It asks you if you want it to upload it encrypted to our backend. We will get a message with your report then
Ok you could also try to set certain parts of your scene to editoronly (using the Unity Tag) to see which object is causing it.
With the ExportInfo context menu options you can quickly re-apply compression too (it will apply to the last exported assets for local testing)
Will do thanks!
by user 420944948767227905
Failed to upload! Where shall I email it?
by user 420944948767227905
marcel@needle.tools
Shared via Google drive
by user 420944948767227905
Thank you
hey! on our end, weāre gonna keep trying models to get to the bottom of this, and can confirm that other character models with blendshapes do avoid this error and work fine. Thereās just something about our charactersā¦!
by user 248501710404845568
Our characters are made with the Character Creator 4 from Reallusion
by user 420944948767227905
Thanks, will try with your scene soon too and let you know
It seems to be related to models with a large number of blend shapes (40+)
by user 420944948767227905
Sent you one of the models @marcel !
by user 420944948767227905
Thank you!
Quick update, looks like thereās multiple issues here:
- some of the models run into a known issue in Googleās draco library (Encoding merges vertices and breaks blendshapes in the process Ā· Issue #929 Ā· google/draco Ā· GitHub), weāll keep monitoring that for updates
- the MeshCompression options in Needle Engine (to not use draco) seem to be ignored in this case, which would be a bug on our end that we can fix
Weāll take a better look at the second one, for now a workaround is to make Dev builds (which will skip compression entirely)
This is a wonderful update, thank you!! On our end, weāre happy to report that Janetās tried and succeeded (built without error) with Reallusion Character Creator models that have 0 or 2 blendshapes (as opposed to the 60 we normally use) - confirming the issues youāre describing. Weāre gonna continue to try and figure out either:
- what magic number (5? 30?) we can get away with before that Draco bug arises, or
- which blendshapes in particular cause it to fail
ā¦since MeshCompression sounds like a really important thing that we want, as performance is why weāre here in the first place. Will report back what we find!
by user 248501710404845568
Thanks for the update too, thatās good to know! Weāve been exporting other models with 60+ blendshapes just fine, so it seems something else is at play too.
If I had to guess Iād say the issues arise when the model has custom normals (so some hard edges and not everything everywhere smooth) but that is really just an educated guess.
Thanks! We will be making dev builds until a new Needle version comes out with the MeshCompression option fixed.
by user 420944948767227905
Hi guys, no need to wait. I just published a fix to the build pipeline scripts. The issue was that the settings got lost during some part of the process. Please run a clean install in the ExportInfo component (hold ALT + click install) and then your production builds should also work as expected.
The logs should then look like this (include the version of the build-pipeline tools)
Thanks so much Marcel! I can now make a production build by setting Mesh Compression to None on the scene
by user 420944948767227905
Yep exactly! Glad it works now