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Consider eliminating superfluous BoneAttachment nodes during export. #409

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Uradamus opened this issue Sep 27, 2021 · 0 comments
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@Uradamus
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If you attach a bunch of separate objects to the same bone each object gets a unique BoneAttachment node in the resulting escn, instead of getting just one node for each relevant bone and having all objects that share that bone as siblings. It isn't a big deal over all, but it is a bit wasteful and makes the scene a bit unwieldy. This issue mostly rears its head when you have a whole bunch of different weapons/items attached to the same hand bone with the intent of hiding all but the active item.

Currently I have been trying two approaches to deal with this. In one I end up making an instance of the scene, breaking inheritance, and manually reorganize the scene so that there is no more than one BoneAttachment node per bone. For the other I just end up doing separate exports for every attachment and manually creating my own BoneAttachment nodes and instancing the objects to them manually. Neither are all that ideal, as they both add a fair bit of overhead, so it would be nice if the escn was structured a bit more intelligently during export - making sure to check if a bone already has a BoneAttachment node associated with it and adding the current object being processed to that instead of just creating a duplicate node.

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