Aircraft Liveries - How to use decals on mobile parts?

Hello,

Is there a way to use livery decals on animated parts like wings, ailerons, rudder etc… using Livery_LODXX.gltf ?

Exporting the decals only while parents/armatures are contained in the attachement models makes the parenting obsolete

=> The roundel should follow the wingflex armature and fit the wing

Any advice?

Thank you

Hello,

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.

Cheers.

Hi
Thanks for the detailed answer

I didn’t mention that the model is made with blender, whose “export as submodel” option isn’t available (if I’m right?)

Most welcome!

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.

Cheers.

Exporting decals and the armature without animation was unsuccessful
I could be wrong in my modular structure:

Common: Helper.gltf (basically empty)
Attachement/Preset: Exterior model with the wing armature
Livery: Only decals with armature, no animation

What do you think?

I’m bumping this thread up:

Sub Model merging is mandatory for liveries in modular simobjects.
But this feature is unavailable in Blender

Can we expect this feature to be added to blender ?

Note that at this point our FS24 native project is in standby due to this lack of feature

Hello,

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.

Thank you

Hello Yasmine,

Thank you for your answer.

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

Thank you

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.

See the example here:

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:

And here is the modified one:

Do you see something I could have missed ?

Thank you

In the xml you’re using element ? Can you show me your model.xml file ?

The tagged attachement model is called in our function_exterior.xml file like this:

Here is the template we use in function_exterior.xml.

And here is the Node and NLA name.

image

We can send a simplified project if it can help

That will certainly help understanding the issue. :wink:

Thanks a lot for this !

Best regards,

Eric / Asobo

We have just sent the content. Thank you!

Tagging this issue as fixed now that the option “Export as submodel” is in the blender exported.

Regards,
Boris