James Baber

Results 61 comments of James Baber

Ok so I'm trying to understand your example. ``` { 'asset_folder': '/Game/example_extension/test/', 'asset_path': '/Game/example_extension/test/Cube1_added_this', 'asset_type': 'MESH', 'file_path': 'C:\\Users\\User~1\\AppData\\Local\\Temp\\blender\\send2ue\\data\\mesh\\Cube1_added_this.fbx', 'import_mesh': True, 'lods': None, 'skeletal_mesh': False, 'skeleton_asset_path': '', 'sockets': {} } ```...

Ok yea I think I understand. 1. `pre_mesh_export` and `pre_animation_export` wont share the same asset data dictionary since they are separate assets, and fbx files, import commands etc. 2. A...

`unreal_mesh_folder_path` is really only useful for the `pre_operation`. Setting the asset data dictionary directly bypasses that. So it sounds like your wanting to have the extension dynamically change paths on...

@1405100494 this is something I was thinking of as well, and would be nice to have. The Male and female mannequin, share the same bone names, just not the same...

At some point we might tackle sequence workflows, but at the moment were just focused on smoothing out asset workflows for various asset types. But it would be nice to...

Currently UE to Rigify is just meant to drive the source FKs using the rigify IK/FKs and other controls and those FKs are what get exported. What would be the...

Ok Ill have to look into this some more. Ill change this to a feature request for now

Ok thanks for the PR. This looks like it should be in an [extension](https://epicgames.github.io/BlenderTools/send2ue/customize/extensions.html). The idea with writing these extra workflows as extensions is that it keeps the core code...

Was your source rig by chance also a rigify metarig?

Ok I can reproduce this issue by using a rigify metarig as the source rig. I havent pin pointed the exact cause yet, but it does seem that rigify is...