After many tests and unsuccessful tests, I arrived at a result that seems to me correct.
However, compared to what is said in the many posts before I have seen different things.
- I grouped in a single object all the elements constituting my character (body, head, helmet, glasses) it works then I tried by associating them one by one with the armature but leaving them dissociated, it also works.
PS: I find that it is even easier in this case via correcting the errors of the "Automatic weights" since it is enough to click in Edit mode on the element and associate it with the bone adequat without making more manipulations.
- for a character who will be positioned on both feet, fixing the armature's and character's origin on the ground between both feet is the best choice. On the other hand, for a pilot who will be sitting on a seat, I made some tests by positioning the origin of each element at the level of the "buttocks of the character" and it seems to be much more practical then to position it with more precision.
Finally for the Empty "Location" that you advise to create and which will be the parent of the armature and the character, I tested but I can not accurately position this character in the plane.
In fact in the plane, I created 2 empy PILOT_0 and PILOT_1, my character is created as a Simobject that can then be chosen via the GUI - Options - Misc and that in the end will position itself exactly on the location PILOT_0 or PILOT_1.
Except that I would like to be able to move very slightly in Blender the character forward or backward compared to the Empty "Location" (via the option Affect only Locations and Parents) to correct very slightly the position relative to PILOT_0 and Pilot_1 and there I can not. All my tests in Blender do not give anything in the simulator: the character is always positioned just on PILOT_0 and PILOT_1.
Everything happens as if the animation was programmed with respect to an absolute reference point and not with respect to the relative reference point constituted by the Empty "Location". Yet I have experienced this on instruments and when moving the Empty and the instrument the animation persists normally. Does the fact of having created keyframes "Location & Rotation" is the reason and that it should only create animations via the keys rotations ?
If you have some tips, I’d be curious to know it