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gltf-blender-io-msfs's Issues

collision shape gizmo locations are not correct

Current Behavior

Simple Shape Collision gizmos are exported with incorrect coordinate

Wrong

"extensions" : {
"ASOBO_gizmo_object" : {
"gizmo_objects" : [
{
"translation" : [
0,
21.90847396850586,
4.967909812927246
],
"type" : "box",
"params" : {
"length" : 5.940423488616943,
"width" : 21.49878692626953,
"height" : 5.114718914031982
},
"extensions" : {
"ASOBO_tags" : {
"tags" : [
"Collision"
]
}
}
}
]
}

Expected Behavior

Good

"ASOBO_gizmo_object" : {
"gizmo_objects" : [
{
"translation" : [
0,
0,
-21.49878692626953,
],
"type" : "box",
"params" : {
"length" : 42.996,
"width" : 5.940423488616943,
"height" : 5.114718914031982
},
"extensions" : {
"ASOBO_tags" : {
"tags" : [
"Collision"
]
}
}
}
]
}

Steps To Reproduce

add a simple shape collision, export, compile and look at it in the sim

Environment

- OS: win 10
- Blender: 3.0.1
- glTF-Blender-IO-MSFS: 1.0.5 (this is the release indicated in the releases page
"https://github.com/AsoboStudio/glTF-Blender-IO-MSFS/releases/tag/v1.0.5"
but is still indicated has 1.0.4 in the python files,
-- i'm not a github user so could be totally wrong here!!--

Anything else?

lidl-testCollider.zip
error

Adding scratches to windshield does not work

Current Behavior

After the update to version 1.1.5 I tried to apply the windshield material and it worked. But when I added the comp, norm, etc. it suddenly went pink in MSFS, as if the textures were missing (which they don't).

Expected Behavior

Windshield material also working when adding scratches, etc.

Steps To Reproduce

Create new windshield material with correct settings --> works
Add the textures and shaders from the DA62 (exactly the same way as in the DA62, verified with FBW im-/exporter) --> broken

Environment

- OS:Win10
- Blender: 3.1
- glTF-Blender-IO-MSFS: 1.1.5

Anything else?

1
2
3
4

Setting base color texture cause error

Current Behavior

Setting a texture to Base Color causes error. - not shown

Expected Behavior

to add texture to texture node

Steps To Reproduce

Open model
migrate standard texture (has standard texture already) will not carry over.
set the texture to the required texture get error.

Traceback (most recent call last):
File "C:\Users\Ron\AppData\Roaming\Blender Foundation\Blender\3.1\scripts\addons\io_scene_gltf2_msfs\blender\msfs_material_prop_update.py", line 128, in update_base_color_texture
msfs.setBaseColorTex(self.msfs_base_color_texture)
AttributeError: 'NoneType' object has no attribute 'setBaseColorTex'
File "C:\Users\Ron\AppData\Roaming\Blender Foundation\Blender\3.1\scripts\addons\io_scene_gltf2_msfs\blender\msfs_material_prop_update.py", line 123, in update_base_color_texture
Traceback (most recent call last):
File "C:\Users\Ron\AppData\Roaming\Blender Foundation\Blender\3.1\scripts\addons\io_scene_gltf2_msfs\blender\msfs_material_prop_update.py", line 128, in update_base_color_texture
msfs.setBaseColorTex(self.msfs_base_color_texture)
AttributeError: 'NoneType' object has no attribute 'setBaseColorTex'
File "C:\Users\Ron\AppData\Roaming\Blender Foundation\Blender\3.1\scripts\addons\io_scene_gltf2_msfs\blender\msfs_material_prop_update.py", line 123, in update_base_color_texture

Environment

- OS:win 10
- Blender:3.1
- glTF-Blender-IO-MSFS:1.1.2

Anything else?

No response

LOD order in the .xml file

Current Behavior

LOD lines are ASC by the min size
2022-03-22 22_48_46-LOXZ_31c xml - Visual Studio Code
in this order the more detailed models are not loading.

i exported with grouped collections

Expected Behavior

LOD lines DSC by the min size
2022-03-22 22_49_19-LOXZ_31c xml - Visual Studio Code

Steps To Reproduce

  1. export multiple lods

Environment

- OS: win 10
- Blender: 3.1
- glTF-Blender-IO-MSFS: main branch 21.03.2022

Anything else?

No response

file name uri - has ../texture in name

the uri for the texture file names is "funny"
{
"mimeType" : "image/png",
"name" : "testplanepanel_normal",
"uri" : "../texture/testplanepanel_normal.png"
},
why the ../texture - as this is the export folder name that the textures goes into - should not be part of the file name - I get this warning in sim build.
DA40CGDFQ_March 1, 2022_11h43m00s

Collision objects doesn't work

Current Behavior

I've created three collision boxes (with Road collider settings off) and exported them in the SIM but there is no collision detected

Expected Behavior

The collision boxes should work in the SIM as standard scenery objects

Steps To Reproduce

Just export a collision box in the SIM and test it

Environment

- OS: Windows 10
- Blender:3.1
- glTF-Blender-IO-MSFS: 1.1.2

Anything else?

No response

Exporter Needs full path to export correctly

Current Behavior

When selecting export folder,
If the export folder Is the same of the .blend
in the textbox appears "//"
Exporting throws errors in Blender

Expected Behavior

When selecting a folder, the full path name must be provided to avoid erros

Steps To Reproduce

Select as export folder the same folder where the .blend file Is located and click accept

Environment

- OS:win.10 ita
- Blender: 3.0.1
- glTF-Blender-IO-MSFS: 1.0.5

Anything else?

No response

Pink Materials after using Build and Export/Community inside of MSFS.

Hello,

The exporter appeared to work fine in exports, but after using 'Build and Export' inside MSFS, the materials were broken. Most all became pink. Rebooting the sim and rebooting the computer did not fix it. Repeated external exports fixed some of the exterior textures, but some textures inside the plane remained pink.

I then went back to the previous version exporter and materials were immediately fixed.

Bill
Lionheart Creations

Issue with missing Comp material ( AO/Roughness/Metal ) in MSFS, and normal map in the blender viewport

Current Behavior

With the last build V1.1.2 pbr material are not correctly displayed in MSFS (Comp is missing), and normal map is nto correctly rendered in the Blender Viewport.

Expected Behavior

Have a correct render in MSFS, and it's secondary but better if it's solved, a correct normal map aspect in Blender viewport.

Steps To Reproduce

  • Create a mesh in Blender with a Standard PBR material
  • build and export in MSFS

Environment

- OS:Win10
- Blender:3.1.0
- glTF-Blender-IO-MSFS:1.1.2

Anything else?

MSFS Rendered:
1
Albedo Channel:
2
Comp, channel Metallic:
3
Comp, channel Roughness:
4
Comp, channel AO:
5
Normal channel:
6
Blender shading tab:
7
Blender Normal map viewport :
8

Blender Lights Not Exporting to glTF

Current Behavior

Added Spot and area lights do not export. They all export fine with Blender2MSFS and Blender 2.9. I noticed this with my airport scenery so I decided to create a small scene containing 2 cubes (one cube has been divided to take 3 faces with glass texturing), 2 spots, and 1 icosphere (with emission).
When I export using 1.1.3 when I load it in the sim all lights are not there, however the emission on the icosphere is good.
When I export the exact same blend file from Blender 2.9 using Blender2MSFS, everything shows up in the sim.
I opened both glTF files in Notepad++ and noticed that the one (made a text file of the gltf called....TestBlock.txt) from Blender2MSFS exporter has the lights but the Asobo exporter glTF (made a text file of the gltf called...TestBlockX.txt) does not
TestBlock.txt
TestBlockX.txt
.

Expected Behavior

All added lights should be turned on based on the settings for day/night. I have some lights on all the time and some set to day/night.

Steps To Reproduce

  1. in Blender 3.1
  2. Make Collection called TestBlock
  3. Add two cubes
  4. Add two spot lights with 100W White light (default settings)
  5. Add two area lights with 100W white light (default settings)
  6. save
  7. Export using Multi-Export glTF 2.0 using "by Collection" and Generate XML
  8. Build using MSFS SDK
  9. Open same blend file in Blender 2.9
  10. Export using Blender2MSFS
  11. Build using MSFS SDK

Environment

- OS: Window 10 Pro
- Blender: 3.1
- glTF-Blender-IO-MSFS: 1.1.3

Anything else?

I tried to attach the .blend file here but it would not allow it.

Emissive set to 1,1,1 for migrate textures

Current Behavior

Emissive is set to 1,1,1 when you migrate textures.
"materials" : [
{
"alphaMode" : "BLEND",
"emissiveFactor" : [
1,
1,
1
],
"name" : "Prop_Blur_Back",
"pbrMetallicRoughness" : {
"baseColorTexture" : {
"index" : 0
}
}
},

Expected Behavior

"materials" : [
    {
        "alphaMode" : "BLEND",
        "emissiveFactor" : [
            0,
            0,
            0
        ],
        "name" : "Prop_Blur_Back",
        "pbrMetallicRoughness" : {
            "baseColorTexture" : {
                "index" : 0
            }
        }
    },

or removed.

Steps To Reproduce

open legacy blend file - migrate textures - in blender looks good, build in sim and all textures are emissive.

Environment

- OS:windows 10
- Blender:3.1
- glTF-Blender-IO-MSFS:1.1.1   build f1c717a

Anything else?

No response

duplicate node in shader tree nodeDetailNormal

Current Behavior

seems a duplicate or two nodes are on top of each other.

    self.nodeDetailNormal = self.addNode(
        "ShaderNodeTexImage",
        {
            "name": MSFS_ShaderNodes.detailNormalTex.value,
            "location": (-500, -1300.0),
        },
    )

............

    self.nodeDetailNormalTex = self.addNode(
        "ShaderNodeTexImage",
        {
            "name": MSFS_ShaderNodes.detailNormalTex.value,
            "location": (-500, -1300.0),
        },
    )

file ismsfs_material_function lines 282 on.

Expected Behavior

no dupe?

Steps To Reproduce

look at code

Environment

- OS:win 10
- Blender: 3.1
- glTF-Blender-IO-MSFS:March 16

Anything else?

No response

Windshield Material - Migration of drawoder not carried over

Current Behavior

draw order is set to zero

Expected Behavior

Draw order set to legacy value

Steps To Reproduce

make windhsield material with draw order in order to stop flashing of two windhiled materials side by side , example interior windshield material next to exterior windshield material.

Environment

- OS:10
- Blender:3.1.2
- glTF-Blender-IO-MSFS:1.1.5

Anything else?

No response

Exporter error - Console window - missing export settings in code

getting the following error on export of test plane
14:48:47 | WARNING: More than one shader node tex image used for a texture. The resulting glTF sampler will behave like the first shader node tex image.
gather_material_hook fails on <io_scene_gltf2_msfs.glTF2ExportUserExtension object at 0x000001C6AA43D370>
gather_texture_info() missing 1 required positional argument: 'export_settings'

Emissive Scale "Strength" Slider

Current Behavior

if you start and add a material and after that set the msfs material to for example default the Emissive Scale slider is at 1.00
but if you look into the shader editor the node has a value of 0.00

image

maybe "Emissive Strength" would be a better wording? :)

There are some more sliders with the same effect:

  • Roughness Factor
  • Metallic Factor

The Emissive RGB Node (grayish) and the Emissive Color (black) in the properties panel is also not in sync when loading a material.
the same is with Base Color RGB Node (grayish) and the Base Color (white).

Expected Behavior

node value 1.00

Steps To Reproduce

  1. insert a cube
  2. add material
  3. change to msfs default material
  4. check the values

Environment

- OS: Win 10
- Blender: 3.1
- glTF-Blender-IO-MSFS: main-branch - from 21.03.22

Anything else?

No response

Windshield Material - migration missing alpha value

Current Behavior

The alpha values for windshield material is not being carried over in windshield migration.. it remains as 1.0

Expected Behavior

Carry over the alpha value from the Legacy exporter albedo_tint node. (base color)

Steps To Reproduce

open a model with windshield material - migrate windshield - see that the windshield shows all the textures - no transparency.

Environment

- OS:10
- Blender:3.1
- glTF-Blender-IO-MSFS:1.1.4

Anything else?

before:
DA40CGDFQ_April 4, 2022_11h54m38s

after:

DA40CGDFQ_April 4, 2022_11h54m58s

Anisotropic material : missing nodes

Current Behavior

The Anisotropic and Anisotropic Rotation in the principled bsdf are not connected when we choose and put a texture on Anisotropic Direction (Material: Anisotropic).

Expected Behavior

create and connect correct nodes

Steps To Reproduce

  1. Check the shading nodes
  2. Choose Anisotropic material
  3. Put image into the slot Anisotropic Direction (RG)
  4. The Anisotropic and Anisotropic Rotation in the principled bsdf are not connected

image

Environment

- OS: win10
- Blender: 3.0.1
- glTF-Blender-IO-MSFS: 1.0.5

Anything else?

test.zip

I'm in the process to debug this for the MSFSToolkit as this is the same issue

Decal material - blend factors not carried over in migration

Current Behavior

The blend factors are set to zero, while they should reflect the current blend factors in the panel data. and custom values panel.

Expected Behavior

reflect the values found in custom panel for blend factors.

Steps To Reproduce

use legacy exporte with decal material, set blend factors to 1.0 open this model in ASOBO 1.1.5 exporter and migrate decal msfs material. See that blend factors are set to zero.

Environment

- OS:10
- Blender:3.1.2
- glTF-Blender-IO-MSFS:1.1.5

Anything else?

DA40CGDFQ_April 11, 2022_11h45m22s
DA40CGDFQ_April 11, 2022_11h45m39s

file naming in the <LODs> section is wrong

Current Behavior

When exporting multiple lods, the file naming in the section is wrong (only the last lod name is used)

<LODS> <LOD minSize="100" ModelFile="x2_bigOjbect.gltf"/> <LOD minSize="50" ModelFile="x2_bigOjbect.gltf"/> <LOD minSize="20" ModelFile="x2_bigOjbect.gltf"/> </LODS>

Expected Behavior

<LODS> <LOD minSize="100" ModelFile="x0_bigOjbect.gltf"/> <LOD minSize="50" ModelFile="x1_bigOjbect.gltf"/> <LOD minSize="20" ModelFile="x2_bigOjbect.gltf"/> </LODS>

Steps To Reproduce

create any multi lod in Blender and export

Environment

- OS:win10
- Blender:3.1.0
- glTF-Blender-IO-MSFS:1.1.2

Anything else?

bigObject.zip
Screenshot (366)

Correct workflow for exporting scenery object ?

Hello,

I made some cube in 2 different collection "LOD00" , "LOD01"
I have a Env collection which contain a sun and a camera'

I click on the Multi-Export Panel, and I click on Reload LODs but it takes all my object even those who are invisible in the viewport.
I have the error 'Cube' Can't be selected because it is not in View Layer 'ViewLayer' when I click the 'Export' button

Can you clarify what the correct workflow is for exporting an object with 2 (or more) LODS, including generating the xml, please?

When will Blender 3.2 start to work with this SDK program?

Current Behavior

Hello Team,

I was just curious when this SDK pack might be ready for testing in Blender 3.2?

Expected Behavior

Blender 3.2 availability

Steps To Reproduce

Load and run and install this SDK into Blender 3.2 for functionality check.

Environment

- OS:Win 10
- Blender:3.2
- glTF-Blender-IO-MSFS:

Anything else?

No response

Environmental Occluder - no values in panel allowed.

Current Behavior

Environmental Occluder does not allow any values in the panel.

Expected Behavior

Be able to set values in the panel

Steps To Reproduce

Set material type/mode to environmental occluder.

Environment

- OS:win 10
- Blender:3.1
- glTF-Blender-IO-MSFS:1.1.4

Anything else?

Before:
DA40CGDFQ_April 4, 2022_11h38m39s

After:

DA40CGDFQ_April 4, 2022_11h39m01s

Comp (occ, rough, mat) texture slot color space

Current Behavior

the color space of this node is currently set to srgb this is resulting in too shiny materials.
2022-03-22 22_32_05-Blender_  D__BlendFiles_Community_LOXZ_31c_LOXZ_31c blend

Expected Behavior

if it is set to "non-color" the result is way better
2022-03-22 22_31_32-Blender_  D__BlendFiles_Community_LOXZ_31c_LOXZ_31c blend

Steps To Reproduce

  1. add a pbr material
  2. check the roughness

Environment

- OS: win 10
- Blender: 3.1
- glTF-Blender-IO-MSFS: main branch from 21.03.2022

Anything else?

No response

Export a model with lights cause a error in the msfs compiler

Current Behavior

when you make a object with a spotlight and export it the exporter is adding this extension: KHR_lights_punctual
because of this you get this message from the compiler:
2022-03-20 18_51_57-unknown png (1079×101)

It looks like the rotation / orientation of the spot is exported with the wrong extension.

"extensionsUsed" : [ "ASOBO_normal_map_convention", "KHR_lights_punctual", "ASOBO_macro_light" ], "extensionsRequired" : [ "KHR_lights_punctual" ], "extensions" : { "KHR_lights_punctual" : { "lights" : [ { "color" : [ 1, 0.9425290822982788, 0.854992687702179 ], "intensity" : 150, "spot" : { "innerConeAngle" : 0.8901179370451118, "outerConeAngle" : 1.0471975803375244 }, "type" : "spot", "name" : "Spot" } ] } }, "scene" : 0, "scenes" : [ { "name" : "Scene", "nodes" : [ 0, 2 ] } ], "nodes" : [ { "mesh" : 0, "name" : "x01_Main.001", "translation" : [ 0.8182962536811829, 1.0000004768371582, 0.9419757723808289 ] }, { "extensions" : { "KHR_lights_punctual" : { "light" : 0 } }, "name" : "Spot_Orientation", "rotation" : [ -0.7071067690849304, 0, 0, 0.7071067690849304 ] }, { "children" : [ 1 ], "extensions" : { "ASOBO_macro_light" : { "color" : [ 1, 0.9425290822982788, 0.854992687702179 ], "intensity" : 150, "cone_angle" : 120.00000333930423, "has_symmetry" : false, "flash_frequency" : 0, "flash_duration" : 0, "flash_phase" : 0, "rotation_speed" : 0, "day_night_cycle" : true } }, "name" : "Spot", "translation" : [ -6.666948318481445, 2.705559730529785, 13.863369941711426 ] } ],

Expected Behavior

something like this:

"extensionsUsed" : [ "ASOBO_normal_map_convention", "ASOBO_macro_light" ], "scene" : 0, "scenes" : [ { "name" : "Scene", "nodes" : [ 0, 1, 2, 3, 4 ] } ], "nodes" : [ { "mesh" : 0, "name" : "Cube" }, { "mesh" : 1, "name" : "Cube.001", "scale" : [ 0.20000000298023224, 0.02600245177745819, 0.20000000298023224 ], "translation" : [ 11.680688858032227, 4.844680309295654, 8.398731231689453 ] }, { "extensions" : { "ASOBO_macro_light" : { "color" : [ 1, 0.7716997265815735, 0.6500170826911926 ], "intensity" : 80, "cone_angle" : 120.00000333930423, "has_simmetry" : false, "flash_frequency" : 0, "flash_duration" : 0, "flash_phase" : 0, "rotation_speed" : 0, "day_night_cycle" : true } }, "name" : "Spot", "rotation" : [ 0.7071067690849304, 0, 0, 0.7071068286895752 ], "translation" : [ 11.690343856811523, 4.592289924621582, 8.399174690246582 ] },

Steps To Reproduce

  1. add a spot lamp
  2. export
  3. look into the gltf
  4. compile in msfs to see the message

Environment

- OS: Win 10
- Blender: 3.1
- glTF-Blender-IO-MSFS: 1.1.2

Anything else?

No response

"Current Frame" export ignores Delta Transform

Current Behavior

Background: I have hangar doors animated, but I would like to export them static in a partially open position. I move playback to a specific frame and export with "current frame" enabled in the exporter settings. This works with normal Transform (Both rotation and Location). Delta transform makes it so much easier to animate and reposition than absolute transform.
Delta transform works if I activate the animation as autoplay in the xml, but not for static "Current Frame" export.

Issue: "Current frame" exporter setting ignores "Delta Transform".

Expected Behavior

Delta transform works when the animation is playing, so I would expect it to also work when exporting a static "Current Frame".

Steps To Reproduce

Green box in attached screenshot and blender file:
Make an animation on an object from 1-101 with location or rotation transform and make NLA track.
Select a frame in the playback, tick the "Current Frame" checkbox in the exporter settings.
Observe in MSFS that the object is positioned correctly according to the playback frame in Blender.

Red box in attached screenshot and blender file:
Make an animation on an object from 1-101 with Delta Transform location or rotation and make NLA track.
Select a frame in the playback, tick the "Current Frame" checkbox in the exporter settings.
Observe in MSFS that the object is positioned as frame 0, no animation applied
Screenshot 2022-03-25 134813
.

Environment

- OS:Windows 10
- Blender: 3.1.0
- glTF-Blender-IO-MSFS:

Anything else?

image
image

Example Blender file:
BlendfileanimationtestDelta.zip

Texture are exported in root folder

Current Behavior

Texture are exported in root folder (the folder where the Blender file Is)

Expected Behavior

Texture should be exported to /texture folder
Otherwise gonna show Pink checker in msfs

Steps To Reproduce

Export with multiexporter

Environment

- OS: win 10 ita
- Blender: 3.0.1
- glTF-Blender-IO-MSFS: 1.0.5

Anything else?

No response

Rewrite gizmo code to use PointerProperties

Currently, we store gizmos and empties as raw references to their Blender data, which if handled incorrectly crashes blender. We should rewrite this to use PointerProperties, which don't crash Blender.

Change gather_gltf_hook

An upcoming change to the Khronos exporter is changing the gather_gltf_hook. Once that PR merges (KhronosGroup/glTF-Blender-IO#1571), we need to change the hook name to gather_gltf_extensions_hook. Also on that note, we really shouldn't be modifying anything in this hook, as that's not what it was meant for.

New GUIDs being generated each time XML is generated and conflicts with GUID in "Scene".xml

Current Behavior

Every time "Generate XML" is ran a brand new GUID is generated which is different from the GUID written to the "scene".xml. This cause your up dated object to be "Unknown" in the simulator. One would have to go into the .gltf file and copy the new GUID and paste it into the "LibraryObject name=" location for the updated object. A work around has been to only create the XML the first time you add an object to your scenery and then uncheck "Generate XML" for subsequent updates. However, the Blender2MSFS2 would do a check to see if the object already has a GUID, and if it does it would not generate a GUID. This saved a lot of time as you did not have to check the xmls for matching GUIDs.

Expected Behavior

Exporter needs to check to see if a GUID has been generated already and if so, do not generate a new GUID.....use the previous one.

Steps To Reproduce

  1. make a new object in Blender
  2. Export with Generate XML checked
  3. Build Package
  4. In Sim, add new object
  5. Build Package
  6. Go into Blender and make a change to object
  7. Export with Generate XML checked
  8. open .gltf and "scene".xml in Notepad++ and compare GUIDs, they will be different and in the sim, you will have an object named "Unknown"

Environment

- OS: windows 10 pro
- Blender: 3.1
- glTF-Blender-IO-MSFS: 1.1.3

Anything else?

No response

Windshield texture cause error in export

having icing dirt finger prints etc cause error in blender export.
21:32:37 | WARNING: More than one shader node tex image used for a texture. The resulting glTF sampler will behave like the first shader node tex image.
gather_material_hook fails on <io_scene_gltf2_msfs.glTF2ExportUserExtension object at 0x0000023BD94B9BB0>
gather_texture_info() missing 1 required positional argument: 'export_settings'
DA40CGDFQ_January 5, 2022_16h35m33s

Windshield material missing "extras" property

Current Behavior

Issue :Windshield materials do not work
Cause: the "extras" property is not placed in the material declaration within the glTF file

Expected Behavior

The exporter shall place the following declaration in the windshield type material

            "extras" : {
                "ASOBO_material_code" : "Windshield"
            },

Inserting this code snipped causes the windshield material to work properly

Steps To Reproduce

  1. Create a Windshield material
  2. Apply all standard textures (scratches, icing, detail)
  3. export the glTF model
  4. Build the package
  5. The windhsield material shows the "GLASS_DetailMap01_mask" as a normal albedo texture (looks green).
  6. adding the code snippet above to the material declaration just above the "name" property) fixes the issue.

Environment

- OS: Windows 10
- Blender: 3.1.0
- glTF-Blender-IO-MSFS: 1.13

Anything else?

No response

Material node values do not initially reflect the displayed control/slider values.

Current Behavior

When a new material is created, the Material Properties sliders and controls do not reflect the actual default values of the nodes in the created material node tree. This appears to be a problem with initialization when a new material is created. A work-around is to manipulate the control slider/value once, and that will make the control/node values equal.

Expected Behavior

The parameters of relevant nodes created by the MSFS Standard Material should reflect the values set in the node tree of the instance created.

Steps To Reproduce

  1. Create new object
  2. Create a new texture for the object. Assume a simple Base Color to start; this invokes the default white value.
  3. In the material stack, set MSFS Material Params to Standard.
  4. Without doing anything else, especially changing the Base Color, switch to a Blender view of the Shading Editor, the shader tree generated by the creation of the new material.
  5. In the Shader Editor, navigate to the Base Color RGB node, near the top of the screen.
  6. Click the flippy arrow of that node to expand the node.
  7. Note that that node is defaulted to a gray color while the Base Color control in the properties panel is pure white (1.00).
  8. In the Properties panel, click the Base Color control to get the Color Picker dialog. Note that the Color Picker dialog shows full white.
  9. With your mouse, move the gray scale slider on the right of the Color Picker dialog up and down a little once.
  10. Note the value in the node controlled by the Color Picker dialog now repeats the Base Color control.

Environment

- OS: Windows 10 Home
- Blender:3.1
- glTF-Blender-IO-MSFS:1.1.3

Anything else?

Best guess as to the solution for this problem:
In the init portion of the material class instance constructor, there should be a segment that scans the visible default settings of the material properties controls to make the nodes reflect the visible settings. This problem is apparent in many of the control/node pairings.
Minor Consideration:
Controls like Metallic Factor, Roughness Factor, Normal Scale, Emissive RGB and the like should be defaulted to reasonable values if they are used in the material. The default set in the Principled BSDF Shader in Blender would be a reasonable set.

Summary comment:
I have been using this new exporter extensively for the past week, and I find it a very agreeable tool. I am currently recompiling many of my projects using it. My thanks to all the developers for this well-organized tool. I await the resolution of the order of LOD keys in the .xml file. Thank you all for the work on this tool.

Suggestion: Define 'Windsock' ?

I don't know if this is possible via the SDK limitations of the game (if it's not possible, maybe bring it up to Asobo), but is there a way to define via a toggle in 'Render' or 'Gameplay' parameters if an object is a Windsock or not?

I feel like this will cut the need for custom animations and just have this object rely on in-game weather for animations instead of exporting animations and the tedious process.

Build error when using Anisotropic material

Current Behavior

When we're using the Anisotropic material the textures are correctly exported, but it create an error to build the package.

Capture

Expected Behavior

it should not cause any error

Steps To Reproduce

  • Add a simple mesh with an Anisotropic Material
  • Select Abd, Comp, Norm and Anisotropic RG textures
  • Export it
  • Then build the package

Environment

- OS: Windows 10
- Blender: 3.1.0
- glTF-Blender-IO-MSFS:1.0.0

Anything else?

Anisotropic_test (2).zip

Spotlights point into the wrong direction

Current Behavior

if you place a spotlight like this pointing away from the building:
image
in the simulator it is 90° rotatet on the blender z axis:
2022-03-23 18_53_23-Microsoft Flight Simulator - 1 23 12 0

Expected Behavior

the light should point into the same direction like in blender.

Steps To Reproduce

  1. place a spotlamp
  2. rotate it on the y axis that it points into a direction
  3. export and check in the devmode

Environment

- OS: Win 10
- Blender: 3.1
- glTF-Blender-IO-MSFS: 1.1.3

Anything else?

No response

Exporting multiple collections as a single object

When building an aircraft I like to separate each component (wings, elevator, panel etc) into an individual collection. This makes it easier to work with a large project which can have over a thousand parts. There doesn't seem to be any way to export these collections as a single model. The exporter forces each collection to be exported as a separate model which may be fine for working with scenery but is less than ideal for exporting aircraft.

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