For best practice, your exterior should be animated using helpers as skeletons, and the decals should be parented to these skeletons to move with them.
Then, you should export the livery with the entire skeleton/animation node.armature hirearchy included but without animations enabled and ensure 'export as submodel" and unique IDs are enabled for export of the livery.
Note that unique IDs should also be enabled for the base model you’re merging to.
As for decals which are on a surface with wing flex, they need to be wrapped and skinned to the existing wingflex and exported as I’ve mentioned above.
I’m not too sure about the Blender plug-in… although it might work without the export as submodel option if it doesn’t exist, as long as animations are not being exported on the livery export.
The “export as submodel” option is not available in Blender because it’s not needed. In 3dsmax we can skin any mesh on any objects. In Blender the meshs need to be parented to the armature, if you set up your rig and your scene correctly you will get the correct result for the “submodel option” without ticking anything.
After many tests in many configurations, the decals remain “unparented”.
There are different results though:
Decals model exported into [LIVERY]/model.exterior : Decals are displayed correctly but stay still
Decals model exported into [LIVERY]/model.tag : In some cases the whole exterior model disappears
For each try:
Asobo Unique ID is activated
Animated parents (dummies/armatures) are contained inside the tagged attachement model
Decals are correctly parented
The test scene is a simple cube parented to an animated dummy (empty)
I have been digging deeper into the different livery.gltf files of the DA62 sample and noticed that the parents are not mentioned in it. So how is the livery object parented/attached to the base model ?
We are a bit stuck here, any help would be very appreciated
In the DA62 we reference the parent coming from another model in the unique_id of the scene. This is one of the features available with the submodel export in 3dsmax and it’s a work in progress in Blender. Unfortunatly, for now you’ll have to do it by hand in the gltf:
You need to split each root containened in the scene[0] you have into multiple scenes each one containing one root.
Then, add an extension “ASOBO_unique_id” to it giving it the name of the parent of the root.
Thank you.
I’ve just tried your trick, but unfortunately the test cube stays still while the animated object does move. (“EMPTY_rear_door_L” is the root of the animated object)
Here is the scene section of the unmodified gltf: