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[MAYA-127103] Importer Errors when importing animated meshes that are skinned #2756
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I ran into a few other smaller inconsistencies with vertex animation and skinning locally. I didn't manage to isolate those problems, but just to say it an area that is growing in attention. I'll bring this into the backlog and track it with any other issues we are seeing. |
@neilh-adsk should we log an issue for this internally? |
@santosd Yes, please log this and I'll flag it followup |
Logged this internally as MAYA-127103 |
MayaUSD defaults to importing any animated mesh as blendshape data. Unfortunately, without staticSingleSimples enabled on export, meshes may end up with single time samples on their primvars. This leads to exported files not being able to be roundtripped, and will break skinning as a result This PR changes the logic so that a single time sample is treated as static instead. Addresses Autodesk#2756
Hi @dgovil, we currently don't have this in the scope for an upcoming release. I wanted to get a sense from you what first of all the impact is for your team with this one and second if this is something that you would like to submit a pull request for to fix. |
Good to know. This isn't high impact for us so we haven't put together a fix yet. If it does become more of an issue, I'll have us put up whatever fix we come up with at that point. |
Issue synced internally to EMSUSD-740 |
Closing this issue as it has been addressed by #2860 |
Describe the bug
If you import a USD file that has a mesh that is both skinned and vertex animated, the importer will error with:
# Error: Connection not made: 'skinCluster_pCylinder2.outputGeometry[0]' -> 'pCylinder1Shape.inMesh'. Destination attribute must be writable.
Unfortunately, this is an issue when a Mesh has even just a single static time sample as in the example below
NOTE: This error only shows up if you import using the
mayaUSDImport
command. If you use the file import command, it will not show up for some reason. Not sure if it's just swallowing the error or if it's somehow taking a different path.I think both vertex animation and skinning should be able to coexist. However the issue is that the Maya USD importer imports vertex animation as blendshapes which then takes up the inMesh connection. Perhaps if it's skinned, it should add another blendshape for the skinning to apply to, and then have the blendshapes combine into the final inMesh?
Steps to reproduce
Steps to reproduce the behavior:
readAnimData
set to Truecmds.mayaUSDImport(f="/Users/dhruvgovil/Documents/maya/projects/default/scenes/foo.usda", readAnimData=True)
Expected behavior
I'm honestly not sure what the right behaviour here should be:
Attachments
foo.usda.zip
Specs (if applicable):
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