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Blender model coming out in with different location ingame

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norway
So I have been modelling a building in blender, and when I port it over to the sim some of the window frames and doors are in the wrong location. They might be offset by a bit. I have run some tests and found that the origin points of the different objects dictate this, however all the origin points I have tried have still had issues with the objects not being in the correct spot. (I have tried origin to geometry, origin to center of mass, origin to center of volume, origin to world center)
 

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If these components are meant to be static, I would also suggest joining them into one object before your final export to FS. As @karlo922 advised, make sure you apply scale (which you should have done before UV unwrapping), check that your normals are facing outward, and apply rotation as well for good measure. Unless you plan to have moving parts, if objects such as wells and windows use the same material it could make things a lot easier if you joined them. Use Ctrl + j to join them objects, select object, go into edit mode, select all the vertices and merge (m) by distance to get rid of the co-located vertices. On large objects that will help to bring your vertex count down as well.
 
Just out of curiosity, what is the advantage to have all small pieces combined to one object? Serious question, I still having to learn all this stuff.

Asking because I made some tests with as many as 70 pieces separated and textured with 4k textures, duplicated it some 20 times amd compared to a combined object and didn't see any difference in behavior or fps in the sim.

Atm, for me as still new, there is only a downside because I have to some more steps on the workflow.

Would be nice to get some insight here to point me toward the reason why one should do this.
 
I think it comes down to experience with other sims and game engines. It also depends very much on how the specific engine renderer works and what it efficient. I don't know the inner workings of the MSFS renderer, but I do know that vertex count is important when managing performance. Many modern renderers are more concerned with the vertex count as compared to the related triangle count.

As an example, if you have a square building with four basic individual walls, that is 4 vertices per wall x 4 walls = total 16 vertices. One wall quad will generate two triangles. So 4 walls x 2 triangles each = 8 triangles.
When looking at one of the corners of the building, there are overlapping vertices; 2 at the top of the wall and two at the bottom. If two touching walls are joined, the overlapping vertices will merge and halve the vertex count. So where we had a number of 16 vertices before for a the four walls of a single building, by joining (and removing the duplicates), your building walls will only have 8 vertices and still 8 triangles.

When working on complex scenery objects such as photogrammetry, the vertex count will climb rapidly. While it might be ok for a landmark or two, populating a city with high vertex count objects are expensive and will bring many systems down to their knees.

It comes down to building good habits that will lead to efficient models and good performance. Your model might be one of hundreds being loaded as part of custom scenery. I have seen too many scenery objects created be inexperienced users that followed a tutorial somewhere that thinks that 100,000 vertices for a single building or landmark is ok. With some experience that same object could be optimised to well below the 5K vertex mark and will perform a lot better.

My suggestion is while developing the asset, use a workflow that is easiest for you. When you do your final export, consider merging the loose parts into one and save on all those overlapping vertices that serve no purpose other than to waste rendering resources. Your object will likely perform better and allow you to put more detail into your scenery. With some optimisation you could probably add two additional buildings in terms of vertex count budget by joining the loose parts for the same rendering overhead.

This is just my experience.
 
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