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Send2UE - Use Collections as Folders Animation & Groom Support #44
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Adds animation support to Use Collections as Folders extension
implemented pre_groom_export and added to pre_import
checks object name exists
Is this showing up as an error when you run the tests on the host machine with the apps open? Or only in the containers? Cause I had to skip this one for linux cause it seemed to be working, but the error was being picked up in the test results. Don't know if these are related.
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It happens with the apps open and manually testing the mannequins.blend. I get the error, but the binding is there and when you open it the target skeleton is correctly set. This is on Windows |
Could you attach to the unreal debugger and put a breakpoint around here
Then F8 each line and see where the error occurs? Could be that the groom logic needs to be updated |
errors out at 451 when creating the groom asset. However it then sets the missing target skel right after, negating the error.
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Hmm weird, I wonder if there is an alternative API call? Or maybe its just a bug in the python API that hasnt been reported. |
What about adding a breakpoint at 410? Might be something to do with the asset_tools API. Ill see if I can dig into this too |
feel free to work in the branch. I'm done working on it for the day and will be starting on #28 tonight after a break |
I've been using 5.4 without freezes but I dont think that extension has been enabled in my testing |
I was wrong that extension is active since it is by default |
Hmm ok might be a me problem. I think I am running out of vRAM. |
should now verify asset exists in full path
added groom folder path parameter to assert_binding_asset
Implementing @SaltyPandaCedric / @eXifreXi contribution adding Animation support to Use Collections as Folders