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View Code? Open in Web Editor NEWScenery & Aircraft export addon for Blender and X-Plane
License: GNU General Public License v3.0
Scenery & Aircraft export addon for Blender and X-Plane
License: GNU General Public License v3.0
Try to export standard cube. Blender version 32340, Mac OSX 10.6.4
Console says:
scanning Cube
No objects to export, aborting...
Reproduce:
XPlaneCommands should handle those together with XPlaneFaces in a way that minimum state changes and a minimum of "TRIS" commands is required
Face modes include:
Hello, when I export from Blender 2.55, the plugin take a lot of time to build the objects (about 15 minutes) and the .obj have problems with normals direction and a lot of wrong polys. I'm using the Nov 18 plugin version
Traceback (most recent call last):
File "/Applications/darwin-x86_64/blender_31671.app/contents/MacOS/2.53/scripts/addons/io_xplane2blender/xplane_export.py", line 501, in invoke
wm = context.window_manager
AttributeError: 'Context' object has no attribute 'window_manager'
Add a button to each Dataref-input that opens up a Popup where you can search for datarefs by path or description. When clicking on a path there it will be pasted into the dataref-input-
Accordingly to the OS the OBJ Header must contain an 'A' or 'I' at the beginning.
My Concorde_cockpit_OUT.blend gets stuck during export using Blender 2.48a and xp2b script 3.10 at this line:
#Ondrej: Set cockpit Attribute depending on Texture used in uv-face
elif hasPanelTexture:
self.file.write("%sATTR_cockpit\n" % self.anim.ins())
elif self.iscockpit:
self.file.write("%sATTR_no_cockpit\n" % self.anim.ins())
The line highlighted was "elif hasPanelTexture:"
There is no panel texture assigned that I know of.
Usingy this trick with the 747 wing flex attempt I get this:
# Need to unset resting position of parent armature
object.getData().restPosition=False
# But grandparent armature (if any) need to be resting, since
# getMatrix('localspace') doesn't account for rotation due to pose
a=object.parent
while a:
a.getData().restPosition=True
a=a.parent
Where "a.getData().restPosition=True" is the line highlighted.
in Scene - Tab there should be all 20 Layers listed within X-Plane Panel as collapsibles and they should contain the X-Plane export functionality currently found in Empties.
When exporting all visible Layers from the current scene should be taken for export.
Light level values are values for the dataref not for the light level so make their range unlimited
LIGHT_name
LIGHT_param
LIGHT_custom
Traceback (most recent call last):
File "/Applications/darwin-x86_64/blender_31671.app/contents/MacOS/2.53/scripts/addons/io_xplane2blender/xplane_export.py", line 467, in execute
filepath = bpy.context.blend_data.filepath
AttributeError: 'Context' object has no attribute 'blend_data'
Empties, Faces, Lamps and Materials should allow custom Xplane commands/attributes that will be written as-is into the OBJ-File using XPlaneCommands or in case of the Empty XPlaneHeader
A progress bar and a summary would be very nice.
WIll cause no UV coordinates to be exported at all. This is coming from the old style of texture handling. Solution is to get the UV-texture of a blender object independent from the texture and ignore the material texture at all.
This must be possible. So Instead of bones using the datarefs from the armature, make it possible to assign datarefs to each bone within the bone-tab.
Allow Dataref keyframes to be spread around the timeline. No need to add keyframe on frame 1, 2 etc. but can be 1 and 100, so you can actually see in blender how things move.
For each keyframe allow setting a keyframe for the dataref. In the old script you had to add _v1, _v2 etc. to add values to the keyframes, but now animating the dataref value should be enough.
When an object in Blender has the "Axis" button enabled, the exported .obj spits out an error in X-Plane's "log.txt" file. The error states that the exported object has normals of incorrect length. It has been known to cause system-wide crashes.
At the moment for each face 3 vertices are written.
Possible optimization:
XPlaneCommands is the class writing the commands table. It should work on a per-face base, so commands are possible for faces also, not only for objects. This is important for face rendering modes for example.
The task is to make command output so optimized that a face will be drawn only once, and there and state changes will occur as little as possible.
Seems like we are adding all vertices with each export on top of the previously exported. Maybe the Converted MeshData is not emptied after export?
If we have only one Texture in use, Lights and Lines should be exported into the file with meshes in it, to avoid having two files: one with lights and lines only and one with meshes.
As a workaround adding fcurves manually like we did before with regular datarefs.
Allow export of nested primitives and nested animations.
Problem: How to export an animated child object whos parent might be exported to another obj because it has another texture?
Question is where, as this are global options. Maybe in a property popup? Where to append the data to. Is there a global storage in a blend file?
It should be possible to define wich cockpit texture to use for an object (no matter if it is a manipulator or not) by setting either the panel.png or the *_cockpit.png as image in the uvimage-editor for the object. The Export should add the appropriate Attributes (ATTR_cockpit or ATTR_no_cockpit or ATTR_cockpit_region) depending on the chosen texture.
Scenes should be threaded as Empties and are containers for a OBJ-File. Decide if keeping Empties is still usefull (in case when having 10 assets in one file that each have to go to a single obj maybe?)
Support cockpit export
Make the Dataref path input searchable and generate the search-data by parsing DataRefs.txt
WARNING - dataref sim/flightmodel2/lights/landing_lights_brightness_ratio is too long for key frame table
WARNING - dataref sim/flightmodel2/lights/landing_lights_brightness_ratio is too long for key frame table
Traceback (most recent call last):
File "/home/michael/blender-2.49b-linux-glibc236-py26-i386/.blender/scripts/XPlaneAnimObject.py", line 437, in doapply
action.renameChannel(oldnames[boneno], 'TmpChannel%d' % boneno)
ValueError: channel target name alredy exists
allow Blender to store ATTR_light_level information to swap LIT textures with daytime textures through datarefs.
If a parent object has no animated datarefs, dataref animation of nested object won't be exported. This however should be possible.
using Natural docs or something simillar.
Using the axis multiplicator in ANIM_rotate_begin x y z makes it possible to rotate all axes at once by multiplying a fixed angle by a factor. Fixed angle could be 360 to make it possible to rotate once with a unit vector.
This is a bug in 3.10 final. The ATTR_cockpit is applied indiscriminately to every .obj export. It SHOULD be applied only to actual cockpit objects.
The manifestation of this bug consists of draw errors on meshes that are textured with a transparent texture. The sim can't seem to order the transparency properly.
Marginal's support for .acf import was discontinued around XPv920. Newer planes no longer import.
Re-enabling the addon in blender does not work after disabling it.
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