ROP glTF how to "Export Mesh Names"

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I'm hoping to export mesh names and have set a primitive attribute "name" on ROP's input.

I see an option "Export Mesh Names" with documentation stating:
When this option is enabled, mesh names will be exported to the GLTF mesh name fields. The Mesh Names Source parameter controls the naming of the mesh.

Am I using the wrong attrib name? Has anyone been successful with this before and if so any idea what I need to do here?

Thanks.
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FYI, for anyone interested in this, I did get this to work in two ways...
  • SOP level --> via packing the named prims first
  • OBJ level, node names --> ROP glTF
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I'm currently having this issue and can't seem to fix it. All my packed prims have the name attribute and export mesh names is on but the GLTF exporter still just uses node names.
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Elliot Stronge
I'm currently having this issue and can't seem to fix it. All my packed prims have the name attribute and export mesh names is on but the GLTF exporter still just uses node names.




this definitely works. if you divide the model at the OBJ level
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Hello, I've been stuck on this for a while today, I want to try and use the gltf exporter in a sop context so I can output meshes procedurally based on their attributes, packing them with @name attribute and using the Export Mesh Names and Mesh Name Attribute will package the meshes into a null/container with the @name, but the meshes themselves remain unnamed.
The only way I was able to get the meshes correctly named was by working at object level and creating a unique obj with an object merge pointing to the seperate meshes. That way the name I set on the obj level was applied to the exported mesh, using a gltf rop in ROP context.

1. Why does the GLTF rop node in a SOP context behave like this, is it a bug that it doesnt seem to be possible to directly name exported meshes?
2. If the only way to export named meshes is at OBJ level with GLTF rop in ROP context, then what procedural method can be used to convert a bunch of packed pritives to uniquely named meshes? I tried setting name attribute but if the it is different I get the error
"Cook error in input: 'name' attribute has different values. No mesh name will be exported."
In the documentation it says
"Attribute
The GLTF mesh name will be assigned the name stored in the attribute specified by the Mesh Name Attribute parameter. It can be any type of attribute, but it must have a consistent value." - why allow use of name attribute if you cant have multiple meshes with different names? Im a bit lost. We are allowed to have different named meshes if using node names, but not if using an attribute?
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hello i can set the gltf mesh name in the exporter in gltf char export but i cant seem to set the node name annywhere.
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