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MSFS Creating an array of lights in Blender and exporting it to MSFS2020

Hi guys! I wanted to create an array of lights and place them along a curve in Blender - that's when I found out you can't use modifiers on non-meshes. I found a workaround ---> using instancing. The issue is, those hundreds of lights are not duplicates but instances and the gltf exporter seems to ignore those and not export them.

Maybe if I can somehow make them separate lights/duplicates from the instances, but I'm not sure that's possible.

Has any of you come across this issue already? Do you have any feedback or ideas? Thank you! :)

instanced lights.jpg
 
Had the same problem. Once you're satisfied with your instances, you have to select the curve with the vertexes to which the instances of lights are parented. From the top Object menu, select the Apply line and at the bottom of the popout menu select Make Instances Real.
You'll get an entry in your outliner for every instance, so be prepared to stuff them all into their own sub-collection for outliner space sanity. The lights will then export into MSFS. I use this for roadway lighting, lamp posts and other repetitive stuff in my bridges where I have an object associated with the light. If I don't need a light array, of course, I use an array modifier.
HTH
 
Since someone is actually listening, let me add a few other things I discovered on this subject:
There are several ways to make the object with all the vertexes. The one I use most is to Add->Mesh->Single Vert->Add Single Vert. This adds a vertex at the cursor and immediately puts you into Edit mode. This confused me at first until I realized that I also had to switch to Vertex Select Mode (keyboard 1) in order to see what I was doing from then on. I then use Ctrl-RMB to add vertexes from there. If you need a straight line for lights from point A to point B, simply Ctrl-RMB at B. You'll get a straight edge. Then you can Subdivide that edge to your heart's content. I use this also to create along paths for roadways across my bridges along with the curved approaches. I make the approaches by first putting a vertex over the image I'm tracing at each curve but "squared off" as if the curve was just two straight roads meeting. Then I select that corner vertex and use Ctrl-Shift-B to bevel that vertex. (Ctrl-B is for edges only.) I pull the bevel and roll the mouse wheel until I have the number of vertices and the smooth curve I want.
Another trick: I sometimes need lights alternating from side to side on the bridge. I make the first path the normal way and then, while still in Edit mode, Shift-D to duplicate it and move it sideways. Now the trick: on one side, select all the vertices. Then go to the Select menu. Click Checker Deselect. Now delete those vertexes with X->Dissolve Vertices. Go to the other side and do the same selection of all. Checker Deselect, then hit Ctrl-I to invert the selection. Dissolve those vertices. Since all the vertices are in the same object, your lights will now be placed alternately along the road or whatever.
I'm sure you can take it from there.
Here's a shot of my new low-poly Queensboro Bridge (Think Simon and Garfunkel: 59th Street Bridge Song!) here in New York City. I still have to put in the Eyebar Top Chain lights, but those will be emissive surfaces.
QBBridge at night.jpgQBBridge daytime.jpg
 
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These are some awesome tips, thanks a ton for taking your time to share them! And nice bridge model indeed :)
 
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