@moonyuet This seems to be about the Unreal SkeletalMesh extractions for rigs. I believe you implemented that? Could you elaborate or point to docs (if those exist)?
I’ve ended up being more successful using the regular rig publish and adding my joint_org/geo_org nodes to the skm set to extract them as an fbx.
Is there any way to ignore the single assembly validation though? Or not include parent hierarchy of those nodes? Ideally I wouldn’t have my geo and joints parented to the same node in the fbx so it’s all good to be imported in unreal.
I’m not clear on what publishing looks like for animators. Is the idea that they will publish a rig and that will export an fbx animation for unreal based on that skeletonAnim set?
What if my animators wanted to animate a walk and export that as a start, loop and stop fbx animations. How can they set up multiple anim publishes in the one scene?
I don’t believe there’s any configuration or support currently to export multiple “clips” from the scene into an FBX export using just AYON’s native FBX export. Unless @moonyuet knows something about that?
I did once build something along those lines for a GLTF exporter we needed a few years back when still using OpenPype. We just added an extra “string” input that allowed us to input JSON data that would represent the clip names and their start and end points. The extractor would then use that logic.
The creator didn’t even expose it back then (publisher UI didn’t even allow it back then either) but basically you could add a string attribute animation to the instance and then fill it in as needed - it was quite specific and we had a script to populate that value automatically based on timeline bookmarks from animBot (and nowadays we could also rely on timeline bookmarks of maya actually to avoid the need for a plug-in)
Anyway, how would you prefer to configure your animation clips? Are you already doing that through some native maya tools? If so, could you share an example sceen with that configured and explain how it works?