X-Plane / XPlane2Blender

Scenery & Aircraft export addon for Blender and X-Plane
GNU General Public License v3.0
190 stars 67 forks source link

Importer: Collected v4.2.0-alpha.1 feedback #680

Open tngreene opened 2 years ago

tngreene commented 2 years ago

Aside from the glowing reviews of its small importer

If you have more feedback, please leave it in the comments. Its so alpha most comments will be responded to with "Its an alpha not-coded yet" but I still appreciate it and find it useful!

DWmFrancis commented 2 years ago

Ideally, the import function should bring over everything needed to use the objects; textures, animations, datarefs and their connections, “cut and paste.

This tool could be the foundation of a renaissance in aircraft creation, as well as the start of a standard set of 3D instruments, much like the 2D instruments already in PlaneMaker.

-df

On Nov 22, 2021, at 12:08, tngreene @.***> wrote:

 Aside from the glowing reviews of its small importer

People want more than 1 LOD (totally forgot this was a feature) TEXTURE should be in the Root Collection settings as well as making the Image Texture node Using 1 Material for every object is a problem (not coded about it) If you have more feedback, please leave it in the comments. Its so alpha most comments will be responded to with "Its an alpha not-coded yet" but I still appreciate it and find it useful!

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lehthanis commented 2 years ago

I can't tell you how often I've thought a set of standard 3d instruments would be a good idea. Each one could be uv mapped to a square but limited to a texture space of like 1024x1024 or something. You could then fit 16 of them on one 4k texture. I've been wanting to put together a kit bash of knobs and switches too. Would be a neat addition to xp2b

On Tue, Nov 23, 2021, 00:28 DWmFrancis @.***> wrote:

Ideally, the import function should bring over everything needed to use the objects; textures, animations, datarefs and their connections, “cut and paste.

This tool could be the foundation of a renaissance in aircraft creation, as well as the start of a standard set of 3D instruments, much like the 2D instruments already in PlaneMaker.

-df

On Nov 22, 2021, at 12:08, tngreene @.***> wrote:

 Aside from the glowing reviews of its small importer

People want more than 1 LOD (totally forgot this was a feature) TEXTURE should be in the Root Collection settings as well as making the Image Texture node Using 1 Material for every object is a problem (not coded about it) If you have more feedback, please leave it in the comments. Its so alpha most comments will be responded to with "Its an alpha not-coded yet" but I still appreciate it and find it useful!

— You are receiving this because you are subscribed to this thread. Reply to this email directly, view it on GitHub, or unsubscribe.

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JT8D-17 commented 2 years ago

The importer already generally works better than expected, but apart from the missing(?) manipulator support (see #686), it seems to not import some meshes.

A concrete example is the Lockheed L-12a. Importing engines.obj will skip importing one of the right side propeller blades. Panel_vintage.obj misses the main panel mesh. Cockpit.obj misses the main cockpit wall mesh and the elevator and rudder trim handles. L12a_cockpit.obj also misses the mesh for the trim handles. This bug can be worked around by using an older import-capable plugin with an older Blender release to at least obtain the UV-textured mesh and get it into the main project file, but this requires a lot of effort.

Furthermore, the naming of imported object could be improved. As of now, every object gets a unique ID despite being part of a hierarchy, making it difficult to determine at first glance which parent it belongs to (and requiring one or more "Select Parent" operations). It would be better if root objects (like empties) in a hierarchy would get a unique ID and any child objects be named "[ID of root object].child1", "....child2", etc. (or something similar).