Getting error when running this script...
See original GitHub issue192-168-1-4:Source jimmygunawan$ python gltf2usd.py -g /Users/jimmygunawan/tentacle.gltf -o tentacle.usda
Traceback (most recent call last):
File "gltf2usd.py", line 1081, in <module>
convert_to_usd(args.gltf_file, args.usd_file, args.fps, args.verbose)
File "gltf2usd.py", line 1070, in convert_to_usd
GLTF2USD(gltf_file=gltf_file, usd_file=usd_file, fps=fps, verbose=verbose)
File "gltf2usd.py", line 62, in __init__
self.convert()
File "gltf2usd.py", line 1056, in convert
self.convert_nodes_to_xform()
File "gltf2usd.py", line 98, in convert_nodes_to_xform
self._convert_node_to_xform(node, node_index, xform_name)
File "gltf2usd.py", line 149, in _convert_node_to_xform
self._convert_node_to_xform(self.gltf_loader.json_data['nodes'][child_index], child_index, xform_path + '/node{}'.format(child_index))
File "gltf2usd.py", line 145, in _convert_node_to_xform
self._convert_mesh_to_xform(self.gltf_loader.json_data['meshes'][node['mesh']], usd_parent_node, node_index)
File "gltf2usd.py", line 169, in _convert_mesh_to_xform
self._convert_primitive_to_mesh(name=mesh_primitive_name, primitive=mesh_primitive, usd_parent_node=usd_parent_node, node_index=node_index, double_sided = double_sided)
File "gltf2usd.py", line 230, in _convert_primitive_to_mesh
self._convert_skin_to_usd(gltf_node, node_index, usd_parent_node, mesh)
File "gltf2usd.py", line 687, in _convert_skin_to_usd
skeleton.CreateBindTransformsAttr().Set(bind_matrices)
AttributeError: 'Skeleton' object has no attribute 'CreateBindTransformsAttr'
Issue Analytics
- State:
- Created 5 years ago
- Comments:8 (2 by maintainers)
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Top GitHub Comments
Hi @enzyme69, thanks for trying out this tool and flagging your issues!
Did you build your USD against version 18.09? Some of the API calls I am using, such as
CreateBindTransformsAttr
are not available in earlier versions of USD. Updating your USD should at least resolve this error.The “File name too long” error is because I have not handled base64 strings yet during conversion, so it only handles glTF assets with external texture references. I plan on supporting that very soon.
The last error is a bug, since shutil.copyfile does not overwrite files in the same directory. As a temporary solution, can you try running this command?:
This should create a new directory called “monster” and export all the textures and USD file within it. I will work on fixing the shutil issue.
Again thanks for trying out this tool and I’ll get to these bugs ASAP!
@enzyme69 great! Btw, I made some tweaks to gltf2usd this morning, so that the animations play on iOS now. Feel free to pull the latest master and see if that works for you.