Bug description:
I have developed a cockpit with 3dsmax 2023. When I tried to export the model with multi-exporter, I always have nothing exported. Please check the log below:
[BABYLON][EXPORT] New operation started at 2025-08-06 16:04:30.363156
[BABYLON] Export started: E:\Workspace\MSFS2020\FYCYC-Simulations\FYCYC-C919X\src\msfs - 2024\PackageSources\SimObjects\Airplanes\fycyc_aircraft_c919\model\2024 - C919X_Interior.gltf
[BABYLON][Nodes] Exporting Nodes
[BABYLON][Nodes] Exported in 4.73s
[BABYLON][Cameras] Exporting Cameras
[BABYLON][Cameras] Total Cameras: 0
[BABYLON][Cameras][Lights] Exported in 0.00s
[BABYLON][Lights] Exporting Lights
[BABYLON][Lights] Total Lights: 0
[BABYLON][Lights] Exported in 4.73s
[BABYLON][Materials] Exporting Materials
[BABYLON][Materials] Materials exported in 0.00s
[BABYLON][Animations] Export Animation Groups
[BABYLON][Animations] Init Animation Groups
[BABYLON][WARNING][Animation] Animation Group -> C919X_LT_O1_FLIGHT_CREW_READING_LIGHT_KNOB
*Node 组088 has no key on min frame: 0 of animation group C919X_LT_O1_FLIGHT_CREW_READING_LIGHT_KNOB
*Node 组088 has no key on max frame: 26 of animation group C919X_LT_O1_FLIGHT_CREW_READING_LIGHT_KNOB
[BABYLON][Animations] Animation Groups exported in 4.75s
[GLTFExporter] Export started
[GLTFExporter][Nodes] Exporting Nodes
[BABYLON][ERROR] Export failed due to empty gltf: E:\Workspace\MSFS2020\FYCYC-Simulations\FYCYC-C919X\src\msfs - 2024\PackageSources\SimObjects\Airplanes\fycyc_aircraft_c919\model\2024 - C919X_Interior.gltf
[BABYLON][EXPORT] Operation completed
[BABYLON] Operation completed in 5.076s
You can’t have both 2020 objects and 2024 objects in the same scene unless you duplicate your work in the same scene using the MSFS2020 material for the 2020 dedicated objects and the MSFS2024 material for the 2024 dedicated objects.
We recommand to split your work in two separate scenes one for 2020 and another one for 2024.
This is actually something that took me a bit to realize because I was working on 3ds Max 2023 with both SDKs coexisting on it. That is good, but it causes those issues. I did not have the same model with settings from both plugins though, because I previously converted and saved to a different file.
So, for the native 2024 aircraft that I have in development (and from now on), I save a separate scene for the 2024 project, convert everything to the 2024 plugins if I work from a 2020 project, and work on a different (and supported) 3ds Max release with the 2024 plugins.
As a recommendation for everyone else with this same issue, I kindly recommend not just avoid working with 2020 objects and 2024 objects on the same 3ds Max scene file as @Yasmine stated, but also working on two different 3ds Max releases when working with both SDKs, that is, one 3ds Max version with the 2020 plugins, and another with the 2024 ones. In my case, I left 3ds Max 2023 for 2020-only content, and 3ds Max 2024 for 2024-only content, especially because this helped me to associate any UV animations to 2024 objects with 2024 materials.
Regards, Carlos Daniel González Gómez CEO & Lead Developer NextGen Simulations
My original model is developed in 3DMax 2023 with MSFS2020 SDK.
I made a copy of that file, and open with 3DMax 2024.
Upon open, I see:
Scene Converter: Some elements of the scene could not be loaded.
I closed the window directly, then click the followings:
MSFS2024
MSFS2024 Utilities
Scene
Convert 3ds max scene to MSFS2024
Then I see this:
Your scene is already upgraded.
I tried to export the scene using Multi Exporter, then I see:
[BABYLON][Animations] Animation Groups exported in 3.29s
[GLTFExporter] Export started
[GLTFExporter][Nodes] Exporting Nodes
[BABYLON][ERROR] Export failed due to empty gltf: E:\Workspace\MSFS2020\FYCYC-Simulations\FYCYC-C919X\src\msfs - 2024\PackageSources\SimObjects\Airplanes\fycyc_aircraft_c919\common\model\C919X_Interior.gltf
AFAIK from the screenshot at the beginning of the post, you have nested layers, and you are trying to export it with nested layers, right?
This also happened to me once. Unfortunately, I had to undo nesting and make all exportable layers to be at the root of the scene. That way it worked fine to me and I could successfully export the model. However, I must admit this is not so efficient when you have lots of objects to be exported.
Regards, Carlos Daniel González Gómez NextGen Simulations
[BABYLON][Animations] Total Animations: 0
[BABYLON][Animations] Animation Groups exported in 1.48s
[GLTFExporter] Export started
[GLTFExporter][Nodes] Exporting Nodes
[BABYLON][ERROR] Export failed due to empty gltf: E:\Workspace\MSFS2020\FYCYC-Simulations\FYCYC-C919X\src\msfs - 2024\PackageSources\SimObjects\Airplanes\fycyc_aircraft_c919\common\model\C919X_Interior.gltf
[BABYLON][EXPORT] Operation completed
[BABYLON] Operation completed in 1.823s
In other words, regarding the layers arrangement, this means the export will fail at all unless you select all the child layers from the parent layer to be exported. Go figure
BTW, and in such a way I can illustrate you, I had to arrange the layers this way in my case (see below). However, and now that you told me you could export everything, I will have to try again on my side and see if it works for me again. Since this is a 2024-native model, with no traces from the 2020 SDK left, that should work.
After exporting the model and textures to folders, I have another issue…
Upon building inside the MSFS2024, I got the following errors for my textures:
PackageBuilder | Unlisted file 'e:\PackageSources\SimObjects\Airplanes\fycyc_aircraft_c919\common\texture.FYCYC\C919X_Window_Shade_norm.png' found in source directory 'e:\PackageSources\SimObjects\Airplanes\fycyc_aircraft_c919\' (of asset group '2329081407169752726') in package fycyc-aircraft-c919. See 'Extra' category.
Have you seen this before? How did you correct it? Thanks!
If you are building the 2024 package, you have to build the XML files accompanying the texture images before even exporting the GLTF model. For this, you go to MSFS2024 > Texture Tool on 3ds Max. Select the textures that you are working with and have associated on your model, then click on Selected Textures under the Generate Texture Lib XML button group. This will build the XML files on the same path you are calling the texture images from. After you have them built, click on the Generate Texture Lib XML checkbox on the Multi Export window before re-exporting the model.
The reason for this step is because MSFS2024 does not generate the accompanying texture properties file automatically for you, as MSFS2020 used to do (except that 2020 generates a JSON instead of a XML file). This will allow you to specify the extra options (anisotropic, alpha and high quality) and also make the sim to recognize the texture map type (Albedo, Composite, Normal, etc.). Otherwise, the sim will not know what each map is for. PLEASE BE CAREFUL with the texture flags, because they can cause performance issues if they are not correctly configured. In that case, I would leave them unchecked if you are not sure. For details about the flags, refer to the SDK documentation here.
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