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Blender 2.80 AC3D

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Re: Blender 2.80 AC3D

Postby Necolatis » Mon Mar 23, 2020 7:47 pm

line 527 to 552 in AC3D.py:

Code: Select all
                x = '{0:.7f}'.format(round(vert[0], 7)).rstrip('0').rstrip('.')
                # with more than 5 digits the Blender (2.79) internal float
                # representation becomes unreliable. Like 1 can
                # become 0.999999 and stuff.
                y = '{0:.7f}'.format(round(vert[1], 7)).rstrip('0').rstrip('.')
                z = '{0:.7f}'.format(round(vert[2], 7)).rstrip('0').rstrip('.')
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Re: Blender 2.80 AC3D

Postby dg-505 » Mon Mar 23, 2020 8:53 pm

Necolatis wrote in Mon Mar 23, 2020 7:47 pm:line 527

Did you maybe mean 547? :wink:

Can I also change it to more than 7 digits?
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Re: Blender 2.80 AC3D

Postby Necolatis » Mon Mar 23, 2020 9:00 pm

yes you can
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Re: Blender 2.80 AC3D

Postby dg-505 » Mon Mar 23, 2020 9:02 pm

Okay, thank you :)
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Re: Blender 2.80 AC3D

Postby Stevenj279 » Sun Sep 20, 2020 1:33 am

Hi All - I've installed the plugin but when I import an existing FG .ac aircraft file in Blender 2.8, it does not import all of the models for the aircraft. For example, if I select a helicopter (any type) that is already available for use in FG, none of the rotors, main or tail, or internal models (cockpit, seats, etc.) are imported. Is there anything I'm missing?
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Re: Blender 2.80 AC3D

Postby wlbragg » Sun Sep 20, 2020 2:27 am

You may have to import parts individually.. Anything that's animated may not be part of the main ac.
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Re: Blender 2.80 AC3D

Postby helijah » Fri Dec 03, 2021 8:43 pm

Hello everyone,
Having stayed on version 2.79 of blender, I have no problem importing and exporting in AC3D. But, I wanted to test the 2.93 without success. And today my 3.0 unsuccessful too :(
Nicolai's import works but the export crashes every time.
In the meantime I am going back to version 2.79 with the old import script of Mr No. Certainly it has limitations which oblige to work well but after all this is much better than overly permissive scripts which generate files full of useless information and heavy.

Maybe import / export will work again someday with Blender 3.0 but currently it is unusable.

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Re: Blender 2.80 AC3D

Postby merspieler » Fri Dec 03, 2021 9:47 pm

FG will be supporting .glb files (very WIP implementation is already there) which is supported natively by blender which means that situation will eventually become better.
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Re: Blender 2.80 AC3D

Postby xDraconian » Sat Dec 04, 2021 5:02 am

helijah wrote in Fri Dec 03, 2021 8:43 pm:Nicolai's import works but the export crashes every time.

I did a successful import, export, re-import of the Curtiss Jenny (random choice).
With the lack of specificity regarding the issue I doubt Nicolai will be able to make any progress toward resolving the problem.
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Re: Blender 2.80 AC3D

Postby WoodSTokk » Sun Dec 05, 2021 8:16 pm

helijah wrote in Fri Dec 03, 2021 8:43 pm:In the meantime I am going back to version 2.79 with the old import script of Mr No. Certainly it has limitations which oblige to work well but after all this is much better than overly permissive scripts which generate files full of useless information and heavy.


I'm also on Blender 2.79 and use the plugin from NikolaiVChr and have no problems.
https://github.com/NikolaiVChr/Blender-AC3D
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Re: Blender 2.80 AC3D

Postby wlbragg » Mon Dec 06, 2021 12:17 am

It's specific combinations of import/export to and from Mr No. and others and NikolaiVChr. Also from blends from 2.79 to 2.90 and 3 are not compatible. It's a jumbled up mess. I know because I have tried some of these combinations and many won't work. I am stuck on 2.79 because all my source blends are not compatible with the newest versions of blender. Helijah and I were having insurmountable issue collaborating because of the .ac conversion incompatibility between our two import/export scripts.

It would be nice to get it all sorted out, but I fear it would be considerable effort to convert everything to the newest Blender versions and convert all existing .ac files to work as well.

I so far have not had any issue with the NikolaiVChr scripts so long as I only import and export ac's that were made using versions of that script. I don't know if any scripts work past blender 2.79?
Last edited by wlbragg on Mon Dec 06, 2021 1:53 am, edited 1 time in total.
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Re: Blender 2.80 AC3D

Postby Necolatis » Mon Dec 06, 2021 1:24 am

wlbragg wrote in Mon Dec 06, 2021 12:17 am:I don't know how any scripts work past blender 2.79?


There is 2 versions of the script. The git 'master' branch is for 2.79, the git '2.80' branch is for later ones.

BUT I recommend to stay with 2.79 due to 2.80+ has really made the materials not very AC3D friendly.

Once Flightgear switches to being able to use the new glTF format with 4.0, I guess things will be easier with the new Blender.
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Re: Blender 2.80 AC3D

Postby helijah » Mon Dec 06, 2021 12:09 pm

glTF, an opaque file format that cannot be edited directly in a text editor. Why do you want to use closed formats when the AC3D format works very well. The open source is knowledge sharing and data sharing. Isn't using closed files the solution? May be an easy solution for some authors (maybe) but certainly not for users and those who want to find out how to make changes. The opensource must remain open as much as possible. ALWAYS !

Everything else is nothing but irrelevant talk.
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Re: Blender 2.80 AC3D

Postby WoodSTokk » Mon Dec 06, 2021 2:03 pm

Helijah, please look at the file-format before you assume closed-source.
glTF is a open standard from the Khronos Group and can be stored as JSON/ASCII (extension 'gltf') or as binary (extension 'glb').
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Re: Blender 2.80 AC3D

Postby helijah » Mon Dec 06, 2021 5:30 pm

Yes I saw but in 99% of the cases the saved files are in binary format forcing people who do not understand not to be able to modify them simply.
Anyway, this has already been tried 5 or 6 years after the arrival of OSG. The OSG format has been tried by several people and forgotten just as quickly as the Ac3d format is sufficient and satisfactory.
Always wanting to reinvent the wheel to leave its name in an irrelevant change is not what it takes. the AC3D is totally satisfactory and more than enough for everything. Of course there are still people who use 32 bit textures for opaque objects and put rendering concerns down to the file format etc ... But before making and requesting changes it would be good to do this already. that it is necessary correctly with what exists. Changing the tools has no interest. Learning how to use existing tools correctly would be much better and more productive.

There are plenty of things to do that are more important and that would bring a lot to FG.

Make the effects generic by including them in the sources for example. Effects of splashes, dust etc .... This would simplify airplanes and data size while making FG more homogeneous and this is just one example.
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