Shape VRMesh Path Modification
#1
There needs to be an interface with the 3ds Max asset tracking, a simple scriptable interface or else a "Relink Paths" button that lets you select multiple paths at once in the shape node.  If you have 50 shapes in multiple nodes, it's a PITA to go through each node, one object at a time and change the file path. Makes portability between jobs an issue.
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#2
Can tyCollection work for this or no? I'm not familiar with paths on disk in shape nodes yet, but I know tyCollections have saved me quite a few times. Esp when updating meshes in max, since it's not referenced like in houdini, tyCollections live can retain the objects based on either name specification or layer.
I do wish there was a script that formatted selected objects names correctly for the name section in tyCollections.

If you do use tyCollection for it I believe there should be a way to split out the mesh elements of that collection, but haven't tested it.
Edit: Okay just tested it. So, it only gives you the first object listed in the tyCollection, but you can use a tyMesher which you then put your tyCollection into as your object and then put the tyMesher into the shape node instead as a way around this. Found the post here https://forum.tyflow.com/thread-3882.html
For it to work you have to say "Split mesh elements" and "Center pivots"
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#3
(08-21-2026, 01:57 PM)TyFX Wrote: Can tyCollection work for this or no?

It's not about getting multiple objects it's more about getting like vrMesh objects referenced directly in TyFlow.  I don't think you can directly reference file paths inside of a tyCollection without creating a vrProxy object.  But then you lose some of the native TyFlow Object controls.
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