Object name output socket in Object Info node
In game assets production we quite often use prefixes/suffixes(UCX_, _LOD1) to name objects that are later exported to eg. FBX, and these pre(suf)fixes tell game engine what to do with particular object during import process.
For example if an object's name contains one of the collider's prefixes(UCX,UBX...) it's imported as a collider mesh.
Having access to object's name (its mesh data block name would be cool too) would allow us to parse the string and get prefixes/suffixes and let the node tree decide for example, what kind mesh topology validation node groups to run on specific object, this is indeed one of many use cases.
In the example below, we can combine various mesh topology validators based on collider's type eg. show Non-manifold/Planar/Convex faces(edges) on a Convex collider(UCX).
1 Comment
There is a patch for this but it is missing depsgraph support for object name changes developer.blender.org/D15837