I think the best idea at the moment is to port anything with a rig as a cua, that works perfectly. Right now the xps is working with some xps models and with some others it still gives the same error before. Which is weird because the rigging is done by the same person and almost identical between models.
Is there anything I can do to help diagnose this?
When I use milns xps loader and then yours, using the armature or root armature it gives the same errors I listed before
!> Controller does not exist for rigidbody unused base meshes\creationclub\bgsfo4060\actors\rottweiller\character
!> Controller does not exist for rigidbody unused rottweiler:0
!> Controller does not exist for rigidbody unused rottweiler:1
!> Controller does not exist for rigidbody unused rottweiler:2
!> Controller does not exist for rigidbody unused rottweiler:3
!> Controller does not exist for rigidbody unused rottweiler:4
[message log now]
System.NullReferenceException: Object reference not set to an instance of an object
at Stopper.CUAControllers.CreateChildObject (UnityEngine.GameObject parent, System.String name) [0x00000] in <filename unknown>:0
at Stopper.CUAControllers.AddController (System.String rigidBodyName) [0x00000] in <filename unknown>:0
System.NullReferenceException: Object reference not set to an instance of an object
at Stopper.CUAControllers.CreateChildObject (UnityEngine.GameObject parent, System.String name) [0x00000] in <filename unknown>:0
at Stopper.CUAControllers.AddController (System.String rigidBodyName) [0x00000] in <filename unknown>:0
System.NullReferenceException: Object reference not set to an instance of an object
at Stopper.CUAControllers.CreateChildObject (UnityEngine.GameObject parent, System.String name) [0x00000] in <filename unknown>:0
at Stopper.CUAControllers.AddController (System.String rigidBodyName) [0x00000] in <filename unknown>:0
The xps file I put here if youd like to double check it works on your end, because then itd be good because I know something is wrong on my end
Edit just did a full test using a daz dog as a CUA and the plugin now just does not work at all. I cant get a single object to work and move at all. I rollback to the last version I had which was 7, and it works for the cua's there. The main problem across all models is that some have bones that are quite small and it appears that colliders are added to each bone, which results in the model constantly colliding with itself, so flies around and explodes.
I will 100% be here to help in any way I can, this is a great idea and feature that vam is really missing out on and nobody else has stepped up to make it viable on this level for a while.
What is your test model? I think that may be the problem too.