#Rigged Props not uploading

49 messages · Page 1 of 1 (latest)

earnest gorge
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A rigged clock that uploaded fine before now gives error of multiple skeletons... it's a rigged clock with each hand rigged independent from the other rigged clock hands and each animated at 60 frames/sec...

zealous jolt
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Do you know roughly when you last imported this working so we can try to tie it to a specific time frame? And if possible could you provide the known previously working fbx it would help greatly in diagnosis

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Just to clarify the error is not reporting it thinks it's a avatar just that it contains more than one armature, I do think this may be a bug with the importer as I've seen this message for multiple animated objects (without skeleton) aswell

earnest gorge
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..it's for my clock script from 2019 which have a few in my store and inworld still working... however, uploading the same template for testing, debugging is not working anymore...attached the rig template.. reason I say that it thinks it's an avatar skeleton is because at some points gives error indicating that it's binded to a bone named hand which is not recognized by Sansar reference list, but this is a clock...

earnest gorge
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...revisiting this bug.... made a simple rig to avoid multiple skeletons error and now this error... no matter how i named the bones or meshes same error....there are no slashes but sansar keeps insisting there is.....

zealous jolt
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check both the main header and the mesh data names

zealous jolt
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do you possibly have a listing of the 'working' items i could get to see its makeup in game?

earnest gorge
# zealous jolt do you possibly have a listing of the 'working' items i could get to see its mak...
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all these have multi rigs, same template I attached for debugging and testing

zealous jolt
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im guessing its the same, if you upload the mesh of those items they also fail?

earnest gorge
zealous jolt
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just ruling things out thnkyou

earnest gorge
zealous jolt
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im not worrying about that thing atm as its different to what im currently looking into

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could you drop me the fbx that causes that tho so i can run through it on my end when i get to it

zealous jolt
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ty

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got it

near lichen
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Hi there!

What I'm wondering if this might be caused by a newer version of Blender than in the past? Are you using a more recent Blender than when it last did?

near lichen
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Good news!
I've found the cause of the issue and a fix has been put in place that will be in the next update.

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If you were wondering more about what went wrong here. Some code was put in to enforce this when Avatar2.0 happened. However, the blendshape importer which should only care about this when importing scenes containing multiple skeletons that must be optimized but also contain blend shapes was throwing the error, even when it was regular non-blendshape-containing/non-avatar meshes.
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Now, it will, when it detects multiple skeletons will open the file and search for any existing blendshapes and only error out if it finds some, allowing regular scene updates to complete successfully. Importing larger scenes might take a little longer this way, but that's better than not allowing it at all.

near lichen
zealous jolt
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im suspect thats whats causing the / naming error as i cannot actually see that in the file either

near lichen
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I dream of the day of a mythical Sansar object sanitation addon that automates fixing this stuff before export.

earnest gorge
near lichen
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Right? That makes sense. The change that introduced this check was during 2019.

earnest gorge
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..just rechecking... still there... playing with it on GODOT for now...

zealous jolt
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can you send the file for this error

zealous jolt
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this bug was 2 different issues so we have fixed one to do with the skel issue

earnest gorge
near lichen
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I'm not sure what changed with Blender to be outputting full hirarchical pathnames for it's node structure now.

earnest gorge
haughty nacelle
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I never heard of a rigger to use slashes over underscores, specially that it can cause issues in scripting, node paths, or scene hierarchy interpretation

near lichen
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I'm curious where those slashes are originating from.

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Like, they have to be coming from somewhere where they previously were not.

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It's an academic question, not mere curiosity. Any 'fix' would first need a good idea of how those slashes are being introduced in the first place.

earnest gorge
near lichen
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That isn't answering my question though.

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What is inserting the '/' characters into your node strings?

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I cannot fix anything if I don't have enough context to understand what I'm fixing.

earnest gorge
near lichen
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I would love to fix Sansar to be less picky, but unless you can provide some kind of information that could help clarify what is introducing those slashes I have no actual clue what kind of issue I'm supposed to be fixing.

earnest gorge
near lichen
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Dude, I would drop everything and work on this right now, and you know that's exactly what I do because I do that all the time for small issues, all you have to do is the bare minimum of defining the problem domain.

jolly mortar
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You can lead a horse dying of thirst to a river of fresh water but you cant make em drink any of it. While it might complain its thirsty it will ignore the fact your holding water in front of it. Sad Sad Sad