poly-hammer / BlenderTools

Blender addons that improve the game development workflow between Blender and Unreal.
https://poly-hammer.github.io/BlenderTools/
MIT License
187 stars 13 forks source link

Custom root bone name setting #84

Closed vaeryn-uk closed 5 days ago

vaeryn-uk commented 1 week ago

Useful when you have multiple armatures in a Blender project that you want to export when the skeleton in Unreal has a root bone. I could not use the "object name as root bone" as I cannot give two armatures the same name.

image

This is a quick change that I'm sharing to gauge interest. Let me know if you're interested and if there's anything I should add to the PR (tests?)

JoshQuake commented 1 week ago

Ooo thanks for the contribution! Looks like it should integrate nicely without breaking anything so it should be good, but if you can, creating some tests would be great!

@jack-yao91 whenever you are able we seem to have an issue with PR workflows not from us.

vaeryn-uk commented 1 week ago

I've had a go at the tests, but found the structure unfamiliar so please shout if I'm missing some conventions.

I've confirmed the new test passed locally, but had timeout issues running the whole suite. I suspect this is a local machine issue rather than any regressions; I'm hoping CI will be able to confirm that for us?

Thanks!

jack-yao91 commented 5 days ago

Hi @vaeryn-uk sorry just now getting around to looking at this. Looks good! Since their are some credentials injected into the workflow, we dont automatically let PRs from forks run the workflow.

To test we will have to PR from a branch within this repo. I created this new branch for you send2ue-custom-root-bone-name . Can you close this PR and PR to that? Ill merge it and then we can open PRs from there to main. Thanks

vaeryn-uk commented 5 days ago

Thanks @jack-yao91. I have created #87.