Author Topic: An option to escape bodygroups compilation on export  (Read 1758 times)

Klizmotron

  • WW Pro
  • Newbie
  • *****
  • Posts: 36
  • Karma: 0
  • Acolyte
    • View Profile
An option to escape bodygroups compilation on export
« on: October 17, 2016, 05:18:15 AM »
Every time you export a model with bodygroups, it recompiles those before compiling the model itself. Generally that's not a bad thing, but when you  have large amount of bodygroups which you don't really change between exports, you don't want to slow down your work and wait untill they are all recompiled to exact same files over and over again. You could have a checkbox in export scroll (or a new "bodygroups" scroll, which I proposed in another thread) which would decide wheter to compile the bodyparts or not. You don't have to recompile the whole thing over and over again when making small changes to the main model or some specifc bodygroups (which you can recompile manually pretty quickly after changing them).



wallworm

  • Administrator
  • Hero Member
  • *****
  • Posts: 3472
  • Karma: 98
  • Behind me?
    • View Profile
Re: An option to escape bodygroups compilation on export
« Reply #1 on: October 17, 2016, 08:21:56 AM »
Well you will be happy to know that this is actually already part of the next big update.

* WWMT: Updated WWMT to no longer compile bodygroups as separate MDL files with main model by default.

The bodygroup functions were just re-using the WWMT function for exporting... but all that was ever really needed was the SMDs. So now the bodygroups just export SMDs and don't bother compiling. That will be in next release, and is already in WW Pro beta.

Klizmotron

  • WW Pro
  • Newbie
  • *****
  • Posts: 36
  • Karma: 0
  • Acolyte
    • View Profile
Re: An option to escape bodygroups compilation on export
« Reply #2 on: October 17, 2016, 08:38:11 AM »
Looks like we've got the same idea once again  :). Good to know, seems like that big update is gonna be a good one.

wallworm

  • Administrator
  • Hero Member
  • *****
  • Posts: 3472
  • Karma: 98
  • Behind me?
    • View Profile
Re: An option to escape bodygroups compilation on export
« Reply #3 on: October 17, 2016, 08:40:30 AM »
Something may be amiss. I saw in your other post (the UI screenshots) that you already have the beta installed (v2.9). That version should work this way already. If it does not, it might mean some of the files from your previous install did not get overwritten?

Klizmotron

  • WW Pro
  • Newbie
  • *****
  • Posts: 36
  • Karma: 0
  • Acolyte
    • View Profile
Re: An option to escape bodygroups compilation on export
« Reply #4 on: October 17, 2016, 08:45:21 AM »
I will reinstall it again when I get home and check once more. Will let you know in a few hours

Klizmotron

  • WW Pro
  • Newbie
  • *****
  • Posts: 36
  • Karma: 0
  • Acolyte
    • View Profile
Re: An option to escape bodygroups compilation on export
« Reply #5 on: October 17, 2016, 08:51:13 AM »
Oh, I just realized that the provided screenshot was taken before (found it to avoid repeating the compilation process and just show you what I mean), so I guesd in beta it should work fine. I just didn't check beta and therefore did't notice it's fixed. I'm sure my installation is correct so I guess the problem is now gone. Thank you for being a step ahead again  :)

Klizmotron

  • WW Pro
  • Newbie
  • *****
  • Posts: 36
  • Karma: 0
  • Acolyte
    • View Profile
Re: An option to escape bodygroups compilation on export
« Reply #6 on: October 17, 2016, 09:22:59 AM »
So as I understand, bodygroups are still always re-exported as smds when the model is exported, but they don't get compiled to mdls themselves, which is good. Even though WW Pro smd exporter is very fast, for heavy models like characters with interchangable heads and clothes, it would still be good to have an option to pass bodygroups exporting (but yet it should always recompile bodygroups by default, for most models and computers it's not a big cost. But not for all).  ::)
« Last Edit: October 17, 2016, 09:26:01 AM by Klizmotron »