So its time for another issue. I am using your plugin for building vegetation assets for open world game.
The case is, that I have a group, which have inside one more layer of groups. When I take this “master” group and scale it non-uniformly, then dissolve it…all the meshes which are part of those “sub-layers” skew/deform during the dissolve…is there a way around this…or possible improvement of the feature? Basically I need groups to hold correct scale transformation during the dissolve.
I must dissolve all those groups, so all specific meshes are named with correct suffixes (LOD0, LOD1,…) in the FBX after export, so the game engine loads all mesh into the correct LODs (Level of Detail layers). And I can’t rename all those mesh instances which are inside groups (or I dunno how).
So there are two possible solutions for my problem:
to be able to add suffix to all instanced meshes inside groups (dunno how)
hold correct scale transformation during the dissolve
@skywalger - the object mesh in blender do not support skewing matrices (I think because it is non revertible operation). I would try to avoid scaling group - if objects inside are rotated. This way you avoid skewing. Or - you can rotate objects, but only 90 degress. Also you can rotate group member any angle, around z-axis if you then scale group only in Z-axis.
About naming - lod meshes - have you tried BatchOps ? I is good addon for managing many objects - it has also option for mass renaming of objects inside groups, selected objects etc.
Let me know if this works.
hello i recently bought group pro
my workflow is more on shortcut oriented im not fan of pie and clicking menus
so id like to ask is there a way to make group pro behavior like this
when i double click a group it will enter EDIT GROUP
when i double click outside or no selected group it will close the group
For close group (object.close_grouppro) it if you click outside group, it cant be done right now without changing the addon code.
You could make similar hotkey to open . eg. ctrl + double click → close.
Different way of opeing/closing seems user specific, so I would rather leave this for user to setup them-self.
Hi, In the end I solved the problem. Not in the source file, but in the exported FBX. It is a way how to keep the source file clean and organized for further changes. Every time I export the FBX, I import the FBX into empty scene in Blender and run a series of steps (script) which get me rid of all empties without breaking the transformations and adds correct suffixes to appropriate objects with help of “Simple Renaming Panel Master” addon.
To get the FBX into Blender, run the script and export it back is ± 10s operation.
As a result of downloading and installing the latest GroupPro_2.0.15, the add-on could not be started with the following error.
The same result was obtained when Blender 2.80 was loaded with the default settings.
Can you fix this error in the future?
Traceback (most recent call last):
File “C:~\blender-2.80-windows32\2.80\scripts\modules\addon_utils.py”, line 384, in enable
mod.register()
File “C:~\AppData\Roaming\Blender Foundation\Blender\2.80\scripts\addons\GroupPro_init_.py”, line 88, in register
auto_load.register()
File “C:~\AppData\Roaming\Blender Foundation\Blender\2.80\scripts\addons\GroupPro\auto_load.py”, line 28, in register
bpy.utils.register_class(cls)
ValueError: validating class:: ‘USE_EVAL_DATA’ not found in (‘REGISTER’, ‘UNDO’, ‘UNDO_GROUPED’, ‘BLOCKING’, ‘MACRO’, ‘GRAB_CURSOR’, ‘GRAB_CURSOR_X’, ‘GRAB_CURSOR_Y’, ‘PRESET’, ‘INTERNAL’)
One thing that I usually encounter is that an object in the group has a mirror modifier that uses another object that is outside of the group as the mirror object.
Ok, I checked for the mirror modifier thing but I don’t think I have a mirror modifier here. Could someone check this file for why the bounding box is so huge?