FBX not exporting primitive name attribute

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Simple 19.5 repro:
Throw some geo in the viewport with different names. Merge it together and export to FBX. Import with file node and poof, names are gone and all geo has the same name attribute.
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Am I imagining that FBX has always been able to export per primitive name attributes?
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Try making a couple of groups, save the fbx then open it in a text editor and check it.

It works with captured geo.
Interested in character concepts, modeling, rigging, and animation. Related tool dev with Py and VEX.
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Are you using ROP FBX Output SOP? Enable Build hierarchy from Path Attribute and change it to name.
Edited by ajz3d - 2022年10月23日 14:55:48
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Hey guys!
i want to export a rig wit materials to UE5 and i get this message "Warning: Missing fbx_material_name primitive attribute", and isnt importing with out materials.

Do you guys know how to fix it?
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Hey burito

I was just looking thi sup myself.
A quick fix is to do an attribute rename of your materials using the att rename sop.
change 'material_name'. to 'fbx_material_name'

its a handy way of exporting groups as well if your re importing them into Houdini via FBX .
Edited by HUGHSPEERS - 2024年5月8日 04:40:01

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