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MSFS20 Using default assets as model attachments

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ca-ontario
Hi Everyone,

Is it possible to re-create a default asset (SimObject) and make it a local asset, available in your own SimObject library? Basically, is it possible to take one of the SimObjects (a Tarmac Worker), copy all its dependencies (gltf/bin, DDS, animations) and re-create it as a compilable project that will yield a SimObject?

I am trying to use model attachment functionality to attach airport personnel to my dynamic scenery assets (SimObjects). Namely, I have a rocket gantry (launch tower) and I'd like to attach a default SimObject "human" character (Tarmac_Worker_Male) to the launch tower as, basically, launch crew working on various levels of the launch tower.

So far, since model attachment functionality is limited to assets within the same project, I managed to copy and re-create the Tarmac Worker Character in my own SimObject library, and managed to attach it to the structure. However, I managed to attach only the raw model (gtlf/bin) by referencing its model XML. It shows up as a 3D model, but without textures (it has purple checkered UV default texture), and it is posed in the "arms up" stance (so, no animations). The textures are present, but NOT listed in the layout.json, so I am guessing, they can't be located.

So, I am wondering:

Is it possible to re-create this model properly, through SDK tools, so that I get the proper textures listed in layout.json?

And, same goes for the animations - can they be re-used?

1786556775303.png
 
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It is not a great idea including someone else work in your package..
Can't you just place them as Simobjects with the Scenery Editor?
 
I can confirm that mamu's suggestion is easy

you place them like any stock object and animations work
i added a few that walk around to one of the very few scenery projects i made some time ago
iirc the only problem was finding the right names to search for
 
It is not a great idea including someone else work in your package..
Can't you just place them as Simobjects with the Scenery Editor?
Thanks mamu, I agree... Even though it is MS content and they do provide them as SimObjects to attach them to our sceneries, reverse engineering them and including them in my package is probably a very grey area 😇

Regarding placing them, yes, but if they are inserted that way, the parts of the gantry are animated, and when they retract (swing away) from the rocket, these guys get left hanging in the air 😄

Since I posted a question, I found a pretty good library of MODULAR 3D workers that will do the job quite nicely (you can combine different body parts for an infinite number of combinations). It costs around $30, so it is a no-brainer!
 
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I can confirm that mamu's suggestion is easy

you place them like any stock object and animations work
i added a few that walk around to one of the very few scenery projects i made some time ago
iirc the only problem was finding the right names to search for
THANKS, right, I agree, but the problem is, in my screenshot, the catwalk they are standing on is animated - it retracts (swings away from the rocket), and these guys are left hanging in the air 😀. Attaching them to a node using "ModelAttachements" creates a fixed link that gets them moving along the catwalk.

In any case, I decided to abandon this approach and create my own "crew" 😉
 
Definitely you add-on deserves better and more suited people than the included ones
I went for ModelAttachments too for my Project Lifts providing new models
( Give a shot @Christian Bahr models, they are ready for the game)
Although in your case you can have another option, you can insert them dynamically with the wasm/Simconnect so you can send carefully send waypoint for some movement on the bridge
THANKS, right, I agree, but the problem is, in my screenshot, the catwalk they are standing on is animated - it retracts (swings away from the rocket), and these guys are left hanging in the air 😀. Attaching them to a node using "ModelAttachements" creates a fixed link that gets them moving along the catwalk.

In any case, I decided to abandon this approach and create my own "crew
 
As far as I know, attached SimObjects must be located within your project; the MSFS/Asobo characters would therefore need to be copied into the project's SimObjects folder. Due to missing textures, a reference to parent folders would also need to be added to the Texture.cfg file, for example:

Code:
[fltsim]
fallback.1=..\..\..\..\scenery\global\scenery\TEXTURE

@Misho The simplest solution would be to use the walking figures from your "NASA Kennedy Space Center" add-on for this idea:

character.jpg

They would just need a different animation then, but that’s quickly done.
 
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Definitely you add-on deserves better and more suited people than the included ones
I went for ModelAttachments too for my Project Lifts providing new models
( Give a shot @Christian Bahr models, they are ready for the game)
Although in your case you can have another option, you can insert them dynamically with the wasm/Simconnect so you can send carefully send waypoint for some movement on the bridge
Thanks mamu! Yes, I worked with Christian before, he provided the Crawler crew in my KSC Scenery!

Re: Dynamically sending walk paths, I did that in KSC Scenery, but this is slightly different - these catwalks and towers require these guys to be at a certain altitude, and I am not sure if I can do that with a "GroundVehicle" type SimObject that I used for humans. That being said - I can implement functionality that doesn't depend on FS's waypoint path, but my own... but that's a whole other level (pun intended).
 
As far as I know, attached SimObjects must be located within your project; the MSFS/Asobo characters would therefore need to be copied into the project's SimObjects folder. Due to missing textures, a reference to parent folders would also need to be added to the Texture.cfg file, for example:

Code:
[fltsim]
fallback.1=..\..\..\..\scenery\global\scenery\TEXTURE

@Misho The simplest solution would be to use the walking figures from your "NASA Kennedy Space Center" add-on for this idea:

View attachment 100606

They would just need a different animation then, but that’s quickly done.
Hi Christian! For sure, I was thinking of you when I started with this :) However, this time I need characters with more detail up close, because the user will be going right past them when boarding Space Shuttle. In particular, I recreated "White Room", the area where astronauts are prepared for the launch, and I need appropriate "Closeout Crew" (the guys in white pajamas 😄) characters for that. Here is a pic of the area in real life:

1786740196881.jpeg


And here is my recreation (work in progress, still adding detail):
1786740650230.png


The circular thing in the back is the entry hatch of the Space Shuttle Orbiter (I am using Capt. Sim's Orbiter as a test subject). Ignore the 2 twin "supervisors", they are just experimental ModelAttachments stand ins :). Here is the "White Room" from the outside:
1786742574242.png


AND, I found some free characters (Sketchfab) that have the detail I would hope for. I added the specific details to the textures (which look pretty good, nice hi-res, even with cloth pattern normal map), except they will need caps and headsets instead of hardhat helmets.

1786740847367.png
1786740953332.png


However, this guy is not rigged or animated. So, I need this guy rigged, and a few "fidget" animations of him (no need for walk animation), just standing and perhaps adjusting his stance, hands on and off hips, slight gestures as if talking, etc.

There will be astronauts in there as well (in the orange "pumpkin" suits, but that is the next stage). Anyway, I'll contact you on PM so we can talk more about this.

Thanks!!
 
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