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