Open tngreene opened 3 years ago
This is also true with regard to other properties (colors, textures, materials)when importing files from other 3D modeling formats, like .fbx.
It might be helpful to preserve as much useful information as possible.
-df
On Dec 4, 2020, at 9:35 AM, tngreene notifications@github.com wrote:
It would be nice not to get an .blend file of 800 objects all named "Object.001", "Object.002", "Object.003" etc. Comments and certain material properties can give hints as to what a mesh was for.
Here are a few ideas:
Previous exporter comments (requires a bit of research) A manipulator tool tip's content A manipulator type, dataref, command used. A button using sim/engines/clutch_on Clutch on. could probably be named clutch_on_cmd_related. Animation datarefs used. Something based on flaps could be called flap_related Objects with Deck could get something out of it The fact that it is a leaf or deeply nested object in the heirarchy may mean something. The importer having a naming hints property on import could help understand what to do.
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Not, we're not using this to determine whitespace anymore. After an artist imports a file there will be some cleanup process for them to turn it back into a project file. Otherwise it gets far far too messy. Fortunately with the ability add comments they may be able to annotate these objects to help them re-organize things, and the animation hierarchy is a force of organization as well
It would be nice not to get an .blend file of 800 objects all named "Object.001", "Object.002", "Object.003" etc. Comments and certain material properties can give hints as to what a mesh was for.
Here are a few ideas:
sim/engines/clutch_on Clutch on.
could probably be namedclutch_on_cmd_related
.flap_related
Deck
could get something out of itThe importer having a naming hints property on import could help understand what to do.