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Allow for empty mesh exports #34
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Allow for empty mesh exports #34
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Out of curiosity, for which use case do you need an empty mesh? And does the game accept the empty mesh wmb? |
My use case was removing 2B's blindfold, mostly just to see if I could. I took someone else's .dtt, deleted the blindfold verts, successfully exported after making this change, and slapped the output into data/pl. It was sufficient, but I'm sure that wasn't the only path to that destination. I could imagine an empty mesh having particle-related uses, but I'm new to exploring this stuff and deferring to the experts here. |
I see. I didn't know the game accepted empty meshes. Instead we've usually just kept a single tiny triangle. |
Yeah, the reason we didn't implement this before is I was never certain if the game would accept an empty mesh in all cases. I never went through the trouble of going through and testing all the different mesh cases such as maps, collisions, skinned meshes, etc. But if it seems to work fine for the most part, I don't see the issue with merging. Maybe just another test or two with empty meshes in the above mentioned use cases would be nice. One thing to note, this PR is for merging with the master branch, which isn't the most up to date; custom_bones is the what most people use I believe, for its more complete feature set (I still need to decide if I want to merge it to master or not, there are still some unpolished features like the physics editors). |
I'll test further and report back once I find the time in the next few days |
When attempting to export a file that had an empty mesh within it, I encountered the following error:
This change ran cleanly and allowed me to achieve what I was after, and I didn't see it in any previously rejected PRs, so I figured I would throw it up here just to see if it was something you considered merge-worthy.