Hey,
I’ve been using mGear for some time now in the pipeline (so far so good :P) but yesterday I’ve encountered a very specific problem regarding FBX exports.
When I build a base skeleton, usually character artists reference it to their own scene for alternative mesh options and skin it to the referenced skeleton - this created a very specific problem: when you export via Shifter’s mayabatch with [x] Joint and Geo Root Child of Scene Root + Clean Up Scene selected, it’ll try to clean-up parenting for read-only nodes making the process fail and exit with Error Code 1.
The easiest solution to that is of course to take root joint out of the rig/jnt_org hierarchy as it’ll export cleanly, but I’m not sure if I want to keep a naked, non-grouped geo (with partitions) and joints out for animators to use.
I wonder - what’s the “correct” (as-in thought out) pipeline for export look like? I was thinking that since everything is data, maybe every mesh variant (under it’s own .ma) should have guides imported and skeleton rebuilt, but that would be hell to update if we had more variants.
Maybe this is a bug and not intended - I’ll add a ticket to github then 