Open GoogleCodeExporter opened 8 years ago
This is actually a Maya AbcImport issue. The namespaces are in the file, but
when you create nodes with names like foo:bar, if the namespace doesn't already
exist in the scene, the node ends up with the name bar.
I'm a bit curious to know why the C++ API has to use other calls to make sure
the namespace exists before giving a shape a name with that namespace in it.
If namespaces have unexpected overhead, we may have to provide a flag to
AbcImport to decide whether to try and create the namespaces.
Original comment by miller.lucas
on 10 Nov 2011 at 6:38
I'll take a look and get back to you.
Original comment by mdavies...@gmail.com
on 10 Nov 2011 at 10:22
Original comment by ble...@gmail.com
on 18 Nov 2011 at 10:18
MFnDependencyNode::setName in Maya 2013 and above now appears to have an extra
boolean flag to create the namespaces for you.
Original comment by miller.lucas
on 29 Jul 2014 at 6:38
Issue 352 has been merged into this issue.
Original comment by miller.lucas
on 15 Aug 2014 at 10:58
Issue 352 has been merged into this issue.
Original comment by miller.lucas
on 15 Aug 2014 at 11:08
Original issue reported on code.google.com by
mdavies...@gmail.com
on 10 Nov 2011 at 6:22Attachments: