Falcon BMS Forum
    • Categories
    • Unread
    • Recent
    • Popular
    • Website
    • Wiki
    • Discord
    • Contact
    • Register
    • Login

    Blender plugin for BMS

    Scheduled Pinned Locked Moved 3D Models
    49 Posts 9 Posters 1.2k Views 1 Watching
    Loading More Posts
    • Oldest to Newest
    • Newest to Oldest
    • Most Votes
    Reply
    • Reply as topic
    Log in to reply
    This topic has been deleted. Only users with topic management privileges can see it.
    • Tumbler31T Offline
      Tumbler31
      last edited by digle

      alt text

      Download

      https://github.com/BenchmarkSims/bms-blender-plugin

      Changelog

      • 1.0.7 (03.04.2025)

        • Hotfix for previous compile issues
      • 1.0.6 (03.04.2025)

        • Fix 3dbuttons.dat export format incorrect
      • 1.0.5 (22.01.2025)

        • Fix export of nested translation DOFs
      • 1.0.4 (18.01.2025)

        • Bounding box & scaling fix
          • fix export scaling, blender uses meters as base unit, BMS works in feet, so always apply meter-to-feet factor
          • apply the scale factor as set in scene->units->unit scale
          • bounding box uses min/max coordinates of mesh entities only and excludes eg camera
          • radius in parant.dat is correctly scaled
          • default nr of switches and dofs set to zero in parant.dat to prevent editor crashes

      F4RADAR v0.55 is out, a lightweight standalone radar application. Read more here

      1 Reply Last reply Reply Quote 24
      • SpearheadS Offline
        Spearhead
        last edited by

        Awesome work @Tumbler31, happy to see it.

        1 Reply Last reply Reply Quote 1
        • ArtyA Offline
          Arty
          last edited by Arty

          This post is deleted!
          1 Reply Last reply Reply Quote 0
          • Tumbler31T Offline
            Tumbler31
            last edited by Tumbler31

            Another small update to 1.0.5 fixing the translations DOFs, hope this will help our blender modelers! Do let me know your feedback.

            Seems the advanced render controls also needs some TLC, so I’ll give that a look next.

            F4RADAR v0.55 is out, a lightweight standalone radar application. Read more here

            1 Reply Last reply Reply Quote 9
            • MaxWaldorfM MaxWaldorf pinned this topic on
            • D Offline
              digle
              last edited by

              1.0.6 small update released :

              Fixed the issue about 3dbuttons.dat export format incorrect

              1 Reply Last reply Reply Quote 4
              • luke777L Offline
                luke777
                last edited by

                Traceback (most recent call last):
                File “C:\Program Files\Blender Foundation\Blender 3.6\3.6\scripts\modules\addon_utils.py”, line 333, in enable
                mod = import(module_name)
                File “C:\Users\Nutzer\AppData\Roaming\Blender Foundation\Blender\3.6\scripts\addons\bms_blender_plugin_init_.py”, line 54, in <module>
                globals()[name] = importlib.import_module(name)
                File “C:\Program Files\Blender Foundation\Blender 3.6\3.6\python\lib\importlib_init_.py”, line 126, in import_module
                return _bootstrap._gcd_import(name[level:], package, level)
                File “C:\Users\Nutzer\AppData\Roaming\Blender Foundation\Blender\3.6\scripts\addons\bms_blender_plugin\preferences.py”, line 7, in <module>
                from bms_blender_plugin.common.util import get_bml_type
                File “C:\Users\Nutzer\AppData\Roaming\Blender Foundation\Blender\3.6\scripts\addons\bms_blender_plugin\common\util.py”, line 27, in <module>
                from bms_blender_plugin.common.hotspot import Callback
                File “C:\Users\Nutzer\AppData\Roaming\Blender Foundation\Blender\3.6\scripts\addons\bms_blender_plugin\common\hotspot.py”, line 3, in <module>
                from bms_blender_plugin.common.util import to_bms_coords
                ImportError: cannot import name ‘to_bms_coords’ from partially initialized module ‘bms_blender_plugin.common.util’ (most likely due to a circular import) (C:\Users\Nutzer\AppData\Roaming\Blender Foundation\Blender\3.6\scripts\addons\bms_blender_plugin\common\util.py)

                D 1 Reply Last reply Reply Quote 1
                • D Offline
                  digle @luke777
                  last edited by

                  @luke777 1.0.7 hotfix released sorry for that

                  1 Reply Last reply Reply Quote 5
                  • T Offline
                    T-Pap
                    last edited by T-Pap

                    Ive been trying to create a simple model with a single texture however despite following the manual and steps , when the model is exported and opens in editor , it is always without texture.
                    How do I assign the texture to the model so that it keeps the information when exported. The editor shows TextureID’s as 0 no matter what i do .

                    Thanks

                    T 1 Reply Last reply Reply Quote 0
                    • T Offline
                      Topo 0 @T-Pap
                      last edited by

                      @T-Pap said in Blender plugin for BMS:

                      Ive been trying to create a simple model with a single texture however despite following the manual and steps , when the model is exported and opens in editor , it is always without texture.
                      How do I assign the texture to the model so that it keeps the information when exported. The editor shows TextureID’s as 0 no matter what i do .

                      Thanks

                      Is it a PBR material?

                      Did you set the material in the “BMSMaterialNodeTree” (or something similar…)?

                      T 2 Replies Last reply Reply Quote 0
                      • T Offline
                        T-Pap @Topo 0
                        last edited by

                        @Topo-0 yeap , in the shading tab I have set up the PBR texture using the BMS Materials preview node , Activated the Material Sets option to include the material etc in the drop down menu aswell.

                        1 Reply Last reply Reply Quote 0
                        • T Offline
                          T-Pap @Topo 0
                          last edited by

                          @Topo-0 alt text

                          T 1 Reply Last reply Reply Quote 0
                          • T Offline
                            Topo 0 @T-Pap
                            last edited by

                            @T-Pap
                            In the BMSMaterialNodeTree did you specify “PBRDefaultAlpha” as the material type, and then assign the various textures (Albedo, ARMW, Normal and Emission)?

                            T 1 Reply Last reply Reply Quote 0
                            • T Offline
                              T-Pap @Topo 0
                              last edited by

                              @Topo-0 I am unable to find an option for PBRDeafaultAlpha. Despite having setup the albedom,ARMW etc in the node tree as usual , maybe you could share a screenshot of what you mean ?

                              T 1 Reply Last reply Reply Quote 0
                              • T Offline
                                Topo 0 @T-Pap
                                last edited by

                                @T-Pap

                                Sure

                                alt text

                                T 1 Reply Last reply Reply Quote 1
                                • T Offline
                                  T-Pap @Topo 0
                                  last edited by

                                  @Topo-0 ohh man I owe you big time ! I was making a stupid mistake with the materials cause i was working as if I was modelling for another game 😕 Would you mind if i Pm you if i get stuck somewhere along the way ? Im new to the BMS specific modding , not to modelling or blender so wont be stupid questions ! 🙂

                                  Thanx man !

                                  BTW - Harrier ❤ ❤ ❤

                                  T 1 Reply Last reply Reply Quote 0
                                  • T Offline
                                    Topo 0 @T-Pap
                                    last edited by

                                    @T-Pap

                                    Surely if I can help there is no problem!
                                    Keep in mind that, in the world of BMS modeling (and modeling in general) I am an absolute beginner…😆

                                    1 Reply Last reply Reply Quote 1
                                    • MCDeedleM Online
                                      MCDeedle
                                      last edited by MCDeedle

                                      Hi devs, just wondering if it’s possible to create and export the required RTT models for things like cockpit MFD screens and HUDs using the Blender plugin. If so, is there any documentation on doing so? If not, are there any plans to implement?

                                      i7-12700, RTX-4070, 64GB, RAM Windows 11, Virtual Desktop, Q3

                                      MaxWaldorfM 1 Reply Last reply Reply Quote 0
                                      • MaxWaldorfM Offline
                                        MaxWaldorf Global Moderator @MCDeedle
                                        last edited by

                                        @MCDeedle the virtual textures for those are 9999 and 9998

                                        Benchmarksims Developer - Falcon Lounge Founder
                                        MaxWaldorf Signature

                                        MCDeedleM 1 Reply Last reply Reply Quote 0
                                        • MCDeedleM Online
                                          MCDeedle @MaxWaldorf
                                          last edited by

                                          Thanks @MaxWaldorf, I’m vaguely aware of the texture numbers but I’ve spoken to a couple of people and they are not sure on the process for doing this using blender, or if it’s even possible and might still need to be done in 3DSMax.

                                          i7-12700, RTX-4070, 64GB, RAM Windows 11, Virtual Desktop, Q3

                                          ArtyA 1 Reply Last reply Reply Quote 0
                                          • ArtyA Offline
                                            Arty @MCDeedle
                                            last edited by

                                            @MCDeedle logically it will not be possible IF blender plugin exports only BMLv2.
                                            So it would need old school ptypes 3dsmax 2014 to export those and then convert them from Falcon Editor to BMLv1 and then… add materials etc.

                                            just on top of my head as a procedure maybe all the rest besides those can be on BMLv2 and only those to be a separate model in BMLv1.

                                            I will try and look at the how to in max maybe there is something that could be done in blender but am sure will need 3dsmax for the final export as some specific declaration will be needed.

                                            MCDeedleM 1 Reply Last reply Reply Quote 1
                                            • First post
                                              Last post

                                            28

                                            Online

                                            9.2k

                                            Users

                                            19.2k

                                            Topics

                                            328.7k

                                            Posts
                                            Benchmark Sims - All rights reserved ©