amp;amp; [https://www.fsdeveloper.com/forum/members/pyscen.1491/ Doug A] in November 2022.&lt;br /&gt;
&lt;br /&gt;
Special thanks go to [https://www.fsdeveloper.com/forum/members/arno.1/ Arno Gerretsen] and [https://www.fsdeveloper.com/forum/members/spotlope.39/ Bill Womack] for their input during the development and testing of the addon.&lt;br /&gt;
&lt;br /&gt;
The software is licensed under [http://www.gnu.org/licenses/gpl-3.0.html GNU General Public License (GNU-GPL-3)]. Feel free to use it as you see fit, both for freeware and commercial projects. If you have suggestions for changes, use the forum. If you would like to get involved in the development of the addon, contact any of the authors mentioned above to coordinate the effort.&lt;/div&gt;</summary>
		<author><name>Pyscen</name></author>
	</entry>
	<entry>
		<id>http://www.fsdeveloper.com/wiki/index.php?title=Blender2P3D/FSX&amp;diff=11331</id>
		<title>Blender2P3D/FSX</title>
		<link rel="alternate" type="text/html" href="http://www.fsdeveloper.com/wiki/index.php?title=Blender2P3D/FSX&amp;diff=11331"/>
		<updated>2022-12-03T18:39:25Z</updated>

		<summary type="html">&lt;p&gt;Pyscen: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{ambox&lt;br /&gt;
| type  = content&lt;br /&gt;
| imageleft = [[Image:40px-Emblem-Info.png|40px]]&lt;br /&gt;
| imageright = [[Image:Broom icon.jpg|40px]]&lt;br /&gt;
| style = width: 100%; color: black; font-weight: bold; background:#EFFFB0; font-style: italic&lt;br /&gt;
| text = The current version of the &#039;&#039;&#039;Blender2P3D/FSX&#039;&#039;&#039; addon is &#039;&#039;&#039;v1.0.2&#039;&#039;&#039; The &#039;&#039;&#039;Blender2P3D/FSX toolset&#039;&#039;&#039; is an addon for [http://www.blender.org/download/ Blender].&lt;br /&gt;
}}&lt;br /&gt;
[[Category:Tools]]&lt;br /&gt;
[[Category:Blender]]&lt;br /&gt;
[[category:Modeling]]{&lt;br /&gt;
[[Category:Aircraft Design]]&lt;br /&gt;
[[category:Scenery Design]]&lt;br /&gt;
[[Category:Terrain Design]]&lt;br /&gt;
[[Category:Airport Design]]&lt;br /&gt;
[[category:Texturing]]&lt;br /&gt;
[[category:SDK]]&lt;br /&gt;
[[category:Manuals]]&lt;br /&gt;
{{Infobox-Applicable-FSVersion&lt;br /&gt;
| MSFS= false&lt;br /&gt;
| FSXI = false&lt;br /&gt;
| P3D5 = true&lt;br /&gt;
| P3D4 = true&lt;br /&gt;
| P3D3 = true&lt;br /&gt;
| P3D2 = true&lt;br /&gt;
| P3D = true&lt;br /&gt;
| FSW = unknown&lt;br /&gt;
| FSX-SE = true&lt;br /&gt;
| FSXA = true&lt;br /&gt;
| FSX = true&lt;br /&gt;
| FS2004 = unknown&lt;br /&gt;
| FS2002 = unknown&lt;br /&gt;
| XP11 = unknown&lt;br /&gt;
| XP10 = unknown&lt;br /&gt;
| XP9 = unknown&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
This addon is a continuation of the [[Blender2FSX Toolset manual]] and it incorporates compatibility with the latest API for Blender version v3.x.x and above. The new toolset also features full support of PBR materials for Lockheed Martin&#039;s Prepar3D v4.4 and above, as well as some changes to the interface and file structure of the addon.&lt;br /&gt;
This wiki will help you install and use the new toolset.&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
= Installation =&lt;br /&gt;
== Requirements ==&lt;br /&gt;
* Windows 11 and 10 &lt;br /&gt;
&lt;br /&gt;
* Microsoft Flight Simulator X SDK &#039;&#039;&#039;&#039;&#039;including updates&#039;&#039;&#039; to SP2 or Acceleration&#039;&#039; or&lt;br /&gt;
&lt;br /&gt;
* Lockheed Martin Prepar3D SDK v1.x, v2.x, v3.x, &amp;amp; v4.x (&#039;&#039;FSX Steam Edition should use the Prepar3D SDK v1.x&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
* [http://www.blender.org/download/ Blender] (version: &#039;&#039;&#039;v3.x&#039;&#039;&#039; or above)&lt;br /&gt;
&lt;br /&gt;
Make sure that &#039;&#039;&#039;&#039;&#039;ALL&#039;&#039;&#039; SDKs&#039;&#039; that you are going to use are installed prior to installing/ activating this Toolset!&lt;br /&gt;
&lt;br /&gt;
== Setup ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:blender2p3dfsx_setup1.jpg&lt;br /&gt;
Image:blender2p3dfsx_setup2.jpg&lt;br /&gt;
Image:blender2p3dfsx_setup3.jpg&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
After downloading the add-on, open Blender 3.x.x and open the Preferences (Edit-&amp;gt;Preferences). Navigate to the &amp;quot;Add-ons&amp;quot; tab and click on &amp;quot;Install...&amp;quot;. &lt;br /&gt;
In the file manager, navigate to where you have downloaded the Toolset file, select it and click on &amp;quot;Install Add-on&amp;quot;. This will extract the content of the zip file to your Blender script folder (by default under %APPDATA%\Blender Foundation\Blender\&amp;lt;version number&amp;gt;\scripts\addons). Next, you need to activate the addon by clicking on the &#039;&#039;check-mark&#039;&#039; next to &amp;quot;3DView: P3D/FSX Toolset&amp;quot;. That should enable the addon and the various panels and properties. Close the Preferences window.&lt;br /&gt;
&lt;br /&gt;
To ensure that the addon was correctly installed, press &amp;quot;N&amp;quot; on your keyboard while the mouse pointer is in one of the main viewports. This should open the main panels of the addon under the tab named &amp;quot;P3D/FSX&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
= Using the Tools =&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
[[Image:Blender2p3dfsx setup4.jpg|thumb|right|P3D/FSX Toolset panels]]&lt;br /&gt;
Once installed, the Blender2P3D/FSX toolset will append the list of toolkit panels in your viewport. Press &amp;quot;N&amp;quot; to open or close the list of tools. There will be a new entry named &amp;quot;P3D/FSX&amp;quot;, which gives access to the tools of this addon. The different tools are organized in different panels, which are grouped by function.&lt;br /&gt;
The addon adds object properties to the scene. These properties are for instance the references to the various SDKs you can utilize or object properties like attached animations or scenery properties. &lt;br /&gt;
Furthermore, the addon will append the material parameters by P3D or FSX specific parameters.&lt;br /&gt;
Lastly, the addon extends the exporter capabilities and allows you to export your scene to an x-file format and from there calls XToMdl.exe to generate a Prapar3D/Flight Simulator X compatible 3d model.&lt;br /&gt;
&lt;br /&gt;
== Setting up your scene ==&lt;br /&gt;
To ensure that your 3d asset export properly to Prepar3D or Flight Simulator X, you must make sure to prepare and configure the Blender scene. To get started, open the toolset panels by pressing &amp;quot;N&amp;quot; on your keyboard with the main viewport in focus. This will open a list of panels you have currently activated in your Blender configuration. Click on the tab &amp;quot;P3D/FSX&amp;quot; to bring up the panels of the Blender2P3D/FSX toolset.&lt;br /&gt;
=== Configure the SDK ===&lt;br /&gt;
Firstly, go to the &#039;&#039;P3D/FSX Toolset Settings&#039;&#039; and select which SDK you would like to utilize. If &amp;quot;Auto Detect SDK path&amp;quot; is enabled, simply click on &amp;quot;Initialize the SDK&amp;quot;. The addon will then look up the file paths of the SDK in the Windows registry. This method should work in 99% of the cases, however, if the Addon cannot find the file paths, you can also use the &#039;&#039;Manually Find ModelDef file&#039;&#039; option to set up the path.&lt;br /&gt;
Please note that it is necessary to initialize the SDK every time you restart Blender, or load a new scene. This way you ensure that all entries of the modeldef.xml are properly loaded into Blender.&lt;br /&gt;
&lt;br /&gt;
=== Configure the scene ===&lt;br /&gt;
In order for your 3d asset to export properly, you have to ensure that both a GUID and a friendly name are assigned to your scene. To do so, open the &#039;&#039;P3D/FSX File Properties&#039;&#039; panel and type the friendly name in the first edit box. You can use the button &#039;&#039;Generate GUID&#039;&#039; to automatically generate a valid GUID for your scene. Alternatively, you can generate the GUID externally and copy and paste the string into the GUID edit box.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
== Scenery properties ==&lt;br /&gt;
[[image:Blender2P3DFSX Scenery.jpg|thumb|right|Scenery tool of the Blender2P3D/FSX addon.]]&lt;br /&gt;
[feel free to enter the information here.]&lt;br /&gt;
&lt;br /&gt;
=== Quicksave information ===&lt;br /&gt;
With the latest update of the toolkit, you&#039;ll be able to quicksave the location data of your scene. To do so, go to the &#039;&#039;Load/Save scenery data&#039;&#039; section, enter a location name and click on &#039;&#039;Add Location&#039;&#039;. This will save all settings of latitude, longitude, etc. into an XML file on your hard drive. To recall any of those previously saved datasets, click on &#039;&#039;Load Location&#039;&#039;, to open a list of names of previously saved locations. Select the location you wish to load and click on &#039;&#039;LOAD&#039;&#039;. This will populate all fields of the Scenery Tools with those from the XML file.&lt;br /&gt;
&lt;br /&gt;
Note that there is currently no interface to remove entries from the list. But if you&#039;d like to edit or update your quick-save list, you can find the XML file in the following location:&lt;br /&gt;
%APPDATA%\Blender Foundation\Blender\&amp;lt;version number&amp;gt;\config\p3d_locations.xml&lt;br /&gt;
&lt;br /&gt;
The addon will try to load the XML file whenever you initialize the SDK (see [[https://www.fsdeveloper.com/wiki/index.php?title=Blender2P3D/FSX#Setting_up_your_scene Setting up your scene]]). There will be a warning message in the system console of Blender if the file wasn&#039;t found on your hard drive. You can safely ignore this warning if you don&#039;t use this feature of the toolset.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Animations ==&lt;br /&gt;
[[Image:Blender2p3dfsx animation tool.jpg|thumb|left|The Animation tool of the Blender2P3D/FSX toolset.]]&lt;br /&gt;
To register an animation for a P3D/FSX asset, open the &#039;&#039;P3D/FSX Animation Tool&#039;&#039; panel. You will be presented with a list of animations, as found in the modeldef.xml file. To assign an animation to a selected object, choose it from the list and click on &#039;&#039;Assign&#039;&#039;. You can use the search function to filter the list for certain keywords, click on the little arrow on the bottom of the list to expose the search bar.&lt;br /&gt;
[[Image:Blender2p3dfsx object properties.jpg|thumb|right|Object properties for the Blender2P3D/FSX toolset.]]&lt;br /&gt;
Once an animation has been assigned, make sure to enter an animation length in the object&#039;s properties as well. Open the objects properties panel and scroll to the &#039;&#039;P3D/FSX Properties&#039;&#039; section. Here, you&#039;ll find the properties of the attached animation as well as a list of all utilized attachpoints for that object.&lt;br /&gt;
You can also delete an animation by clicking on the &#039;&#039;Clear&#039;&#039; button.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Attachpoints ==&lt;br /&gt;
Open the Attach Tool to access the various options for attachpoints. You can activate or deactivate a number of different functions by clicking on the corresponding buttons in the list. The buttons turn blue when active. Don&#039;t forget to assign the selected attachpoint and its parameters to an object by selecting the object in the scene and clicking on &#039;&#039;Attach&#039;&#039; on the bottom of the panel.&lt;br /&gt;
To see what attachpoints are active for any given object in the scene, select the object and open the object properties. Under &#039;&#039;P3D/FSX Properties&#039;&#039;, you&#039;ll find a list of all attachpoints under the animation properties for the selected object.&lt;br /&gt;
=== Effects ===&lt;br /&gt;
[[Image:Blender2P3DFSX attach effect.jpg|thumb|left|Attachpoint properties for effects.]]&lt;br /&gt;
To attach an effect to an object in your scene, click on the &#039;&#039;Effect&#039;&#039; button in the P3D/FSX Attach Tool panel. This will extend the panel and allow you to specify the parameters of the effect you&#039;d like to attach.&lt;br /&gt;
* &#039;&#039;&#039;Name&#039;&#039;&#039;: set an attachpoint name for the object.&lt;br /&gt;
* &#039;&#039;&#039;Effect&#039;&#039;&#039;: type the filename of the effect you would like to attach to the object.&lt;br /&gt;
* &#039;&#039;&#039;Param&#039;&#039;&#039;: define paramters for the effect. Those can be, for instance, conditions for the effect to trigger. Refer to the P3D/FSX SDK for more information on valid syntax for this field.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
=== Visibility ===&lt;br /&gt;
[[Image:Blender2P3DFSX attach visibility.jpg|thumb|left|Attachpoint properties for visibility.]]&lt;br /&gt;
Add a visibility tag to the selected object by clicking on &#039;&#039;Visibility&#039;&#039; on the P3D/FSX Attach Tool panel. This will open a list of available visibility tags, which you can attach to a selected object in the scene using the &amp;quot;Attach&amp;quot; button.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== MouseRect ===&lt;br /&gt;
[[Image:attach mouserect.jpg|thumb|left|Attachpoint properties for mouserects.]]&lt;br /&gt;
To add a mouserect to the selected object in the scene, click on &#039;&#039;Mouse Rect&#039;&#039;. This will reveal a dropdown list of all available mouserects, as defined in the modeldef.xml file.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
=== Platform ===&lt;br /&gt;
[[Image:Blender2P3DFSX attach platform.jpg|thumb|left|Attachpoint properties for platforms.]]&lt;br /&gt;
You can define an object as a &amp;quot;platform&amp;quot; by activating &#039;&#039;Platform&#039;&#039; in the P3D/FSX Attach Tool panel. Make sure to select a surface property for the platform in the dropdown list.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
=== No Crash ===&lt;br /&gt;
Enable the no crash flag for the selected object in the scene by clicking on &#039;&#039;No Crash&#039;&#039; in the P3D/FSX Attach Tool panel.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
=== Empty ===&lt;br /&gt;
[[Image:Blender2P3DFSX attach empty.jpg|thumb|left|Attachpoint properties for empty attachpoints.]]&lt;br /&gt;
You can also attach an empty attachpoint to an object in the scene by clicking on &#039;&#039;Empty&#039;&#039; in the P3D/FSX Attach Tool panel. This will enable you to assign a name for the attachpoint. These empty attachpoints can be used for instance to create various equipment for aircraft carriers. Simply assign one of the keywords to the object to trigger the wanted behavior of the object. Valid names are:&lt;br /&gt;
*attachpt_catapult_start_n,&lt;br /&gt;
*attachpt_catapult_end_n,&lt;br /&gt;
*attachpt_blast_shield_n,&lt;br /&gt;
*attachpt_runway_start,&lt;br /&gt;
*attachpt_runway_end,&lt;br /&gt;
*attachpt_runway_edg,&lt;br /&gt;
*attachpt_cable_n_1,&lt;br /&gt;
*attachpt_cable_n_2.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Material parameters ==&lt;br /&gt;
{{ambox&lt;br /&gt;
| type  = content&lt;br /&gt;
| imageleft = [[Image:40px-Emblem-Info.png|40px]]&lt;br /&gt;
| imageright = [[Image:Broom icon.jpg|40px]]&lt;br /&gt;
| style = width: 100%; color: black; font-weight: bold; background:#EFFFB0; font-style: italic&lt;br /&gt;
| text  = &amp;lt;small&amp;gt;Please note that you should re-initialize your material if you are updating a scene from an older version of the Blender2P3D/FSX toolset. To do so, select your preferred option in the dropdown for the material mode selection. &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The P3D/FSX Blender toolset will extend the material properties to include flight simulator-specific parameters. Make sure to carefully go through the list of properties to make sure that your material is ready for export.&lt;br /&gt;
The most fundamental parameter is the main material mode. You can choose between &amp;quot;PBR Material&amp;quot;, &amp;quot;Specular Material&amp;quot; and &amp;quot;Disabled&amp;quot;. Note that any material with the mode being set to &amp;quot;disabled&amp;quot; will be skipped during the export process. Also, note that the PBR material is only available for models used in Prepar3D version 4.4 or higher. Therefore, if you are preparing a model for FSX or older versions of Prepar3d, make sure to have the material mode set to the Specular workflow.&lt;br /&gt;
&lt;br /&gt;
The P3D/FSX Blender toolset is making use of Blender&#039;s node tree and as a result, it is important that your materials comply with the conventions of the addon&#039;s exporter. Whenever you change between different material modes, a script will automatically replace the current node tree with one that is compatible with the chosen material mode. This means that currently, you will have to re-assign all textures every time you change the material mode!&lt;br /&gt;
&lt;br /&gt;
When assigning a new texture to any of the slots, a script will check if the texture is of the DDS format and if so, set up the node tree with a WYSIWYG representation of the simulator&#039;s shader. To do this, the addon will perform these two steps:&lt;br /&gt;
1. vertically flipping the UV for the texture node&lt;br /&gt;
2. reversing the red-in-alpha action for the normal map, meaning you can input a P3D/FSX conform normal map and it&#039;ll show up correctly in Blender.&lt;br /&gt;
&lt;br /&gt;
The new material handling also incorporates the detail map in the node tree and synchronizes the scaling of the detail map with the settings made in the Blender2P3D/FSX material panel.&lt;br /&gt;
&lt;br /&gt;
When exporting your scene, the exporter will run an analysis on all materials to extract the texture information. This is done in two ways, by checking what texture nodes connect to the relevant input nodes and by looking for specific node names. This way, it is possible to modify the node tree in Blender while retaining the ability to export the materials properly. The texture paths are searched for in the following manner:&lt;br /&gt;
1. Check if the (new) texture slots in the material panel are populated and use those if found.&lt;br /&gt;
2. If not, check the relevant input socket of the BSDF Principled shader node&lt;br /&gt;
3. follow all the links from that node and create a list of texture image nodes&lt;br /&gt;
4. if there are more than one texture image nodes directly or indirectly connected to the input socket, check the name of both and see if it matches&lt;br /&gt;
5. if there are NO texture image nodes connected to the input socket, search through ALL the texture image nodes of the graph, and check if the name matches.&lt;br /&gt;
&lt;br /&gt;
On the creation of the node tree, the texture image nodes will be given their corresponding names. Those are:&lt;br /&gt;
&amp;quot;diffuse&amp;quot; for the diffuse/albedo texture&lt;br /&gt;
&amp;quot;specular&amp;quot; for the specular texture&lt;br /&gt;
&amp;quot;metallic&amp;quot; for the metallic/smoothness/ao texture&lt;br /&gt;
&amp;quot;emissive&amp;quot; for the emissive/lightmap texture&lt;br /&gt;
&amp;quot;normal&amp;quot; for the normal/bump map texture&lt;br /&gt;
&amp;quot;clear-coat&amp;quot; for the amount/smoothness/normal x-component/normal y-component&lt;br /&gt;
&lt;br /&gt;
I suggest not deleting any of those texture nodes, in case you&#039;ll need them at a later stage. If you don&#039;t want a certain texture map to show up on your model, just disconnect the corresponding link.&lt;br /&gt;
&lt;br /&gt;
By default, the emissive image texture is not connected to anything. If you want to see the effects of your lightmap on the model in Blender, simply link the texture node with the input socket labeled &amp;quot;Emission&amp;quot;/&amp;quot;Emissive Color&amp;quot;. Note that the emissive map doesn&#039;t have to be linked with the base shader node in order for the lightmap texture to be found by the exporter!&lt;br /&gt;
&lt;br /&gt;
=== PBR Material mode ===&lt;br /&gt;
[[Image:Pbr shader.jpg|thumb|right|The node tree for PBR material.]]&lt;br /&gt;
When you switch to the PBR Material mode, the node tree will be populated with a &amp;quot;BSDF Principled&amp;quot; node and a number of nodes that are linked up with the principled&#039;s input sockets. You can revise the material at any point by removing nodes or links. You can also add logic blocks between existing links and observe the effects in the viewport. Keep in mind, however, that those types of changes will have no effect on the model when you export it to Prepar3D.&lt;br /&gt;
&lt;br /&gt;
==== Albedo/Diffuse Map ====&lt;br /&gt;
The Albedo/Diffuse map uses the &amp;quot;Base Color&amp;quot; input socket of the BSDF Principled node. By default, the Alpha channel of the texture node is linked with the Alpha input socket of the BSDF node. For all opaque materials, this should have no effect, but for transparent materials, it is important that the link remains.&lt;br /&gt;
&lt;br /&gt;
It is possible to modify the node tree to display the Ambient Occlusion channel of the metallic texture. To do that, add a &amp;quot;MixRGB&amp;quot; node to the node tree and switch the blend mode to &amp;quot;multiply&amp;quot;. Next, connect the Color channel from the albedo texture node to input Color1 of the mixRGB node, and connect the green channel (&amp;quot;G&amp;quot;) from the &amp;quot;separate RGB&amp;quot; node of the metallic node to the Color2 input of the mixRGB node. Lastly, connect the output of the mixRGB node to the Base Color input of the BSDF Principled Shader node.&lt;br /&gt;
&lt;br /&gt;
Make sure to disable Ambient occlusion in the scene render settings to not over-saturate the shading.&lt;br /&gt;
&lt;br /&gt;
==== Metallic Map ====&lt;br /&gt;
The metallic texture consists of three channels. The red channel represents the &amp;quot;metallicness&amp;quot; of the material, the alpha channel the &amp;quot;smoothness&amp;quot; and the green channel can contain an ambient occlusion map. Since Blender is using &amp;quot;roughness&amp;quot; rather than &amp;quot;smoothness&amp;quot;, it is necessary to invert the alpha channel of the metallic texture before plugging it into the BSDF Principled node. This is already done for you within Blender&#039;s shading editor (sometimes called the node editor) when you set up the material for PBR.&lt;br /&gt;
&lt;br /&gt;
Please note that the color space of the metallic node should be changed to &amp;quot;non-color&amp;quot;, once you assigned a texture to the node.&lt;br /&gt;
&lt;br /&gt;
By default, the AO map is omitted, see above if you want to display it in your scene.&lt;br /&gt;
&lt;br /&gt;
Note that for Prepar3Dv5, you can provide a reflection map in the blue channel of the metallic map, however, this channel won&#039;t be displayed in Blender. If you use the reflective channel, make sure to tick the &amp;quot;Metallic map has reflection&amp;quot; in the Metallic properties of the material.&lt;br /&gt;
&lt;br /&gt;
==== Clear Coat Map ====&lt;br /&gt;
The Clear Coat map is comprised of 2 or 3 textures that are packed in the channels within a single RGB or RGBA texture. The 2 required textures in a Clear coat map are the &amp;quot;Amount&amp;quot; and &amp;quot;Smoothness&amp;quot;. The 3rd, optionally, is the Clear Coat Normal map.  The Clear Coat map should not be used with any material that is metallic material. The Clear Coat map should be used on materials that are to appear as if they have been waxed or lacquered (such as automobiles, fine leather, and also, Banners).&lt;br /&gt;
&lt;br /&gt;
The Red Channel of the clear coat is the &amp;quot;Amount&amp;quot; of the clear coat (0.00 to 1.0). Pure black (matte) is represented as 0.00, pure white is 1.0 (maximum amount). In other words, this is the amount of wax or lacquer on the material.&lt;br /&gt;
&lt;br /&gt;
The Green Channel is the &amp;quot;Smoothness&amp;quot; of the Clear Coat. This is also represented as 0.00 to 1.0. Pure black is 0.00 and pure white is 1.0 (maximum smoothness) and gives you the maximum reflection.&lt;br /&gt;
&lt;br /&gt;
The numerical values for the &amp;quot;Amount&amp;quot; and &amp;quot;Smoothness&amp;quot; are for &amp;quot;baking&amp;quot; and procedural texture purposes.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; Within the Shading Editor in Blender (sometimes called the Node Editor), the &amp;quot;Smoothness&amp;quot; map (in the green channel) is being &amp;quot;inverted&amp;quot;. This is because Blender is looking for a &amp;quot;Roughness&amp;quot; map and P3D requires a &amp;quot;Smoothness&amp;quot; map. Using the &amp;quot;Smoothness&amp;quot; texture that is contained in the &amp;quot;Metallic&amp;quot; map will most likely not give you the &amp;quot;look&amp;quot; you were hoping for.&lt;br /&gt;
&lt;br /&gt;
The Clear Coat Normal map (placed in the Blue and Alpha Channels) consists of the x- and y-components of a standard normal map. The x-component (within a standard normal map, it&#039;s in the red Channel) is placed in the Blue channel.  The y-component (within a standard normal map, it&#039;s in the green channel) is placed in the Alpha Channel.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; Just like the Normal map used in P3D, the Clear Coat normal map is in the DirectX format, not OpenGL format  Be aware when &amp;quot;baking&amp;quot; within Blender, the OpenGL Format is used when creating normal maps.  &lt;br /&gt;
&lt;br /&gt;
=== Specular Material mode ===&lt;br /&gt;
[[Image:Specular shader.jpg|thumb|right|The node tree for specular material.]]&lt;br /&gt;
If you select &amp;quot;Specular Material&amp;quot; as the P3D/FSX material mode, the current node tree is removed and replaced. The main shader node will now be an &amp;quot;Eevee Specular&amp;quot; node. The node tree will be populated in a way that most closely represents the shader mechanics of FSX/P3D and all you need to do is add your texture files to the various texture image nodes. As with the PBR node tree, you can modify the Specular node tree in any way you wish - as long as the original Texture image nodes and the Eevee Specular node remain, the exporter will be able to pick up the correct texture paths.&lt;br /&gt;
&lt;br /&gt;
Please note that since it is a node specifically designed for the Eevee render engine, material created in this way won&#039;t render properly if you switch the viewport render mode to &amp;quot;Cycles&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
=== Normal maps for PBR and Specular material ===&lt;br /&gt;
Prepar3D and FSX use a non-standard approach to rendering normal maps and we took the approach on board when developing the node tree for the P3D/FSX material. If you&#039;re using non-DDS files (.PSD, .tga, .png, etc), the shader is set up in an industry-standard way, with the color node of the normal texture node being plugged indirectly into the normal map node of the graph. However, if you&#039;re using DDS files, the addon will change the node tree in a way that reflects the sim as closely as possible by reversing the mandatory red-in-alpha.&lt;br /&gt;
&lt;br /&gt;
Please note that the color space of the normal map will now automatically be changed to &amp;quot;non-color&amp;quot;, once you assigned a texture to the normal map slot.&lt;br /&gt;
&lt;br /&gt;
The legacy NVidia Photoshop plug-in, GIMP plug-in, and the SDK&#039;s Imagetool (FSX and P3D) all use the DirectX format for Normal maps. The latest NVidia plug-in, along with the standalone application, uses the OpenGL Format when creating Normal maps.  Most Normal maps &amp;quot;ready-made&amp;quot; can be changed to the DirectX format by inverting or flipping the &#039;y&#039;-component of the Normal map, however, go with what &amp;quot;looks&amp;quot; correct to you.&lt;br /&gt;
&lt;br /&gt;
=== Environment/Reflection map ===&lt;br /&gt;
Oppose to P3D, Blender is using a global reflection map in conjunction with reflective materials. Depending on your requirements, it might be necessary for you to utilize different reflection maps for different materials. To accommodate this, you can link any reflection map to any material, using the Parameter &amp;quot;Reflection map&amp;quot; under the P3D/FSX material properties. However, any change to the file or file path will not change anything about how reflections are presented in Blender.&lt;br /&gt;
If you would like to get an idea of how your reflection map works with your other material settings, you can manually change Blender&#039;s global reflection map. To do so, open the &amp;quot;World Properties&amp;quot; and under &amp;quot;Surface-&amp;gt;Color&amp;quot;, select &amp;quot;Environment Texture&amp;quot; as a new source for the world reflection map and navigate to your texture. Don&#039;t forget to change the render mode to &amp;quot;Viewport Shading&amp;quot;. Please note that changes to the world properties won&#039;t be taken into account when exporting your model to &amp;quot;.X&amp;quot; or &amp;quot;.MDL&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
=== Transparency ===&lt;br /&gt;
If you&#039;re working with PBR material, switching your material to transparent is simple. In the P3D/FSX material settings change the &amp;quot;Render mode&amp;quot; to &amp;quot;Masked&amp;quot;. The transparency value is taken from the Alpha channel of the Albedo texture node and will be visualized in the viewport. Note that switching from &amp;quot;Opaque&amp;quot; to &amp;quot;Masked&amp;quot; will also enable Backface culling by default, this is simply done for your convenience, but you can switch it off at any time with no effect on the P3D/FSX model itself.&lt;br /&gt;
&lt;br /&gt;
Transparency for Specular material is currently not automated in this way, so any changes to the &amp;quot;Framebuffer Blend&amp;quot; properties of the material will have no effect on how the model is displayed in Blender. These values are, however, taken into consideration when you export your model and should work as expected.&lt;br /&gt;
&lt;br /&gt;
= Exporting to .X/.MDL =&lt;br /&gt;
[[Image:Blender2P3DFSX Export1.jpg|thumb|Export options of the Blender2P3D/FSX toolset.]]&lt;br /&gt;
An essential element of the Blender2P3D/FSX toolset is the ability to export a Blender scene directly into the .mdl format. You can access the exporter by clicking on File-&amp;gt;Export-&amp;gt;DirectX for P3D/FSX (.X/.MDL). This will open the export dialog. On the right side of the window, you can choose various options for the export. Don&#039;t forget to enter a valid filename on the bottom of the screen before pressing &amp;quot;Export P3D/FSX .X file&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Note: I recommend opening the Blender console before starting the export process. At the moment the exporter won&#039;t give you any visual feedback on whether it&#039;s running or not, so checking on the console helps to make sure that everything is working smoothly. The console can be accessed through Window-&amp;gt;Toggle System Console.&lt;br /&gt;
&lt;br /&gt;
== Exporter options ==&lt;br /&gt;
&#039;&#039;&#039;Export only current selection&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
If this option is active, only the elements of your scene that are currently selected will be exported. This can be useful if you want to quickly check certain parts of the scene, without exporting everything at once.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Apply all modifiers&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
If this option is selected, every object in the scene will have its modifiers applied before being encoded into the .X file. It is important to have this option enabled, otherwise your model might not be displayed correctly in the sim.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Export animations and LOD&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
To make sure that the animations and LODs are being exported, this option should be enabled.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Skinned mesh&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
If there are any skinned meshes in you scene, make sure to enable this option. Otherwise, the skinned mesh animations are being omitted.&amp;lt;br/&amp;gt; &lt;br /&gt;
&#039;&#039;&#039;Export MDL&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
If this option is selected, the exporter will automatically call the XToMdl.exe converter once the .x file is written. Enable this option to export directly into the Prapar3D/FSX compatible 3d model format.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Create XML Scenery placement for this MDL&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
If this option is selected, the exporter will create an XML file that has all the scenery export information such as &#039;&#039;coordinates (latitude, longitude, altitude, pitch, bank, heading)&#039;&#039; and the &#039;&#039;scenery complexity&#039;&#039; of the scenery objects/model to be exported (by default &#039;&#039;Scenery Complexity = Normal&#039;&#039;). Then, it will convert the created &amp;quot;.MDL&amp;quot; format file into &amp;quot;.BGL&amp;quot; format file which then can be used directly in the simulator.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Create Sample XML Scenery Placement&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
If this option is selected, the exporter will create a SAMPLE XML file to show the developer how the scenery xml file should be written. &#039;&#039;Remember to only select this option if you wish to create the &amp;quot;.BGL&amp;quot; file manually/by your own&#039;&#039;.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Log File&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
If this option is checked, a log file will be generated in the same folder you export your scene to. The log file is a simple text file with the friendly name of the model [ex. Hangar_(date)_(time)_log.txt]. It can contain valuable information on the export progress if something goes wrong.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Use BMP&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
If selected, all texture filenames will be changed to &amp;lt;filename&amp;gt;.bmp.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Export process ==&lt;br /&gt;
The exporter will generate an .X file and - if selected - a .xanim file, which will hold the geometric information of your model, as well as the specs of your materials. Some of the properties of the model will be taken directly from the Blender scene, whereas some properties come from the custom properties that the Blender2P3D/FSX addon adds to objects and materials.&lt;br /&gt;
&lt;br /&gt;
The following list describes the operation of the exporter step-by-step.&lt;br /&gt;
# &#039;&#039;&#039;Collecting object Information&#039;&#039;&#039;&amp;lt;!--&lt;br /&gt;
 --&amp;gt;&amp;lt;p&amp;gt;The exporter will first go through the hierarchy of the scene and generate a list of exportable objects. Those objects are meshes, bones, and empty object(s) if they have anything attached to it. The exporter will also check if the SDK was initialized, a modeldef.xml was found, and if the scene contains a valid GUID and friendly name. If &amp;quot;&#039;&#039;Export Animations&#039;&#039;&amp;quot; was enabled in the export dialog, a list will be generated that contains information on every part that has an animation tag assigned to it.&amp;lt;/p&amp;gt;&lt;br /&gt;
# &#039;&#039;&#039;Writing the header&#039;&#039;&#039;&amp;lt;!--&lt;br /&gt;
 --&amp;gt;&amp;lt;p&amp;gt;The header of the .x file contains templates for mesh and material information. Since P3D and FSX models differ slightly, the templates are being written depending on the selected SDK.&amp;lt;/p&amp;gt;&lt;br /&gt;
# &#039;&#039;&#039;Outline of the scene&#039;s hierarchy&#039;&#039;&#039;&amp;lt;!--&lt;br /&gt;
 --&amp;gt;&amp;lt;p&amp;gt;The exporter will write a quick outline of the scene&#039;s objects into the .X file. This outline has no function but is informative to anyone who needs to debug any errors during the export.&amp;lt;/p&amp;gt;&lt;br /&gt;
# &#039;&#039;&#039;Writing scene information&#039;&#039;&#039;&amp;lt;!--&lt;br /&gt;
 --&amp;gt;&amp;lt;p&amp;gt;Next, the exporter will go through the list of eligible objects and encode the geometric information. This includes the position of the vertices, a list of polygons, mesh normals for each vertex, and UV coordinates.&amp;lt;/p&amp;gt;&lt;br /&gt;
## &#039;&#039;&#039;Analyzing mesh materials&#039;&#039;&#039;&amp;lt;!--&lt;br /&gt;
 --&amp;gt;&amp;lt;p&amp;gt;For each material, the exporter will analyze the node tree to find the relevant image texture nodes. If an image texture node cannot be found, or if the filename is empty, the corresponding texture type will be skipped by the exporter.&amp;lt;/p&amp;gt;&lt;br /&gt;
## &#039;&#039;&#039;Writing mesh material&#039;&#039;&#039;&amp;lt;!--&lt;br /&gt;
 --&amp;gt;&amp;lt;p&amp;gt;Once all data is collected, the material properties are being encoded in the .x file.&amp;lt;/p&amp;gt;&lt;br /&gt;
#&#039;&#039;&#039;Writing Animations&#039;&#039;&#039;&amp;lt;!--&lt;br /&gt;
 --&amp;gt;&amp;lt;p&amp;gt;If &amp;quot;&#039;&#039;Export animations and LODs&#039;&#039;&amp;quot; has been selected in the exporter window, a .xanim file is generated, which contains the animation data for all animated objects.&amp;lt;/p&amp;gt;&lt;br /&gt;
#&#039;&#039;&#039;Converting to MDL&#039;&#039;&#039;&amp;lt;!--&lt;br /&gt;
 --&amp;gt;&amp;lt;p&amp;gt;If &amp;quot;&#039;&#039;Export MDL&#039;&#039;&amp;quot; has been selected in the exporter window, the exporter will execute the XToMdl.exe of the selected SDK. The Blender system console will show the progress during this step of the export, however, note that the output is currently not logged in the log file that is generated by the exporter. If there is an issue with the .X file, or if the XToMdl.exe couldn&#039;t be found, an error will be shown in the Blender window.&amp;lt;/p&amp;gt;&lt;br /&gt;
#&#039;&#039;&#039;Export BGL&#039;&#039;&#039;&amp;lt;!--&lt;br /&gt;
 --&amp;gt;&amp;lt;p&amp;gt;BGL is a scenery file format that is being used in Flight Simulator. If &amp;quot;&#039;&#039;Create XML Scenery placement for this MDL&#039;&#039;&amp;quot; has been selected in the exporter window, the created .MDL format file will run through an application called bglcomp [which is an in-build application that comes with the Software Development (Kit)] to create the Flight Simulator use .BGL format file. This BGL format file can be used directly in the simulator later.&amp;lt;/p&amp;gt; &lt;br /&gt;
&lt;br /&gt;
If the export was successful, you&#039;ll find the .X and the .MDL file in the selected folder, ready to be imported into P3D/FSX.&lt;br /&gt;
&lt;br /&gt;
Please note that the exporter currently does not optimize your model! If you want to improve on the performance of your 3d asset, it is recommended to join all parts that share a material but don&#039;t have an animation or attachpoint assigned to it. Also note that the export process takes a long time to complete, please have the system console open to check up on the progress of the export.&lt;br /&gt;
&lt;br /&gt;
= Credits and license =&lt;br /&gt;
The addon in its current version is the hard work of many members of the fsdeveloper.com forum. The original FSX2Blender addon was developed by:&lt;br /&gt;
[https://www.fsdeveloper.com/forum/members/capt_x.6562/ Felix Owono-Ateba], [https://www.fsdeveloper.com/forum/members/ronh.1886/ Ron Haertel], [https://www.fsdeveloper.com/forum/members/krispy1001.11839/ Kris Pyatt] (2017) and [https://www.fsdeveloper.com/forum/members/manochvarma-raman.16466/ Manochvarma Raman] (2018)&lt;br /&gt;
This current incarnation of the addon uses most of the original algorithms, but with an updated UI and compatibility for Blender v2.8.x. Parts of the original exporter script have been rewritten to accommodate Blender&#039;s new material workflow and to add PBR support to the addon (P3D v4.4+ only). This work was done 2019/2020 by [https://www.fsdeveloper.com/forum/members/vitus.2026/ Otmar Nitsche]. Further additions to the material workflow were added by [https://www.fsdeveloper.com/forum/members/dave-hoeffgen.14361/ David Hoeffgen] in 2020.  The UI and the Clear Coat map components (P3D v5) were updated/ added for Blender v3.x.x by [https://www.fsdeveloper.com/forum/members/dave_w.16881/ Dave_W] &amp;amp; [https://www.fsdeveloper.com/forum/members/pyscen.1491/ Doug A] in November 2022.&lt;br /&gt;
&lt;br /&gt;
Special thanks go to [https://www.fsdeveloper.com/forum/members/arno.1/ Arno Gerretsen] and [https://www.fsdeveloper.com/forum/members/spotlope.39/ Bill Womack] for their input during the development and testing of the addon.&lt;br /&gt;
&lt;br /&gt;
The software is licensed under [http://www.gnu.org/licenses/gpl-3.0.html GNU General Public License (GNU-GPL-3)]. Feel free to use it as you see fit, both for freeware and commercial projects. If you have suggestions for changes, use the forum. If you would like to get involved in the development of the addon, contact any of the authors mentioned above to coordinate the effort.&lt;/div&gt;</summary>
		<author><name>Pyscen</name></author>
	</entry>
	<entry>
		<id>http://www.fsdeveloper.com/wiki/index.php?title=Blender2P3D/FSX&amp;diff=11330</id>
		<title>Blender2P3D/FSX</title>
		<link rel="alternate" type="text/html" href="http://www.fsdeveloper.com/wiki/index.php?title=Blender2P3D/FSX&amp;diff=11330"/>
		<updated>2022-12-03T18:38:32Z</updated>

		<summary type="html">&lt;p&gt;Pyscen: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{ambox&lt;br /&gt;
| type  = content&lt;br /&gt;
| imageleft = [[Image:40px-Emblem-Info.png|40px]]&lt;br /&gt;
| imageright = [[Image:Broom icon.jpg|40px]]&lt;br /&gt;
| style = width: 100%; color: black; font-weight: bold; background:#EFFFB0; font-style: italic&lt;br /&gt;
| text = The current version of the &#039;&#039;&#039;Blender2P3D/FSX&#039;&#039;&#039; addon is &#039;&#039;&#039;v1.0.2&#039;&#039;&#039; The &#039;&#039;&#039;Blender2P3D/FSX toolset&#039;&#039;&#039; is an addon for [http://www.blender.org/download/ Blender].&lt;br /&gt;
}}}&lt;br /&gt;
[[Category:Tools]]&lt;br /&gt;
[[Category:Blender]]&lt;br /&gt;
[[category:Modeling]]{&lt;br /&gt;
[[Category:Aircraft Design]]&lt;br /&gt;
[[category:Scenery Design]]&lt;br /&gt;
[[Category:Terrain Design]]&lt;br /&gt;
[[Category:Airport Design]]&lt;br /&gt;
[[category:Texturing]]&lt;br /&gt;
[[category:SDK]]&lt;br /&gt;
[[category:Manuals]]&lt;br /&gt;
{{Infobox-Applicable-FSVersion&lt;br /&gt;
| MSFS= false&lt;br /&gt;
| FSXI = false&lt;br /&gt;
| P3D5 = true&lt;br /&gt;
| P3D4 = true&lt;br /&gt;
| P3D3 = true&lt;br /&gt;
| P3D2 = true&lt;br /&gt;
| P3D = true&lt;br /&gt;
| FSW = unknown&lt;br /&gt;
| FSX-SE = true&lt;br /&gt;
| FSXA = true&lt;br /&gt;
| FSX = true&lt;br /&gt;
| FS2004 = unknown&lt;br /&gt;
| FS2002 = unknown&lt;br /&gt;
| XP11 = unknown&lt;br /&gt;
| XP10 = unknown&lt;br /&gt;
| XP9 = unknown&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The current version of the &#039;&#039;&#039;Blender2P3D/FSX&#039;&#039;&#039; addon is &#039;&#039;&#039;v1.0.2&#039;&#039;&#039; The &#039;&#039;&#039;Blender2P3D/FSX toolset&#039;&#039;&#039; is an addon for [http://www.blender.org/download/ Blender]. This addon is a continuation of the [[Blender2FSX Toolset manual]] and it incorporates compatibility with the latest API for Blender version v3.x.x and above. The new toolset also features full support of PBR materials for Lockheed Martin&#039;s Prepar3D v4.4 and above, as well as some changes to the interface and file structure of the addon.&lt;br /&gt;
This wiki will help you install and use the new toolset.&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
= Installation =&lt;br /&gt;
== Requirements ==&lt;br /&gt;
* Windows 11 and 10 &lt;br /&gt;
&lt;br /&gt;
* Microsoft Flight Simulator X SDK &#039;&#039;&#039;&#039;&#039;including updates&#039;&#039;&#039; to SP2 or Acceleration&#039;&#039; or&lt;br /&gt;
&lt;br /&gt;
* Lockheed Martin Prepar3D SDK v1.x, v2.x, v3.x, &amp;amp; v4.x (&#039;&#039;FSX Steam Edition should use the Prepar3D SDK v1.x&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
* [http://www.blender.org/download/ Blender] (version: &#039;&#039;&#039;v3.x&#039;&#039;&#039; or above)&lt;br /&gt;
&lt;br /&gt;
Make sure that &#039;&#039;&#039;&#039;&#039;ALL&#039;&#039;&#039; SDKs&#039;&#039; that you are going to use are installed prior to installing/ activating this Toolset!&lt;br /&gt;
&lt;br /&gt;
== Setup ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:blender2p3dfsx_setup1.jpg&lt;br /&gt;
Image:blender2p3dfsx_setup2.jpg&lt;br /&gt;
Image:blender2p3dfsx_setup3.jpg&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
After downloading the add-on, open Blender 3.x.x and open the Preferences (Edit-&amp;gt;Preferences). Navigate to the &amp;quot;Add-ons&amp;quot; tab and click on &amp;quot;Install...&amp;quot;. &lt;br /&gt;
In the file manager, navigate to where you have downloaded the Toolset file, select it and click on &amp;quot;Install Add-on&amp;quot;. This will extract the content of the zip file to your Blender script folder (by default under %APPDATA%\Blender Foundation\Blender\&amp;lt;version number&amp;gt;\scripts\addons). Next, you need to activate the addon by clicking on the &#039;&#039;check-mark&#039;&#039; next to &amp;quot;3DView: P3D/FSX Toolset&amp;quot;. That should enable the addon and the various panels and properties. Close the Preferences window.&lt;br /&gt;
&lt;br /&gt;
To ensure that the addon was correctly installed, press &amp;quot;N&amp;quot; on your keyboard while the mouse pointer is in one of the main viewports. This should open the main panels of the addon under the tab named &amp;quot;P3D/FSX&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
= Using the Tools =&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
[[Image:Blender2p3dfsx setup4.jpg|thumb|right|P3D/FSX Toolset panels]]&lt;br /&gt;
Once installed, the Blender2P3D/FSX toolset will append the list of toolkit panels in your viewport. Press &amp;quot;N&amp;quot; to open or close the list of tools. There will be a new entry named &amp;quot;P3D/FSX&amp;quot;, which gives access to the tools of this addon. The different tools are organized in different panels, which are grouped by function.&lt;br /&gt;
The addon adds object properties to the scene. These properties are for instance the references to the various SDKs you can utilize or object properties like attached animations or scenery properties. &lt;br /&gt;
Furthermore, the addon will append the material parameters by P3D or FSX specific parameters.&lt;br /&gt;
Lastly, the addon extends the exporter capabilities and allows you to export your scene to an x-file format and from there calls XToMdl.exe to generate a Prapar3D/Flight Simulator X compatible 3d model.&lt;br /&gt;
&lt;br /&gt;
== Setting up your scene ==&lt;br /&gt;
To ensure that your 3d asset export properly to Prepar3D or Flight Simulator X, you must make sure to prepare and configure the Blender scene. To get started, open the toolset panels by pressing &amp;quot;N&amp;quot; on your keyboard with the main viewport in focus. This will open a list of panels you have currently activated in your Blender configuration. Click on the tab &amp;quot;P3D/FSX&amp;quot; to bring up the panels of the Blender2P3D/FSX toolset.&lt;br /&gt;
=== Configure the SDK ===&lt;br /&gt;
Firstly, go to the &#039;&#039;P3D/FSX Toolset Settings&#039;&#039; and select which SDK you would like to utilize. If &amp;quot;Auto Detect SDK path&amp;quot; is enabled, simply click on &amp;quot;Initialize the SDK&amp;quot;. The addon will then look up the file paths of the SDK in the Windows registry. This method should work in 99% of the cases, however, if the Addon cannot find the file paths, you can also use the &#039;&#039;Manually Find ModelDef file&#039;&#039; option to set up the path.&lt;br /&gt;
Please note that it is necessary to initialize the SDK every time you restart Blender, or load a new scene. This way you ensure that all entries of the modeldef.xml are properly loaded into Blender.&lt;br /&gt;
&lt;br /&gt;
=== Configure the scene ===&lt;br /&gt;
In order for your 3d asset to export properly, you have to ensure that both a GUID and a friendly name are assigned to your scene. To do so, open the &#039;&#039;P3D/FSX File Properties&#039;&#039; panel and type the friendly name in the first edit box. You can use the button &#039;&#039;Generate GUID&#039;&#039; to automatically generate a valid GUID for your scene. Alternatively, you can generate the GUID externally and copy and paste the string into the GUID edit box.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
== Scenery properties ==&lt;br /&gt;
[[image:Blender2P3DFSX Scenery.jpg|thumb|right|Scenery tool of the Blender2P3D/FSX addon.]]&lt;br /&gt;
[feel free to enter the information here.]&lt;br /&gt;
&lt;br /&gt;
=== Quicksave information ===&lt;br /&gt;
With the latest update of the toolkit, you&#039;ll be able to quicksave the location data of your scene. To do so, go to the &#039;&#039;Load/Save scenery data&#039;&#039; section, enter a location name and click on &#039;&#039;Add Location&#039;&#039;. This will save all settings of latitude, longitude, etc. into an XML file on your hard drive. To recall any of those previously saved datasets, click on &#039;&#039;Load Location&#039;&#039;, to open a list of names of previously saved locations. Select the location you wish to load and click on &#039;&#039;LOAD&#039;&#039;. This will populate all fields of the Scenery Tools with those from the XML file.&lt;br /&gt;
&lt;br /&gt;
Note that there is currently no interface to remove entries from the list. But if you&#039;d like to edit or update your quick-save list, you can find the XML file in the following location:&lt;br /&gt;
%APPDATA%\Blender Foundation\Blender\&amp;lt;version number&amp;gt;\config\p3d_locations.xml&lt;br /&gt;
&lt;br /&gt;
The addon will try to load the XML file whenever you initialize the SDK (see [[https://www.fsdeveloper.com/wiki/index.php?title=Blender2P3D/FSX#Setting_up_your_scene Setting up your scene]]). There will be a warning message in the system console of Blender if the file wasn&#039;t found on your hard drive. You can safely ignore this warning if you don&#039;t use this feature of the toolset.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Animations ==&lt;br /&gt;
[[Image:Blender2p3dfsx animation tool.jpg|thumb|left|The Animation tool of the Blender2P3D/FSX toolset.]]&lt;br /&gt;
To register an animation for a P3D/FSX asset, open the &#039;&#039;P3D/FSX Animation Tool&#039;&#039; panel. You will be presented with a list of animations, as found in the modeldef.xml file. To assign an animation to a selected object, choose it from the list and click on &#039;&#039;Assign&#039;&#039;. You can use the search function to filter the list for certain keywords, click on the little arrow on the bottom of the list to expose the search bar.&lt;br /&gt;
[[Image:Blender2p3dfsx object properties.jpg|thumb|right|Object properties for the Blender2P3D/FSX toolset.]]&lt;br /&gt;
Once an animation has been assigned, make sure to enter an animation length in the object&#039;s properties as well. Open the objects properties panel and scroll to the &#039;&#039;P3D/FSX Properties&#039;&#039; section. Here, you&#039;ll find the properties of the attached animation as well as a list of all utilized attachpoints for that object.&lt;br /&gt;
You can also delete an animation by clicking on the &#039;&#039;Clear&#039;&#039; button.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Attachpoints ==&lt;br /&gt;
Open the Attach Tool to access the various options for attachpoints. You can activate or deactivate a number of different functions by clicking on the corresponding buttons in the list. The buttons turn blue when active. Don&#039;t forget to assign the selected attachpoint and its parameters to an object by selecting the object in the scene and clicking on &#039;&#039;Attach&#039;&#039; on the bottom of the panel.&lt;br /&gt;
To see what attachpoints are active for any given object in the scene, select the object and open the object properties. Under &#039;&#039;P3D/FSX Properties&#039;&#039;, you&#039;ll find a list of all attachpoints under the animation properties for the selected object.&lt;br /&gt;
=== Effects ===&lt;br /&gt;
[[Image:Blender2P3DFSX attach effect.jpg|thumb|left|Attachpoint properties for effects.]]&lt;br /&gt;
To attach an effect to an object in your scene, click on the &#039;&#039;Effect&#039;&#039; button in the P3D/FSX Attach Tool panel. This will extend the panel and allow you to specify the parameters of the effect you&#039;d like to attach.&lt;br /&gt;
* &#039;&#039;&#039;Name&#039;&#039;&#039;: set an attachpoint name for the object.&lt;br /&gt;
* &#039;&#039;&#039;Effect&#039;&#039;&#039;: type the filename of the effect you would like to attach to the object.&lt;br /&gt;
* &#039;&#039;&#039;Param&#039;&#039;&#039;: define paramters for the effect. Those can be, for instance, conditions for the effect to trigger. Refer to the P3D/FSX SDK for more information on valid syntax for this field.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
=== Visibility ===&lt;br /&gt;
[[Image:Blender2P3DFSX attach visibility.jpg|thumb|left|Attachpoint properties for visibility.]]&lt;br /&gt;
Add a visibility tag to the selected object by clicking on &#039;&#039;Visibility&#039;&#039; on the P3D/FSX Attach Tool panel. This will open a list of available visibility tags, which you can attach to a selected object in the scene using the &amp;quot;Attach&amp;quot; button.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== MouseRect ===&lt;br /&gt;
[[Image:attach mouserect.jpg|thumb|left|Attachpoint properties for mouserects.]]&lt;br /&gt;
To add a mouserect to the selected object in the scene, click on &#039;&#039;Mouse Rect&#039;&#039;. This will reveal a dropdown list of all available mouserects, as defined in the modeldef.xml file.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
=== Platform ===&lt;br /&gt;
[[Image:Blender2P3DFSX attach platform.jpg|thumb|left|Attachpoint properties for platforms.]]&lt;br /&gt;
You can define an object as a &amp;quot;platform&amp;quot; by activating &#039;&#039;Platform&#039;&#039; in the P3D/FSX Attach Tool panel. Make sure to select a surface property for the platform in the dropdown list.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
=== No Crash ===&lt;br /&gt;
Enable the no crash flag for the selected object in the scene by clicking on &#039;&#039;No Crash&#039;&#039; in the P3D/FSX Attach Tool panel.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
=== Empty ===&lt;br /&gt;
[[Image:Blender2P3DFSX attach empty.jpg|thumb|left|Attachpoint properties for empty attachpoints.]]&lt;br /&gt;
You can also attach an empty attachpoint to an object in the scene by clicking on &#039;&#039;Empty&#039;&#039; in the P3D/FSX Attach Tool panel. This will enable you to assign a name for the attachpoint. These empty attachpoints can be used for instance to create various equipment for aircraft carriers. Simply assign one of the keywords to the object to trigger the wanted behavior of the object. Valid names are:&lt;br /&gt;
*attachpt_catapult_start_n,&lt;br /&gt;
*attachpt_catapult_end_n,&lt;br /&gt;
*attachpt_blast_shield_n,&lt;br /&gt;
*attachpt_runway_start,&lt;br /&gt;
*attachpt_runway_end,&lt;br /&gt;
*attachpt_runway_edg,&lt;br /&gt;
*attachpt_cable_n_1,&lt;br /&gt;
*attachpt_cable_n_2.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Material parameters ==&lt;br /&gt;
{{ambox&lt;br /&gt;
| type  = content&lt;br /&gt;
| imageleft = [[Image:40px-Emblem-Info.png|40px]]&lt;br /&gt;
| imageright = [[Image:Broom icon.jpg|40px]]&lt;br /&gt;
| style = width: 100%; color: black; font-weight: bold; background:#EFFFB0; font-style: italic&lt;br /&gt;
| text  = &amp;lt;small&amp;gt;Please note that you should re-initialize your material if you are updating a scene from an older version of the Blender2P3D/FSX toolset. To do so, select your preferred option in the dropdown for the material mode selection. &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The P3D/FSX Blender toolset will extend the material properties to include flight simulator-specific parameters. Make sure to carefully go through the list of properties to make sure that your material is ready for export.&lt;br /&gt;
The most fundamental parameter is the main material mode. You can choose between &amp;quot;PBR Material&amp;quot;, &amp;quot;Specular Material&amp;quot; and &amp;quot;Disabled&amp;quot;. Note that any material with the mode being set to &amp;quot;disabled&amp;quot; will be skipped during the export process. Also, note that the PBR material is only available for models used in Prepar3D version 4.4 or higher. Therefore, if you are preparing a model for FSX or older versions of Prepar3d, make sure to have the material mode set to the Specular workflow.&lt;br /&gt;
&lt;br /&gt;
The P3D/FSX Blender toolset is making use of Blender&#039;s node tree and as a result, it is important that your materials comply with the conventions of the addon&#039;s exporter. Whenever you change between different material modes, a script will automatically replace the current node tree with one that is compatible with the chosen material mode. This means that currently, you will have to re-assign all textures every time you change the material mode!&lt;br /&gt;
&lt;br /&gt;
When assigning a new texture to any of the slots, a script will check if the texture is of the DDS format and if so, set up the node tree with a WYSIWYG representation of the simulator&#039;s shader. To do this, the addon will perform these two steps:&lt;br /&gt;
1. vertically flipping the UV for the texture node&lt;br /&gt;
2. reversing the red-in-alpha action for the normal map, meaning you can input a P3D/FSX conform normal map and it&#039;ll show up correctly in Blender.&lt;br /&gt;
&lt;br /&gt;
The new material handling also incorporates the detail map in the node tree and synchronizes the scaling of the detail map with the settings made in the Blender2P3D/FSX material panel.&lt;br /&gt;
&lt;br /&gt;
When exporting your scene, the exporter will run an analysis on all materials to extract the texture information. This is done in two ways, by checking what texture nodes connect to the relevant input nodes and by looking for specific node names. This way, it is possible to modify the node tree in Blender while retaining the ability to export the materials properly. The texture paths are searched for in the following manner:&lt;br /&gt;
1. Check if the (new) texture slots in the material panel are populated and use those if found.&lt;br /&gt;
2. If not, check the relevant input socket of the BSDF Principled shader node&lt;br /&gt;
3. follow all the links from that node and create a list of texture image nodes&lt;br /&gt;
4. if there are more than one texture image nodes directly or indirectly connected to the input socket, check the name of both and see if it matches&lt;br /&gt;
5. if there are NO texture image nodes connected to the input socket, search through ALL the texture image nodes of the graph, and check if the name matches.&lt;br /&gt;
&lt;br /&gt;
On the creation of the node tree, the texture image nodes will be given their corresponding names. Those are:&lt;br /&gt;
&amp;quot;diffuse&amp;quot; for the diffuse/albedo texture&lt;br /&gt;
&amp;quot;specular&amp;quot; for the specular texture&lt;br /&gt;
&amp;quot;metallic&amp;quot; for the metallic/smoothness/ao texture&lt;br /&gt;
&amp;quot;emissive&amp;quot; for the emissive/lightmap texture&lt;br /&gt;
&amp;quot;normal&amp;quot; for the normal/bump map texture&lt;br /&gt;
&amp;quot;clear-coat&amp;quot; for the amount/smoothness/normal x-component/normal y-component&lt;br /&gt;
&lt;br /&gt;
I suggest not deleting any of those texture nodes, in case you&#039;ll need them at a later stage. If you don&#039;t want a certain texture map to show up on your model, just disconnect the corresponding link.&lt;br /&gt;
&lt;br /&gt;
By default, the emissive image texture is not connected to anything. If you want to see the effects of your lightmap on the model in Blender, simply link the texture node with the input socket labeled &amp;quot;Emission&amp;quot;/&amp;quot;Emissive Color&amp;quot;. Note that the emissive map doesn&#039;t have to be linked with the base shader node in order for the lightmap texture to be found by the exporter!&lt;br /&gt;
&lt;br /&gt;
=== PBR Material mode ===&lt;br /&gt;
[[Image:Pbr shader.jpg|thumb|right|The node tree for PBR material.]]&lt;br /&gt;
When you switch to the PBR Material mode, the node tree will be populated with a &amp;quot;BSDF Principled&amp;quot; node and a number of nodes that are linked up with the principled&#039;s input sockets. You can revise the material at any point by removing nodes or links. You can also add logic blocks between existing links and observe the effects in the viewport. Keep in mind, however, that those types of changes will have no effect on the model when you export it to Prepar3D.&lt;br /&gt;
&lt;br /&gt;
==== Albedo/Diffuse Map ====&lt;br /&gt;
The Albedo/Diffuse map uses the &amp;quot;Base Color&amp;quot; input socket of the BSDF Principled node. By default, the Alpha channel of the texture node is linked with the Alpha input socket of the BSDF node. For all opaque materials, this should have no effect, but for transparent materials, it is important that the link remains.&lt;br /&gt;
&lt;br /&gt;
It is possible to modify the node tree to display the Ambient Occlusion channel of the metallic texture. To do that, add a &amp;quot;MixRGB&amp;quot; node to the node tree and switch the blend mode to &amp;quot;multiply&amp;quot;. Next, connect the Color channel from the albedo texture node to input Color1 of the mixRGB node, and connect the green channel (&amp;quot;G&amp;quot;) from the &amp;quot;separate RGB&amp;quot; node of the metallic node to the Color2 input of the mixRGB node. Lastly, connect the output of the mixRGB node to the Base Color input of the BSDF Principled Shader node.&lt;br /&gt;
&lt;br /&gt;
Make sure to disable Ambient occlusion in the scene render settings to not over-saturate the shading.&lt;br /&gt;
&lt;br /&gt;
==== Metallic Map ====&lt;br /&gt;
The metallic texture consists of three channels. The red channel represents the &amp;quot;metallicness&amp;quot; of the material, the alpha channel the &amp;quot;smoothness&amp;quot; and the green channel can contain an ambient occlusion map. Since Blender is using &amp;quot;roughness&amp;quot; rather than &amp;quot;smoothness&amp;quot;, it is necessary to invert the alpha channel of the metallic texture before plugging it into the BSDF Principled node. This is already done for you within Blender&#039;s shading editor (sometimes called the node editor) when you set up the material for PBR.&lt;br /&gt;
&lt;br /&gt;
Please note that the color space of the metallic node should be changed to &amp;quot;non-color&amp;quot;, once you assigned a texture to the node.&lt;br /&gt;
&lt;br /&gt;
By default, the AO map is omitted, see above if you want to display it in your scene.&lt;br /&gt;
&lt;br /&gt;
Note that for Prepar3Dv5, you can provide a reflection map in the blue channel of the metallic map, however, this channel won&#039;t be displayed in Blender. If you use the reflective channel, make sure to tick the &amp;quot;Metallic map has reflection&amp;quot; in the Metallic properties of the material.&lt;br /&gt;
&lt;br /&gt;
==== Clear Coat Map ====&lt;br /&gt;
The Clear Coat map is comprised of 2 or 3 textures that are packed in the channels within a single RGB or RGBA texture. The 2 required textures in a Clear coat map are the &amp;quot;Amount&amp;quot; and &amp;quot;Smoothness&amp;quot;. The 3rd, optionally, is the Clear Coat Normal map.  The Clear Coat map should not be used with any material that is metallic material. The Clear Coat map should be used on materials that are to appear as if they have been waxed or lacquered (such as automobiles, fine leather, and also, Banners).&lt;br /&gt;
&lt;br /&gt;
The Red Channel of the clear coat is the &amp;quot;Amount&amp;quot; of the clear coat (0.00 to 1.0). Pure black (matte) is represented as 0.00, pure white is 1.0 (maximum amount). In other words, this is the amount of wax or lacquer on the material.&lt;br /&gt;
&lt;br /&gt;
The Green Channel is the &amp;quot;Smoothness&amp;quot; of the Clear Coat. This is also represented as 0.00 to 1.0. Pure black is 0.00 and pure white is 1.0 (maximum smoothness) and gives you the maximum reflection.&lt;br /&gt;
&lt;br /&gt;
The numerical values for the &amp;quot;Amount&amp;quot; and &amp;quot;Smoothness&amp;quot; are for &amp;quot;baking&amp;quot; and procedural texture purposes.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; Within the Shading Editor in Blender (sometimes called the Node Editor), the &amp;quot;Smoothness&amp;quot; map (in the green channel) is being &amp;quot;inverted&amp;quot;. This is because Blender is looking for a &amp;quot;Roughness&amp;quot; map and P3D requires a &amp;quot;Smoothness&amp;quot; map. Using the &amp;quot;Smoothness&amp;quot; texture that is contained in the &amp;quot;Metallic&amp;quot; map will most likely not give you the &amp;quot;look&amp;quot; you were hoping for.&lt;br /&gt;
&lt;br /&gt;
The Clear Coat Normal map (placed in the Blue and Alpha Channels) consists of the x- and y-components of a standard normal map. The x-component (within a standard normal map, it&#039;s in the red Channel) is placed in the Blue channel.  The y-component (within a standard normal map, it&#039;s in the green channel) is placed in the Alpha Channel.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; Just like the Normal map used in P3D, the Clear Coat normal map is in the DirectX format, not OpenGL format  Be aware when &amp;quot;baking&amp;quot; within Blender, the OpenGL Format is used when creating normal maps.  &lt;br /&gt;
&lt;br /&gt;
=== Specular Material mode ===&lt;br /&gt;
[[Image:Specular shader.jpg|thumb|right|The node tree for specular material.]]&lt;br /&gt;
If you select &amp;quot;Specular Material&amp;quot; as the P3D/FSX material mode, the current node tree is removed and replaced. The main shader node will now be an &amp;quot;Eevee Specular&amp;quot; node. The node tree will be populated in a way that most closely represents the shader mechanics of FSX/P3D and all you need to do is add your texture files to the various texture image nodes. As with the PBR node tree, you can modify the Specular node tree in any way you wish - as long as the original Texture image nodes and the Eevee Specular node remain, the exporter will be able to pick up the correct texture paths.&lt;br /&gt;
&lt;br /&gt;
Please note that since it is a node specifically designed for the Eevee render engine, material created in this way won&#039;t render properly if you switch the viewport render mode to &amp;quot;Cycles&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
=== Normal maps for PBR and Specular material ===&lt;br /&gt;
Prepar3D and FSX use a non-standard approach to rendering normal maps and we took the approach on board when developing the node tree for the P3D/FSX material. If you&#039;re using non-DDS files (.PSD, .tga, .png, etc), the shader is set up in an industry-standard way, with the color node of the normal texture node being plugged indirectly into the normal map node of the graph. However, if you&#039;re using DDS files, the addon will change the node tree in a way that reflects the sim as closely as possible by reversing the mandatory red-in-alpha.&lt;br /&gt;
&lt;br /&gt;
Please note that the color space of the normal map will now automatically be changed to &amp;quot;non-color&amp;quot;, once you assigned a texture to the normal map slot.&lt;br /&gt;
&lt;br /&gt;
The legacy NVidia Photoshop plug-in, GIMP plug-in, and the SDK&#039;s Imagetool (FSX and P3D) all use the DirectX format for Normal maps. The latest NVidia plug-in, along with the standalone application, uses the OpenGL Format when creating Normal maps.  Most Normal maps &amp;quot;ready-made&amp;quot; can be changed to the DirectX format by inverting or flipping the &#039;y&#039;-component of the Normal map, however, go with what &amp;quot;looks&amp;quot; correct to you.&lt;br /&gt;
&lt;br /&gt;
=== Environment/Reflection map ===&lt;br /&gt;
Oppose to P3D, Blender is using a global reflection map in conjunction with reflective materials. Depending on your requirements, it might be necessary for you to utilize different reflection maps for different materials. To accommodate this, you can link any reflection map to any material, using the Parameter &amp;quot;Reflection map&amp;quot; under the P3D/FSX material properties. However, any change to the file or file path will not change anything about how reflections are presented in Blender.&lt;br /&gt;
If you would like to get an idea of how your reflection map works with your other material settings, you can manually change Blender&#039;s global reflection map. To do so, open the &amp;quot;World Properties&amp;quot; and under &amp;quot;Surface-&amp;gt;Color&amp;quot;, select &amp;quot;Environment Texture&amp;quot; as a new source for the world reflection map and navigate to your texture. Don&#039;t forget to change the render mode to &amp;quot;Viewport Shading&amp;quot;. Please note that changes to the world properties won&#039;t be taken into account when exporting your model to &amp;quot;.X&amp;quot; or &amp;quot;.MDL&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
=== Transparency ===&lt;br /&gt;
If you&#039;re working with PBR material, switching your material to transparent is simple. In the P3D/FSX material settings change the &amp;quot;Render mode&amp;quot; to &amp;quot;Masked&amp;quot;. The transparency value is taken from the Alpha channel of the Albedo texture node and will be visualized in the viewport. Note that switching from &amp;quot;Opaque&amp;quot; to &amp;quot;Masked&amp;quot; will also enable Backface culling by default, this is simply done for your convenience, but you can switch it off at any time with no effect on the P3D/FSX model itself.&lt;br /&gt;
&lt;br /&gt;
Transparency for Specular material is currently not automated in this way, so any changes to the &amp;quot;Framebuffer Blend&amp;quot; properties of the material will have no effect on how the model is displayed in Blender. These values are, however, taken into consideration when you export your model and should work as expected.&lt;br /&gt;
&lt;br /&gt;
= Exporting to .X/.MDL =&lt;br /&gt;
[[Image:Blender2P3DFSX Export1.jpg|thumb|Export options of the Blender2P3D/FSX toolset.]]&lt;br /&gt;
An essential element of the Blender2P3D/FSX toolset is the ability to export a Blender scene directly into the .mdl format. You can access the exporter by clicking on File-&amp;gt;Export-&amp;gt;DirectX for P3D/FSX (.X/.MDL). This will open the export dialog. On the right side of the window, you can choose various options for the export. Don&#039;t forget to enter a valid filename on the bottom of the screen before pressing &amp;quot;Export P3D/FSX .X file&amp;quot;.&lt;br /&gt;
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Note: I recommend opening the Blender console before starting the export process. At the moment the exporter won&#039;t give you any visual feedback on whether it&#039;s running or not, so checking on the console helps to make sure that everything is working smoothly. The console can be accessed through Window-&amp;gt;Toggle System Console.&lt;br /&gt;
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== Exporter options ==&lt;br /&gt;
&#039;&#039;&#039;Export only current selection&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
If this option is active, only the elements of your scene that are currently selected will be exported. This can be useful if you want to quickly check certain parts of the scene, without exporting everything at once.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Apply all modifiers&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
If this option is selected, every object in the scene will have its modifiers applied before being encoded into the .X file. It is important to have this option enabled, otherwise your model might not be displayed correctly in the sim.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Export animations and LOD&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
To make sure that the animations and LODs are being exported, this option should be enabled.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Skinned mesh&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
If there are any skinned meshes in you scene, make sure to enable this option. Otherwise, the skinned mesh animations are being omitted.&amp;lt;br/&amp;gt; &lt;br /&gt;
&#039;&#039;&#039;Export MDL&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
If this option is selected, the exporter will automatically call the XToMdl.exe converter once the .x file is written. Enable this option to export directly into the Prapar3D/FSX compatible 3d model format.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Create XML Scenery placement for this MDL&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
If this option is selected, the exporter will create an XML file that has all the scenery export information such as &#039;&#039;coordinates (latitude, longitude, altitude, pitch, bank, heading)&#039;&#039; and the &#039;&#039;scenery complexity&#039;&#039; of the scenery objects/model to be exported (by default &#039;&#039;Scenery Complexity = Normal&#039;&#039;). Then, it will convert the created &amp;quot;.MDL&amp;quot; format file into &amp;quot;.BGL&amp;quot; format file which then can be used directly in the simulator.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Create Sample XML Scenery Placement&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
If this option is selected, the exporter will create a SAMPLE XML file to show the developer how the scenery xml file should be written. &#039;&#039;Remember to only select this option if you wish to create the &amp;quot;.BGL&amp;quot; file manually/by your own&#039;&#039;.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Log File&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
If this option is checked, a log file will be generated in the same folder you export your scene to. The log file is a simple text file with the friendly name of the model [ex. Hangar_(date)_(time)_log.txt]. It can contain valuable information on the export progress if something goes wrong.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Use BMP&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
If selected, all texture filenames will be changed to &amp;lt;filename&amp;gt;.bmp.&amp;lt;br/&amp;gt;&lt;br /&gt;
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== Export process ==&lt;br /&gt;
The exporter will generate an .X file and - if selected - a .xanim file, which will hold the geometric information of your model, as well as the specs of your materials. Some of the properties of the model will be taken directly from the Blender scene, whereas some properties come from the custom properties that the Blender2P3D/FSX addon adds to objects and materials.&lt;br /&gt;
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The following list describes the operation of the exporter step-by-step.&lt;br /&gt;
# &#039;&#039;&#039;Collecting object Information&#039;&#039;&#039;&amp;lt;!--&lt;br /&gt;
 --&amp;gt;&amp;lt;p&amp;gt;The exporter will first go through the hierarchy of the scene and generate a list of exportable objects. Those objects are meshes, bones, and empty object(s) if they have anything attached to it. The exporter will also check if the SDK was initialized, a modeldef.xml was found, and if the scene contains a valid GUID and friendly name. If &amp;quot;&#039;&#039;Export Animations&#039;&#039;&amp;quot; was enabled in the export dialog, a list will be generated that contains information on every part that has an animation tag assigned to it.&amp;lt;/p&amp;gt;&lt;br /&gt;
# &#039;&#039;&#039;Writing the header&#039;&#039;&#039;&amp;lt;!--&lt;br /&gt;
 --&amp;gt;&amp;lt;p&amp;gt;The header of the .x file contains templates for mesh and material information. Since P3D and FSX models differ slightly, the templates are being written depending on the selected SDK.&amp;lt;/p&amp;gt;&lt;br /&gt;
# &#039;&#039;&#039;Outline of the scene&#039;s hierarchy&#039;&#039;&#039;&amp;lt;!--&lt;br /&gt;
 --&amp;gt;&amp;lt;p&amp;gt;The exporter will write a quick outline of the scene&#039;s objects into the .X file. This outline has no function but is informative to anyone who needs to debug any errors during the export.&amp;lt;/p&amp;gt;&lt;br /&gt;
# &#039;&#039;&#039;Writing scene information&#039;&#039;&#039;&amp;lt;!--&lt;br /&gt;
 --&amp;gt;&amp;lt;p&amp;gt;Next, the exporter will go through the list of eligible objects and encode the geometric information. This includes the position of the vertices, a list of polygons, mesh normals for each vertex, and UV coordinates.&amp;lt;/p&amp;gt;&lt;br /&gt;
## &#039;&#039;&#039;Analyzing mesh materials&#039;&#039;&#039;&amp;lt;!--&lt;br /&gt;
 --&amp;gt;&amp;lt;p&amp;gt;For each material, the exporter will analyze the node tree to find the relevant image texture nodes. If an image texture node cannot be found, or if the filename is empty, the corresponding texture type will be skipped by the exporter.&amp;lt;/p&amp;gt;&lt;br /&gt;
## &#039;&#039;&#039;Writing mesh material&#039;&#039;&#039;&amp;lt;!--&lt;br /&gt;
 --&amp;gt;&amp;lt;p&amp;gt;Once all data is collected, the material properties are being encoded in the .x file.&amp;lt;/p&amp;gt;&lt;br /&gt;
#&#039;&#039;&#039;Writing Animations&#039;&#039;&#039;&amp;lt;!--&lt;br /&gt;
 --&amp;gt;&amp;lt;p&amp;gt;If &amp;quot;&#039;&#039;Export animations and LODs&#039;&#039;&amp;quot; has been selected in the exporter window, a .xanim file is generated, which contains the animation data for all animated objects.&amp;lt;/p&amp;gt;&lt;br /&gt;
#&#039;&#039;&#039;Converting to MDL&#039;&#039;&#039;&amp;lt;!--&lt;br /&gt;
 --&amp;gt;&amp;lt;p&amp;gt;If &amp;quot;&#039;&#039;Export MDL&#039;&#039;&amp;quot; has been selected in the exporter window, the exporter will execute the XToMdl.exe of the selected SDK. The Blender system console will show the progress during this step of the export, however, note that the output is currently not logged in the log file that is generated by the exporter. If there is an issue with the .X file, or if the XToMdl.exe couldn&#039;t be found, an error will be shown in the Blender window.&amp;lt;/p&amp;gt;&lt;br /&gt;
#&#039;&#039;&#039;Export BGL&#039;&#039;&#039;&amp;lt;!--&lt;br /&gt;
 --&amp;gt;&amp;lt;p&amp;gt;BGL is a scenery file format that is being used in Flight Simulator. If &amp;quot;&#039;&#039;Create XML Scenery placement for this MDL&#039;&#039;&amp;quot; has been selected in the exporter window, the created .MDL format file will run through an application called bglcomp [which is an in-build application that comes with the Software Development (Kit)] to create the Flight Simulator use .BGL format file. This BGL format file can be used directly in the simulator later.&amp;lt;/p&amp;gt; &lt;br /&gt;
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If the export was successful, you&#039;ll find the .X and the .MDL file in the selected folder, ready to be imported into P3D/FSX.&lt;br /&gt;
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Please note that the exporter currently does not optimize your model! If you want to improve on the performance of your 3d asset, it is recommended to join all parts that share a material but don&#039;t have an animation or attachpoint assigned to it. Also note that the export process takes a long time to complete, please have the system console open to check up on the progress of the export.&lt;br /&gt;
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= Credits and license =&lt;br /&gt;
The addon in its current version is the hard work of many members of the fsdeveloper.com forum. The original FSX2Blender addon was developed by:&lt;br /&gt;
[https://www.fsdeveloper.com/forum/members/capt_x.6562/ Felix Owono-Ateba], [https://www.fsdeveloper.com/forum/members/ronh.1886/ Ron Haertel], [https://www.fsdeveloper.com/forum/members/krispy1001.11839/ Kris Pyatt] (2017) and [https://www.fsdeveloper.com/forum/members/manochvarma-raman.16466/ Manochvarma Raman] (2018)&lt;br /&gt;
This current incarnation of the addon uses most of the original algorithms, but with an updated UI and compatibility for Blender v2.8.x. Parts of the original exporter script have been rewritten to accommodate Blender&#039;s new material workflow and to add PBR support to the addon (P3D v4.4+ only). This work was done 2019/2020 by [https://www.fsdeveloper.com/forum/members/vitus.2026/ Otmar Nitsche]. Further additions to the material workflow were added by [https://www.fsdeveloper.com/forum/members/dave-hoeffgen.14361/ David Hoeffgen] in 2020.  The UI and the Clear Coat map components (P3D v5) were updated/ added for Blender v3.x.x by [https://www.fsdeveloper.com/forum/members/dave_w.16881/ Dave_W] &amp;amp; [https://www.fsdeveloper.com/forum/members/pyscen.1491/ Doug A] in November 2022.&lt;br /&gt;
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Special thanks go to [https://www.fsdeveloper.com/forum/members/arno.1/ Arno Gerretsen] and [https://www.fsdeveloper.com/forum/members/spotlope.39/ Bill Womack] for their input during the development and testing of the addon.&lt;br /&gt;
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The software is licensed under [http://www.gnu.org/licenses/gpl-3.0.html GNU General Public License (GNU-GPL-3)]. Feel free to use it as you see fit, both for freeware and commercial projects. If you have suggestions for changes, use the forum. If you would like to get involved in the development of the addon, contact any of the authors mentioned above to coordinate the effort.&lt;/div&gt;</summary>
		<author><name>Pyscen</name></author>
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