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?