#Rigged Props not uploading
49 messages · Page 1 of 1 (latest)
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
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
..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...
...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.....
just adding to here so i dont forget stuff when looking back here. you do have bones named hand its just reporting those names
do you possibly have a listing of the 'working' items i could get to see its makeup in game?
...have a few all working, but now uploads no more.... https://store.sansar.com/listings/71ac7e84-7b83-4c5f-9454-3f9e64ca99e8/gothic-wall-clock ... https://store.sansar.com/listings/0524caf1-984c-48bc-b3f5-e8469cbe5e81/grandfather-clock .... https://store.sansar.com/listings/7e4353fd-1547-4eee-a4d8-e5d7f2c648ce/train-depot-clock ..... https://store.sansar.com/listings/05d6a295-7795-4556-82f8-52e97c8339d0/compton-street-clock .....
VIDEO DEMO
https://www.youtube.com/watch?v=yjY9w9fw1Qc&feature=youtu.be
Realtime animated pendulum gothic wall clock with chime and clicking sound effect..configure time zone in script settings.
DEMO VIDEO
https://www.youtube.com/watch?v=OjPH-xCkDL8&t=9s
Animated working realtime grandfather clock. Adjust timezone in script settings. Clock chimes at the hour...
DEMO VIDEO
https://www.youtube.com/watch?v=YhYEoQE43Ok
Old western style train station depot clock. Configurable time zone in script parameters..
Scripted working clock; time zone configurable in script.
DEMO VIDEO
https://www.youtube.com/watch?v=L64MOKso88A
all these have multi rigs, same template I attached for debugging and testing
im guessing its the same, if you upload the mesh of those items they also fail?
yup, with this message.....
just ruling things out thnkyou
..the other bug of slashes is another, of a simple single rig with child bones for clock hands...
im not worrying about that thing atm as its different to what im currently looking into
could you drop me the fbx that causes that tho so i can run through it on my end when i get to it
...here it is...slashes bug
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?
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.
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.
.
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.
I think, sometimes the Blender exporter makes some not so great decisions when handling stuff that is outside the fbx spec, such spaces in object names. It's a PITA tbh.
im suspect thats whats causing the / naming error as i cannot actually see that in the file either
I dream of the day of a mythical Sansar object sanitation addon that automates fixing this stuff before export.
...before doing major projects I use my debugging templates, not just on blender but also on 3dsmax, and both gave same issue as we see here... those clocks are before AV 2.0 circa 2019.... I decided to mingle with my clock project on the newer Sansar updates to see what effect they have....
Right? That makes sense. The change that introduced this check was during 2019.
..just rechecking... still there... playing with it on GODOT for now...
can you send the file for this error
this bug was 2 different issues so we have fixed one to do with the skel issue
...ya, saw skeleton issue is solved... sent fbx direct message..
I'm not sure what changed with Blender to be outputting full hirarchical pathnames for it's node structure now.
That's not from Blender, but 3dsMax and does same with Blender..... in GODOT imports beautifully... it's a Sansar issue...
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
..ya, Sansar the rigger! 🤣
I'm curious where those slashes are originating from.
Like, they have to be coming from somewhere where they previously were not.
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.
...let me guess, after AV 2.0 update... circa 2019... wasn't happening with AV 1.0 ...
That isn't answering my question though.
What is inserting the '/' characters into your node strings?
I cannot fix anything if I don't have enough context to understand what I'm fixing.
The fact that Godot imports it fine confirms the FBX is technically valid - Sansar is just being more picky about naming conventions than other engines. That happened after AV 2.0 update..
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.
....you guys have to figure it out.... will stay playing on GODOT for now...
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.
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