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.
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.
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
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