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I've sent some objects from Painter to Stager by using the File menu. I've noticed that Stager seems to receive these as folders, with subobjects broken up by body and material (as opposed to when I just import the FBX file, which is broken into the same hierarchy that I'd see in Maya.)
When I select one of these objects (folders), the transform handles appear on the object, but manipulating them doesn't move the object at all. It seems to just move the collision box? The handles move on screen but the object stays in place.
Hopefully there's something simple I'm missing here? I can try to post a screen recording...
Thanks in advance for some direction. I can move the object if I manually type in position values in the panel on the right, but that's not a sustainable workflow.
This was fixed by an application restart.
This app is a bit glitchy considering it requires a separate subscription fee from Painter and Designer, honestly... feels like a late beta.
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This was fixed by an application restart.
This app is a bit glitchy considering it requires a separate subscription fee from Painter and Designer, honestly... feels like a late beta.
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If you have a recording of what you were seeing or screenshots on the difference between using the file > import vs the send to workflow, that would be helpful in us tracking down the bug still! Glad an application restart fixed it at least, but this is unexpected.
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I'll try to grab one next time I'm setting up a scene!
This is tangential, but why does an object from Painter export to Stager as a hierarchy of material areas (ie, broken up by body->material in a list under the parent object) instead of retaining its object hierarchy from the FBX, as it would if I imported it and then drag-dropped all of the textures onto it?
I use a lot of texture files, it would be really handy to not have to assign them all manually but the "Send to Stager" option gives me a whole other hierarchy....?
If this should be a new post, I apologize.
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When you import the object to Painter, they do some work in that application which splits the mesh up based on the material stack. I'll bring it up with the Painter team about what we can do to improve this - as I generally agree the desire is to keep your original hierarchy and mesh organization.