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Partition Generation is now Threaded
* First part of Threading implemented * Maya Batch OS specific * Threading passing the export data to the final partition check. Importing partitions into unreal using Threads and mayabatch working on Mac * maya path normalised correctly for OS * uses shlex, for shell string convestions * Progress Bar added, need to add a form of log file watching * Progress bar updates * Subprocess output pipe, used to update progress bar. * Nested namespaces are removed correctly * [wip] windows batch * [windows] path normalised and wrapped in string * windows maya batch working * FBX Batcher, now uses ma files - no longer using fbx as a middle man file, instead using ma files. * Clean up mel batch file after process completes * Animation export - No longer requires SDK - name space removed - joint root get parented to world - bug fix: muted layers become unmuted if they are specified on the export drop down todo: same temporary .ma to revert back to * Animation export now working - state before export is saved - alterations and export fbxs get actioned - load state, and rename file to original path location * Bug Fix - geo roots that dont sit under the world - partition geometry is now handled correctly after the roots are moved to the world root. * FBX export axis fixed * Joint culling on export added - fixed formatted strings
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