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IcemanFBW avatar image
IcemanFBW suggested Losco_Nosciuto published

Provide an official Blender export plugin

Currently, the only somewhat complete Blender plugin is "MSFS2Blender" created by Vitus, but the last time it was updated was in September of last year, and lacks some key features and functionality, according to our developers/modelers who have used it here at FBW.


One of our developers has been hard at work for several months on a completely new, open-source plugin which aims to be a complete suite for taking full advantage of MSFS's GLTF spec, and supports importing as well as exporting. Although the exporting functionality is still incomplete, users have mentioned it as having an implementation that is "powerful and more complete." However, our developer no longer have the time to work on it for the forseeable future, and it is difficult to find someone with the specific skillset and knowledge to pick up on their work.


We would appreciate if there could be an official import/export plugin, whether from scratch or picking up on this work (which is open source under the Apache license). Although 3DS Max may be useful for some people, its cost is VERY prohibitive to most people, and dissuades hobbyists and freeware developers for producing for MSFS. Blender is free, and another industry standard.


Here is the link to the repo: https://github.com/flybywiresim/msfs2blender2msfs


modelingtexturingdefaultblender
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Fortn00b15 avatar image
Fortn00b15 commented

Hey Iceman,

Have you guys at FBW tried reaching out to Vitus? I know he's super busy with development work on aircraft for MSFS but he strikes me as the kind of guy that would be open to allowing his MSFS2Blender project to be worked on by others.

3 comments
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Nothing prevents others from working on the code already. Its readme.md says:

The license of the software can be simplified as follows:
Do whatever you want with it.

Use it personally, internally or commercially. Change it, redistribute it, sell it. You can credit the original authors. Or don’t, and collect all the glory for yourself.

I created https://github.com/tml1024/Blender2MSFS2 for that, to be a place where people can co-operate on improving it. Maybe eventually that will actually happen;)

1 Like 1 ·

After looking over the code, we found that in order to make a superior plugin which can meet the functionality of the official 3dsmax exporter, it was a better choice to fork the official Khronos GLTF plugin for Blender.


As mentioned in the original post, we have that repository here: https://github.com/flybywiresim/msfs2blender2msfs


It also has full import capabilities (MSFS GLTF to Blender), which Vitus's plugin does not have. We do urge the community to contribute to our repository, as it is licensed under a proper, established open source license and is actively maintained by FBW

2 Likes 2 ·

I believe our developer reached out to him months ago and received zero response, unfortunately.

0 Likes 0 ·
OzWookiee avatar image
OzWookiee commented

I would certainly like to see this as well. Vitus is extremely talented but can go AWOL for long periods which leaves the current exporter languishing. For the new developer, Blender is INCREDIBLY enticing with it's rich feature set and even better price.

If you do not use Blender, do NOT confuse it with GMax as being the "free" 3D software. Blender is very much toe-to-toe with 3DS Max, Maya etc and is very quickly being adapted in all sorts of areas.

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ZdenniZ avatar image
ZdenniZ commented

I would raise 10 hands for this if I had them!

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KWhy avatar image
KWhy commented

That would be a great addition! I cant afford 3DMax...

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tonypezz avatar image
tonypezz commented tonypezz published

Please guys do this, Blender is so much more important than 3Dsmax

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OzWookiee avatar image
OzWookiee commented

Hey @IcemanFBW are you guys still maintaining that plugin? The exporter is broken at the moment and no commits for 3mths.

2 comments
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I'm the developer in question who was working on that plugin - I was on a break for a while but I'm back and continuing to work on the exporter now.

3 Likes 3 ·
We only had one developer who was willing to work on it, and he's currently unavailable for a couple months. Which is part of the reason we would love to see Asobo pick up on this work and finish it, as Blender is much more accessible to most 3rd party devs than 3DS Max, whose cost is prohibitively high.
2 Likes 2 ·
SonantAlpaca avatar image
SonantAlpaca commented

Hello,

We actually wish to provide a Blender exporter. But for now we don't have the bandwith to work on that (including from an existing solution). We'll keep you posted as soon as we get started!

Alyzée

1 comment
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Alyzée, I can't even express what I felt reading your above message! If you really do that, you will literally have an army of thankful people and that would give the MSFS dev pool a HUGE boost! Please do that sooner rather than later :).

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Losco_Nosciuto avatar image
Losco_Nosciuto commented Losco_Nosciuto published

My 5 cents.
More than "Asobo", I'd rather like the input to come from Microsoft itself.
Let's break it down a little.

- Adobe just bought Alegorythmic suite for 3D painting (Alchemist / Designer / Painter).
- Then Adobe Joined the Blender Foundation.
- After that, Adobe released a somehow useful and "not that basic" SBSAR support for Blender.

That's the right mentality to make a product grow.
By now, I'm glad Microsoft supported The Blender Foundation becoming a Gold Member, but see how damn good of a boost was for Adobe to release Blender Plugins for both Mixamo and Adobe 3D Suite.

This could happen with Flight Simulator if they only saved ONE PROFESSIONAL, for 8 / 16 HOURS, to release a first iteration in cooperation with the community. Nobody asks for a perfect importer/exporter on DayOne, but a continued support over MSFS Versioning and toward the stability of the Plugin itself

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Losco_Nosciuto avatar image
Losco_Nosciuto commented Losco_Nosciuto published

By now I was thinking, I can (barely) understand not developing a dedicated Blender plugin, BUT.

What about AT LEAST .blend samples other than .max?

The community is moving at a decent pace (Mostly thankst to @pepperoni from the FBW team) for the exporter, but let's give the community at least a few samples so they can see the process "behind the curtains" of each one, and sort the exporting out themselves.
Properly create the assets can make things easier for both creators and people who work on the exporters (seeing what it technically takes in an asset could help figuring out what and how to implement in the exporter itself)

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