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[REQUEST] Include Animations Strings in the output .xml #328

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Losco-Nosciuto opened this issue Jun 5, 2024 · 11 comments
Open

[REQUEST] Include Animations Strings in the output .xml #328

Losco-Nosciuto opened this issue Jun 5, 2024 · 11 comments
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enhancement New feature or request

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@Losco-Nosciuto
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Current Behavior

Hello there!
I would make a "simple" (I hope :D ) suggestion.

Since manually sorting out Animations, flags and GUIDs can be tedious when working with many models, it would be awesome if the exporter could print in the XML the <Animation/> strings for any NLA track added to the exported model, maybe commented out so we can just uncomment the needed string everytime instead of manually adding pieces of strings here and there.

Would also be awesome to have it configurable with some pre-baked flags in the Exporter (E.G. “Random / Autoplay / Whatever” )

Personally would be easier for us to have already generated GUIDs and strings we can comment out in the .xml, rather than have to manually generate GUIDs and copypaste the strings everytime we need to do an animation.

Also, forgetting to Untick the “Generate XML” checkbox from the exporter has the undesired effect of removing the animation part of the object from its XML making it more or less tedious when you’re working with multiple objects in one scene (E.G. Libraries).

Instead, this way, checking both the “Generate XML Entries for NLA Tracks” checkbox and the “Overwrite GUIDs” would cause the GUIDs to be overwritten both sides, giving us total control on the XML output straight out of the box, without the need to manually add, change or remove GUIDs. Just change a few flags and you're done.

I included an example below

Expected Behavior

Printing out XML code for animations would make it easier to make, maintain and export different variations, or bughunt our current models

Steps To Reproduce

Export a 3D model with animations
Add the Animation entry to the XML
Forget to turn off "export XML"
Export and see your XML back to origin without the previously handcrafted string

Environment

- OS: Windows 11
- Blender: Blender 3.6.11 LTS
- glTF-Blender-IO-MSFS: 1.3.3

Anything else?

image

@Pyscen312
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This sounds like an import feature. Also, could cause problems in the quid - if it doesn't update. As for an animation database, like using copy and paste, you would have to manually create it and remembering you will have to update the quid each that it is used.

@Losco-Nosciuto
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why does it sound like an IMPORT feature? That's something that has to go into the output XML on EXPORT, has nothing to do with imports.

Theoretically, is more or less "just" adding a line to the xml with the animation string, already commented out

@mamu82
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mamu82 commented Jun 7, 2024

I support this request, it would be so handy to avoid manually dealing with .xml code!

@Pyscen312
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What's the point of having an animation tag commented in the XML? If someone forgot to click the boolean box for the XML file to be created, shouldn't you be able to just recompile the object with the XML to be created with the boolean box turned on? Unless, are you suggesting that custom animation tags are not being placed within the XML to begin with - then I would agree. Otherwise, I'm not clear on what you are suggesting.

@Losco-Nosciuto
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Losco-Nosciuto commented Jun 7, 2024

What's the point of having an animation tag commented in the XML? If someone forgot to click the boolean box for the XML file to be created, shouldn't you be able to just recompile the object with the XML to be created with the boolean box turned on? Unless, are you suggesting that custom animation tags are not being placed within the XML to begin with - then I would agree. Otherwise, I'm not clear on what you are suggesting.

Man,with all due respect, I don't know what you're after but I don't understand your statement as well as your point.
As of now the animations strings have to be manually copypasted from another file or handwritten.

Commented or not commented is secondary here. What me and MaMu are asking is to add a bool to the exporter to add the animation strings in the output XML instead of having to manually copypaste or write them. The rest I suggested was only to support how and why it would be better.

There is no boolean in the actual exporter to export animation strings, so I'm really confused on what you're saying.

Having them commented is only to avoid compiling errors for having multiple animations in the same XML. if you comment that out and forget to tweak the XML, it will compile but you'll get no animations.

If you don't comment multiple strings and Try to compile, it will break your compile due to an error in the XML your exported.

As simple as that.

The animation TAGS are an optional feature I'm suggesting along with this. So when you export animations you can specify tags straight from the exporter. But again, those are not the fulcrum of this suggestion

@Losco-Nosciuto
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Losco-Nosciuto commented Jun 7, 2024

Instead, this way, checking both the “Generate XML Entries for NLA Tracks” checkbox and the “Overwrite GUIDs” would cause the GUIDs to be overwritten both sides, giving us total control on the XML output straight out of the box, without the need to manually add, change or remove GUIDs. Just change a few flags and you're done.

Also, @Pyscen312, in this part what I mean is that in the actual state of things, if I manually add an animation to an XML and export the model again, without unchecking the "Export XML" checkbox, it removes the animation string.

BUT if you add an option to export the XML with animation strings, the "overwrite GUID" along with that new option and the "Generate XML" checkbox, would make the XML to be generated with fresh GUIDs for both model and animation, making models re-usable in different libraries without creating dependencies from other packages.

@Pyscen312
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Pyscen312 commented Jun 8, 2024

I appreciate you taking the time to explain what you are suggesting. But, there is a better way to handle 3D models.. I assume you know this because the above example would waste memory.

@Pyscen312
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Pyscen312 commented Jun 8, 2024

Technically, it is better to have a "library" type scenery package along with an airport scenery package. The 3D models within a Library package can be used over and over and only needed to be stored once. What you are suggesting, the 3D models, which are used in previous packages be reloaded over and over; using more storage and memory space. I know my system could handle it, but why waste the storage and memory space when you don't have to? I know it's a personal preference to some, but I see it being wasteful.

@Losco-Nosciuto
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People pay for what I make and I am not gonna tell them to download ANYTHING outside the Marketplace like a Library to be able to enjoy what I make :)

Still, this is not a valid reason not to simplify the process, because making a library, requires you to export animations, and add manually GUIDs in any case, so I literally can't understand your point again mate, I'm sorry :)

@Losco-Nosciuto
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Losco-Nosciuto commented Jun 8, 2024

Also, this is going WAY off-topic.

So, let's go back on track:

1- The exporter, whether you export for a library, a single airport, or a single item to be placed in the world DOESN'T add <animation> strings in the xml. Fact

2- What one uses those animated models for is non-dependant on the Exporter. This is an Exporter for MSFS and for MSFS it's being used. Fact

3- Exporting an animated model without turning off the "generate XML" checkbox deletes the animation strings. Fact.

That's all what's needed. To discuss the best way to make airports, scenery or aircraft there's either FSDeveloper, the DevSupport forums and the MSFS Forums.

Let's talk about the EXPORTER FEATURES here

@Pyscen312
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I have already agreed to your suggestion since the animation strings are not placed in the XML file. I stated this before (above).

As for the topic, not really but that's ok. It was one of your workflow reasons for the suggestion.

As for your customers, that is between you and them (no matter where - the Marketplace or elsewhere). I was not trying to offend anyone or you in any way.

@y-khodja y-khodja added the enhancement New feature or request label Jul 9, 2024
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