Patrick Glaspey

Aladin Sane

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Recent Forum Posts

Way to automate Baking multiple version of a Digitial Asset Jan. 12, 2018, 4:58 p.m.

chrisgreb
There does indeed seem to be a problem. The group information is being lost on the plugin side for packed primitives. I've added a bug to look into this.

Thanks, I appreciate it.

Way to automate Baking multiple version of a Digitial Asset Jan. 11, 2018, 7:47 p.m.

chrisgreb
Here you go. You end up with 10 different messed-up looking meshes, the mountain time parm is an expression
detail("../foreach_count1/","iteration",0)

I have been messing with this some more. It does not seem to honor my collision groups or socket creation. Also UVs are empty and the second lightmaps are not created.

I have tried it with and without the unreal_split_instances.

It is giving me seperate geometry but it is not useable if I cannot get socket and collisions working.

I also tried transfer attributes and transfer groups on the pack node and it did not seem to make any difference.

Any ideas?

I have posted an example that shows the problems with sockets and collision. If someone can point out what I am doing wrong or confirm that there is a problem generating sockets and collision this way?

Thanks.

Way to automate Baking multiple version of a Digitial Asset Jan. 11, 2018, 6:52 p.m.

chrisgreb
Here you go. You end up with 10 different messed-up looking meshes, the mountain time parm is an expression
detail("../foreach_count1/","iteration",0)

I cannot load variations.hda. Tells me invalid hip file header (probably cause I have indie license).