Blender plugin for BMS
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Download
https://github.com/BenchmarkSims/bms-blender-plugin
Changelog
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1.0.7 (03.04.2025)
- Hotfix for previous compile issues
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1.0.6 (03.04.2025)
- Fix 3dbuttons.dat export format incorrect
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1.0.5 (22.01.2025)
- Fix export of nested translation DOFs
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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
- Bounding box & scaling fix
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Awesome work @Tumbler31, happy to see it.
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This post is deleted! -
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.
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M MaxWaldorf pinned this topic on
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1.0.6 small update released :
Fixed the issue about 3dbuttons.dat export format incorrect
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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) -
@luke777 1.0.7 hotfix released sorry for that
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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
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@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…)?
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@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.
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@T-Pap
In the BMSMaterialNodeTree did you specify “PBRDefaultAlpha” as the material type, and then assign the various textures (Albedo, ARMW, Normal and Emission)? -
@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 ?
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@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
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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… -
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?
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@MCDeedle the virtual textures for those are 9999 and 9998
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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.
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@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.