Open ModernBalloonie opened 3 months ago
It would be beneficial to see the full list of blendshapes on each of the meshes prior to this instead of just after to get a better sense for what might be going on, @ModernBalloonie. Is it the same number of blendshapes across both meshes? Are they in the same order?
It would also be helpful if you could include sample meshes this can be reproduced with so this can be investigated further.
This is already covered by #332 I think (make sure to give it an upvote! :D)
It's generally preferable to have individual/separated issues where possible rather than monolithic "mega issues", @JackTheFoxOtter. You can link them together by including links to the other related issues within each issue- but where possible- it is still recommended to keep them as separate as they can be.
Otherwise, the issues are less likely to be prioritized as it turns it from a series of small tweaks and fixes into a massive overhaul/project.
That issue is about overhauling the entire tool though. I felt it's much better to make a single issue with a lot of replication steps and examples rather than many individual ones, that makes it harder for people to find and vote for it.
In either case all issues in that ticket are connected, as it's different ways the same code fails.
overhauling the entire tool
Well then- you should also be pointed towards our reporting requirements in which it is indicated:
- Do not request overhauls of systems, focus on the bugs or features you want. Whether or not to overhaul a particular system is something that the engineering team decides with the knowledge of the codebase, other issues and long term plans. If you specifically request a problem to be solved by overhauling entire system, you're much more likely to receive pushback on this. If you want to consider a number of issues for a single subsystem without specific solutions, you can start a discussion
overhauling the entire tool
Well then- you should also be pointed towards our reporting requirements in which it is indicated:
- Do not request overhauls of systems, focus on the bugs or features you want. Whether or not to overhaul a particular system is something that the engineering team decides with the knowledge of the codebase, other issues and long term plans. If you specifically request a problem to be solved by overhauling entire system, you're much more likely to receive pushback on this. If you want to consider a number of issues for a single subsystem without specific solutions, you can start a discussion
That's why we did point out all bugs and the features we would like to see added. But this issue by now is over half a year old.
Describe the bug?
When I transfer some meshes, the list specifically on the skinned mesh renderer that I was targeting gets a bunch of N/A blendshapes for some reason. It doesn't happen if I switch the mesh out, only when I use the tool. Occasionally this doesn't happen, but for some reason, on some meshes, it happens. I'm not sure what's going on.
To Reproduce
Get a rig transfer tool, and try to transfer some rigs. Sometimes a bunch of N/A blendshapes will be added. I'll have to test more probably.
Expected behavior
For the rig transfer tip to not add a bunch of N/A blendshapes.
Screenshots
https://github.com/Yellow-Dog-Man/Resonite-Issues/assets/82356528/ff9917ef-818e-4123-b3cd-bb7b369f1c33
Resonite Version Number
Beta 2024.5.31.202
What Platforms does this occur on?
Windows
What headset if any do you use?
Desktop, Quest Pro
Log Files
DESKTOP-QBGCSAQ - 2024.5.31.202 - 2024-06-01 17_13_30.log
Additional Context
This only occurs if you use the rig transfer tool, not if you switch out the mesh in the mesh renderer.
Reporters
ModernBalloonie