You signed in with another tab or window. Reload to refresh your session.You signed out in another tab or window. Reload to refresh your session.You switched accounts on another tab or window. Reload to refresh your session.Dismiss alert
{{ message }}
This repository has been archived by the owner on Oct 7, 2021. It is now read-only.
Feature description
Currently, when building a rig from a guide, there are duplicate names in both the guide and rig hierarchies. Would it be possible for the built rig to have unique node names not clashing with the already existing guide?
Extra information
Currently, we are working around this by using long names in our scripting, but we are wondering if that's at all possible without causing any other problems in the framework?
The text was updated successfully, but these errors were encountered:
I work with @scroll, you have a point @miquelcampos but the guide data is only given when the guide was built in the same go. It is probably a first world problem to say but it costs a lot of time when developing/iterating a post-script that relies onthe guide data.
I often rather save/reload a scene where the guide has aleady been built and then run only the post-script that I am working on, to save time.
I was wondering whether there could be a way to make that data persistent for that purpose.
The dictionary could be stored as a string-attribute on the guide group.
Sign up for freeto subscribe to this conversation on GitHub.
Already have an account?
Sign in.
Feature description
Currently, when building a rig from a guide, there are duplicate names in both the guide and rig hierarchies. Would it be possible for the built rig to have unique node names not clashing with the already existing guide?
Extra information
Currently, we are working around this by using long names in our scripting, but we are wondering if that's at all possible without causing any other problems in the framework?
The text was updated successfully, but these errors were encountered: