...Let me correct some misunderstandings regarding the "decompiling" of existing FS models.
First, this is nothing new. There have been programs around for the last decade that would allow anyone with the time, tools, and inclination to "decompile" or somehow "capture" any flightsim model.
That it has rarely occurred is due in large part to two factors, the chief of which is one of honor and integrity on the part of most modelers in the community.
The second factor - and this is true of the "Blender/Import Script" method as well - is one of practicality:
1.
ALL parts in a single draw call are welded together, whether they are related to one another or not. You may have one-third of the fuselage, one wing tip, and the left main gear's compression strut welded together into a single part.
2.
ALL parts hierarchy is lost. This means that all animation control nodes, and the associated parts of a complex animation linkage are gone...
P O O F !3.
ALL part names are lost, having been replaced by such informative and useless names as "Drawcall1", "Drawcall2", etc.
4.
ALL texture names and UVW Mappings are lost, resulting in a completely naked model.
5.
ALL animations are lost. While recreating 'stock animations' isn't terribly difficult, any
custom animations in the original model are lost forever. If the "ripper" doesn't have the original XML script to copy, or lacks the skills to write their own...
These are just
five of the major problems I can think of, but they are sufficient to show that far from being a problem we need to worry too much about, the simple fact is...
...the amount of effort required to "reassemble" the ripped mesh is far greater than the effort required to build the mesh to begin with!Please note that this is not simply "idle speculation" or "conjecture" on my part. Having had to "rip" one of the Eaglesoft models recently because the original soure files had become irretrivably lost, I'm speaking from
direct experience!I will never attempt such a task again. I could have built the entire model from scratch in less than one-third of the time it took me to untangle the messy mesh and recreate all the texture mapping and animations!
In other words, in the words of the immortal bard, this is "much to do about nothing..."
No matter what method is used to "rip" a model, the end result is no different that what you'd get a few hours after eating the finest meal imaginable...
...a big, stinky turd!