How to use glTF-Blender-IO-MSFS to export and import 3D data between Blender and MSFS
This article explains how to use glTF-Blender-IO-MSFS, a plugin that allows you to export and import 3D data between Blender and MSFS. We will also explain how to place a 3D model created with Blender into the MSFS scenery.Note: glTF-Blender-IO-MSFS must be used with Blender versions 3.6 or 3.3.
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Contents
- Installing the Blender plugin glTF-Blender-IO-MSFS
- Import MSFS 3D model (glTF) with Blender
- Export the Google Earth Decoder model edited in Blender to MSFS(glTF)
- Import the original 3D model created in Blender into MSFS
- Change the color, texture, make it glow / Change material settings
- Animating Objects
- Adding lights to the scenery
- Sites related to how to use plugins
Installing the Blender plugin glTF-Blender-IO-MSFS
To create add-on content for Microsoft Flight Simulator, you will need to install various tools onto your computer, including the Blender plugin glTF-Blender-IO-MSFS. Please refer to the page below.Import MSFS 3D model (glTF) with Blender
We explain how to load MSFS 3D models (glTF) in Blender, especially Google Earth Decoder data downloaded with Google Earth Decoder.If you want to edit the mesh of Google Map data, first complete the "optimization" with Google Earth Decoder Optimization Tools (GEDOT). GEDOT is specialized for handling the output of the Google Earth Decoder, and cannot handle other data, such as data generated by the Blender exporter.
How to use Google Earth Decoder to create MSFS scenery on Google Maps



The name of a collection that stores data for each LOD must be followed by "_LODn" or preceded by "xn_" (n is an integer starting from 0). This is a specification of the plugin "glTF-Blender-IO-MSFS".


For Google Map data downloaded with Google Earth Decoder, the ".gltf" file is stored under the "modelLib" folder.

Once loading is complete, select all of them and drag and drop them into the collection for LOD0 you created earlier.




For Google Map data downloaded with the Google Earth Decoder, the texture files are stored under the "modelLib\texture" folder.








Export the Google Earth Decoder model edited in Blender to MSFS(glTF)
This article explains how to export MSFS 3D models edited with Blender, especially Google Earth Decoder data, in glTF format.
How to use Google Earth Decoder to create MSFS scenery on Google Maps




Set the options for each tile.
Checking "Genete XML" will generate an "(tile name).xml" file. Checking this will display the "Overwrite GUID" field. Check here if you want to update the GUID. When exporting data from Google Earth Decoder, the XML file already exists, so there is no need to check "Generate XML".
In the "Export Path" field, specify the destination folder for the .glTF file. When exporting data from Google Earth Decoder, specify the folder where the original data was saved.
If you check the check box to the left of each LOD name below, the data for that LOD will be included in the .glTF file. Basically, check all LODs.

When exporting data from Google Earth Decoder, if you specify the folder in which the original data was saved as the export destination, the results of editing in Blender will be reflected in the scene. Then, just load it into MSFS and "Build All" the scenery to complete it.
For information on how to import an original 3D model into MSFS, see Import the original 3D model created in Blender into MSFS .
Import the original 3D model created in Blender into MSFS
This article explains how to export original 3D models created with Blender or 3D models imported from 3D Warehouse etc. in glTF format and import them into MSFS scenery.Exporting objects

In this state, the vertex colors will not be reflected on the Blender rendering screen, but if you import it into MSFS, they will be reflected properly.


As the only model we'll be exporting this time is a "Sphere", check "Sphere" in the "Sphere" column. Also, as this is a new original model, we'll also need to export an XML file for MSFS. Check "Generate XML" as well.
If you are editing a model you have already created in Blender and re-outputting it, there is no need to output an XML file for MSFS. Use the XML file you generated last time as is.
In the [Export Path] field, specify the desired output folder and click the [Export] button at the bottom.

Now check the size of the three files that were generated. If they are only a few KB, the objects probably weren't output correctly. Please review your Blender settings, etc.
If you create multiple objects as collections in a single .blend file, it seems that the exporter may not be able to output them correctly. In this case, try copying the .blend file and making each object into a separate file.

For example, if you modeled using Blender's Modifier function, you need to check [Mesh]-[Apply Modifires]. If not, you need to "Apply" before exporting to reflect the final shape in the polygons.
Also, child collections of the collection to be exported may still be output to the polygons even if they are disabled. The plugin's Settings screen has a function to limit the objects to be output, but it doesn't seem to work well sometimes. We recommend moving any unnecessary collections or objects to another collection before exporting.
Change the texture size
Textures used by MSFS SDK must have one of the following pixel counts on each side: 4, 8, 16, 32, 64, 128, 256, 512, 1024, 2048, 4096, 8192. If the textures in your model do not match these, you will need to use image processing software to transform each texture file. For example, a 530x530 pixel texture, which is common in Sketchup, will be transformed to 512x512. If you have a 275x66 texture, transform it to, for example, 256x64. Choose the closest value to the pixel count on each side.
Resize image files, including changing the aspect ratio, can be done using the free software XnConvert .
How to use XnConvert to batch change the brightness, saturation, contrast, file format, etc. of multiple images
Add a new object to the project

In MSFS, open the project into which you want to import new objects. Then in the Project Editor screen, click the project name in blue, and in the Inspector screen, click the [Add asset group] button. Each object will be imported into the scenery as an independent "Asset group".
For instructions on how to create an MSFS SDK project and for more information on the project, please click the link below.
How to create a project for MSFS add-on content



In the [Asset group name] field, think of a name for your new object and enter it. The name you enter here will be visible to other users.
In the [Asset type] field, select "ModelLib".
Then click [Create] at the bottom.


MSFS can remain running.

Be careful when deleting ModelLib
The Project Editor and Inspector screens have a [Delete] button that allows you to delete a ModelLib. However, in many cases deleting a ModelLib will corrupt the project. It is generally best to leave a ModelLib that has been added to a project alone, even if it is no longer necessary. If you do try deleting it, be sure to back up the entire project folder beforehand. When improving your 3D model, keep adding new ModelLibs with version numbers appended to the name, such as "_v2" or "_v3", for example.
Placing a new object in the scene




Once you have placed the object where you want it, click the "Save Scenery" button at the bottom left of the Scenery Editor screen to save the scenery. Then click "Build All" on the Project Editor screen to build the project. This completes the placement of the new object.


Change the color, texture, make it glow / Change material settings
To change the color or texture of an object or make it glow, set or change the "Material".




For more information about the objects that can be handled by MSFS, see the following pages of the MSFS SDK documentation.
MATERIALS (MSFS 2024 SDK Documentation)
MATERIALS (MSFS SDK Documentation)

If you check "Day Night Cycle", it will only emit light at night (after sunset).

Specifying an "Emissive Color" does not mean that light will be emitted into the surroundings. If you place a light object separately and illuminate the surroundings with the same color as the "Emissive Color", it will appear to emit light more realistically.

If the new settings are not reflected, please rebuild the scenery with MSFS SDK.
Animating Objects

For information on this methods, see the How to add Blender 3D animated objects to MSFS scenery page.
How to add Blender 3D animated objects to MSFS scenery
Adding lights to the scenery

Another way to combine these techniques is to export Blender light objects as parts and place them in large quantities within the MSFS SDK.
For information on these methods, see the page How to add lights/illumination to MSFS scenery .
How to add lights/illumination to MSFS scenerys
Sites related to how to use plugins
Documentation for Microsoft Flight Simulator glTF 2.0 Importer and Exporter for Blender (Github)
THE BLENDER PLUGIN (MSFS 2024 SDK Documentation)
BLENDER PLUGIN PROPERTIES (MSFS 2024 SDK Documentation)
THE BLENDER EXPORTER (MSFS 2024 SDK Documentation)
THE BLENDER PLUGIN (MSFS SDK Documentation)
BLENDER PLUGIN PROPERTIES (MSFS SDK Documentation)
THE BLENDER EXPORTER (MSFS SDK Documentation)
New Blender Exporter (MSFS DevSupport)
msfs2blend (Github)
Blender2MSFS toolkit (FSDeveloper)