SU4 1.6.34 Blender 4.2 Exp 5.4.7 - Prop Blade rotation - skinned mesh causes prop displacement - fixed

Version: *1.6.34 Blender 4.2 Exp 5.4.7

Frequency: Consistently

Severity: *High
(Low - quality of life, workflow optimization, rare enough to not impact production, etc…
High - critical but workarounds are available, important feature not working as expected, frequent enough to impact production
Blocker - prevents from working on the project, prevents from releasing the product)

Marketplace package name: if applicable

Context: What package? When editing or mounted from Community? In main menu or in flight? etc…

Similar MSFS 2020 issue: insert url here if applicable

Bug description:

Blade rotation animation will not export properly for me. I have followed the SDK docs and the DA62 sample. The prop is one object/mesh the added armature for skinning is set like the DA62.

The material is Propeller.

If I add the mesh and material only the prop works as expected. The rotation is correct, the second low poly mesh visibility is working. All is working correctly.

Once I add the Armature and then just Parent it with automatic weights (or any other parenting tested), the prop shows correctly in the blender file, but when exported the prop is displaced to a position a few feet in front of the aircraft and slight off center.

FYI this also happens with tire deformation.

Repro steps:
DA62 export prop with and without parented armature for blade animation. ALT+P clear parent - keep transform the two prop meshes. Then reparent to ROOT_Engine_Left (not the armature). The prop shows at the proper position.

Attachments:

EDIT:
Tire deformation

Private attachments: Send a PM to @PrivateContent with the link to this topic and the link to download your content

Talking with another developer, they say it works fine in 3DS. So is this a Blender/ASOBO issue -or is it a user (me) issue.

The prop spins - correctly in the right direction - the blades turn based on the beta of the prop variable. - It’s just offset from where it should be.

This happens in both the DA62 sample and my aircraft - this also happens to the tire deformation. Things work - but the affected nodes get offset from their correct position.

Hello @DA40CGDFQ ,

The DA62 SDK Blender scene has a few issues that need to be fixed, and I’ve logged a bug for it.

To avoid breaking the skinned mesh, the armature must keep a neutral transform with :

  • Pivot at the origin
  • No rotation
  • No scale

Regards,
Boris

Not working for me.

Armature is at a point x=0 but not at world origin. Blade bones are at and rotate around armature origin.

scale = 1.0,
rotation transform = 0 degrees
x position is zero

So why does it move my prop in x axis? This is the closest I can get it. if I remove the empty named SKEL_Prop_all_same_origins - the blades and spinner all separate and move 10 feet in each x direction

Blender 4.2.17 (posted with 4.2.16)

I’ll wait for a better detailed example, “thanks for your attention to this matter”.

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@DA40CGDFQ
We think we have identified the root cause, and a fix is coming in the SU5 SDK.

If you want you can share us your project and I will test it with the fix to confirm this is working as expected.

See Section 3) Provide Private Content

Regards,
Boris

2 Likes

This seems to be working now. 1.6.6 SDK with 6.4.6 Blender exporter. I can make the prop animation work. Lots of specific tweaks needed.

For other devs -

Root_Engine - origin anywhere (match to attach point merge part) - Reset translation checked
Root_Engine_Armature - origin 0,0,0- parent Root_Engine - Reset translation unchecked - armature at center prop rotation near blades
high detail prop
x0_Propellor - origin center rotation - parent Root_Engine_Armature - blade animation skinned mesh - Reset translation unchecked - material type propellor
x0_Propellor_Occluder - origin 0,0,0 - parent x0_Propellor - remove blades shrink a bit - Reset translation checked!! - material standard (copy of propellor material)

low detail prop
x0_Propellor_Blur - origin center rotation - parent Root_Engine_Armature - blade animation skinned mesh - Reset translation unchecked - material type propellor
x0_Propellor_Blur_Occluder - origin 0,0,0 - parent x0_Propellor_Blur - remove blades shrink a bit - Reset translation checked!! - material standard (copy of propellor material)

1 Like

Hello,

Thank you for the feedback and the infos

Regards,
Boris

1 Like

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