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Blender 2.80 AC3D

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Blender 2.80 AC3D

Postby xDraconian » Sat Aug 10, 2019 11:54 pm

wkitty42 wrote in Thu Aug 08, 2019 11:43 pm:but someone does have something for doing something with scenery in blender... i don't believe i've misunderstood that but it is possible... i just don't recall who did it or what it is called...

FGBlenderTools currently supports importing of BTG files and Aircraft files. It also produced shapefiles based on an imported BTG.

I've abandoned my custom AC3D script in favor of Nicolai's version. I'm currently collaborating with Nicolai to migrate his AC3D scripts to Blender 2.80. Import is mostly implemented (hopeful to complete it this weekend). I believe Nicolai is planning to begin the Export migration over the next few weeks.

FGBlenderTools is working well in Blender 2.80, but I still have more testing to perform before making it available.

re: fg2blender.... i've heard of it, but haven't used it, since it seems to be dead. Based on some of the comments in this thread it would appear that the author has already implemented some of my desired TODO features. I'll take a look at this package at some point to see if there is value in folding some of it into a common AC3D/Blender package.

p.s. it may be beneficial for us to start a Blender 2.80 thread instead of continuing on this Blender 2.6 thread.
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Re: Blender 2.80 AC3D

Postby xDraconian » Sun Aug 11, 2019 12:00 am

xDraconian wrote in Sat Aug 10, 2019 11:54 pm:Import is mostly implemented (hopeful to complete it this weekend).

I believe the AC3D Import for Blender 2.80 is pretty stable at this point.

Pull Request is pending with Nikolai. Once the merge is complete I will be seeking the help of others willing to help do some additional testing.

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Re: Blender 2.80 AC3D

Postby xDraconian » Sun Aug 11, 2019 2:50 am

Nikolai completed the merge - Thank you Nikolai.

If you are using Blender 2.80, we would appreciate you giving the Import script some testing and report your findings.
Export has not yet been migrated, so no testing is required for it.

https://github.com/NikolaiVChr/Blender-AC3D/tree/2.80

Thanks in advance,
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Re: Blender 2.80 AC3D

Postby Necolatis » Tue Aug 13, 2019 1:38 pm

The 2.80 export script should also be able to export some models now.

Notice:
- If a material has multiple textures assigned, it prefers the one attached to Base Color, else it will use the first valid one it finds, no matter if its assigned to normalmap or something else.
- All geometry will be exported double or single sided according to the export option. Blender has removed the per Object setting.
- Cycles probably will fail it.
- I recommend using Principled BSFD using nodes. Roughness inverted will become shininess. Base color will be rgb unless texture is applied to base color, then rgb will be white. Specular as it is, in greytone. Alpha to transparency. Emission to emission.
Ambient will be 3 x 0.8 unless option to make it like diffuse color is set.
The above does not apply if your Material is not P. BSFD and using nodes.

Still in beta, so don't rely too much on it, but would be happy to hear feedback.

[edit 1+2] Improved some stuff and edited post to reflect that.
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Re: Blender 2.80 AC3D

Postby wlbragg » Tue Aug 13, 2019 4:55 pm

- All geometry will be exported double or single sided according to the export option. Blender has removed the per Object setting.

Was per object single double sided supported in Blender prior to this?
So what happens to exports that contain both single and double sided objects?
That sound like a real issue?
I guess the bigger question is if FG is supporting both double and single sided objects in the same ac. I've never asked the question or tested for it.
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Re: Blender 2.80 AC3D

Postby legoboyvdlp » Tue Aug 13, 2019 5:41 pm

Yes - it is - I have several models in the Canary project with a mix of double sided and single sided.

Surely it could be left in the 2.79? Will there be two exporters for the two versions?
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Re: Blender 2.80 AC3D

Postby Necolatis » Tue Aug 13, 2019 10:39 pm

Not going to delete the 2.79 script, so yeah I guess there will be 2 scripts.
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Re: Blender 2.80 AC3D

Postby dvanmosselbeen » Tue Aug 13, 2019 11:24 pm

Awesome !
Looking really forward to it! :)
If i can bring some help, (translate to or from French, Flemish) help with python, or test anything, shoot ! ;)

Mainly running Windows 10 and Debian.

Thanks for your motivation and all your work to bring us this to the 2.8 :)
Regards,
Proud to work on Belgian sceneries: https://github.com/dvanmosselbeen and the Rans S-6S aircraft: https://github.com/dvanmosselbeen/Rans-S-6S
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Re: Blender 2.80 AC3D

Postby Necolatis » Thu Aug 15, 2019 11:55 pm

The script is not ready for prime time yet. There is still some material kinks to work out.
Most likely it will have to use Principled BSDF again as default, due to Eevee Speculars bad handling of transparency.
Thats a real shame cause the specular shader has almost 1:1 conversion to AC3D materials.

If you want to help testing, what would be useful to get some feedback on is exporting models that has modifiers applied. Also that negative scaling should preserve normal direction. Plus whatever you can think of.
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Re: Blender 2.80 AC3D

Postby www2 » Wed Aug 21, 2019 3:28 am

@Necolatis
I like to see that Flight Gear have a Principled/PBR shared.
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Re: Blender 2.80 AC3D

Postby C-FABP » Wed Sep 25, 2019 6:50 pm

Hi, and thanks for your work on this!

This is the first time I've done anything with Blender, so it wouldn't surprise me if its a pebcac.

I imported an RMI instrument using the scripts, made some changes, and exported as a .ac file. It looked fine in Blender, looked fine with osgviewer, but in flightgear the individual pieces (BG, face & needle) were all misaligned.

RMI in osgviewer
Image

RMI in Flightgear
Image


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FlightGear version: 2019.2.0
Revision: b9a4101f613f5c8c2e94f0d7e6972427e3365454
Build-Id: none
Build-Type: Release
SimGear version: 2019.2.0
OSG version: 3.4.1
PLIB version: 185

Code: Select all
Blender-AC3D - Version 3.00 beta
Latest commit 80b4e8d Aug 16, 2019

Code: Select all
python --version
Python 3.7.4

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blender --version
Blender 2.80 (sub 75)
   build date: 2019-07-30
   build time: 16:57:38
   build commit date: 2019-07-29
   build commit time: 14:47
   build hash: f6cb5f54494e
   build platform: Linux
   build type: Release
   build c flags:  ...

Code: Select all
uname -a
Linux 5.2.11-1-MANJARO #1 SMP PREEMPT Thu Aug 29 07:41:24 UTC 2019 x86_64 GNU/Linux
Last edited by C-FABP on Wed Sep 25, 2019 11:05 pm, edited 2 times in total.
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Re: Blender 2.80 AC3D

Postby Necolatis » Wed Sep 25, 2019 8:55 pm

Did you use the default export options?
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Re: Blender 2.80 AC3D

Postby C-FABP » Wed Sep 25, 2019 9:36 pm

Necolatis wrote in Wed Sep 25, 2019 8:55 pm:Did you use the default export options?


I guess... I hadn't even noticed that there were options until you mentioned it and I hadn't changed anything.

Are there certain options that would change how it looks in FG but different in osgviewer?
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Re: Blender 2.80 AC3D

Postby xDraconian » Thu Sep 26, 2019 6:22 am

Hi C-FABP,

I'm guessing your origin is not in the center of the RMI card. If you can rotate in Blender as expected, then it may be that your transformations were not applied before export.
Check our location, scale, and rotation values. Location should be (0,0,0) and scale/rotation should be (1.0,1.0,1.0).

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Re: Blender 2.80 AC3D

Postby C-FABP » Thu Sep 26, 2019 4:59 pm

Thanks for the reply @xDraconian.

I'll check those settings later on today and let you know how it goes.
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