@Case I considered parsing and spitting out the files without loading them in VAM but then I would go from 1000 var without photos to 1000 presets without photos. Which really wouldn't improve things too much. So I went with a slow create a few presets at a time approach.
Hmmmmh ... did you consider grabbing the scene thumbnails for that purpose? To be fair to looks-creators: While I
hate their stupid habit of publishing looks as scene-JSONs rather than appearance presets (or general presets if physics settings are oh-so-important ...), they mostly tend to have pretty good thumbnails. Come to think of it ... that's pretty much the single one redeeming feature of that stupid, damnable habit ...
@Case @Sssrixon Adding the camera save positions into the scene save sounds like a great improvement. Will implement that in the next version.
Yay!
Another QoL feature request, if I may? Making Presets from scene-look-vars is good. It'd be
so much better if we could TOSS THOSE DAMN SCENE-LOOK-VARS OUT OF OUR INSTALL (*pants*). That won't work if the preset references morphs in the original pack - either by reference, or by full UID.
Would it be possible to add an option that commands the plugin to write an empty string ("uid" : "", ) to the preset instead of the full UID, if the respective morph comes from a .var? (eg searching UIDs in the preset for the sequence ":/" -
unless there's a "SELF" in front of ":/").
If VaM has a UID for a morph, it will stubbornly ignore refuse to look anywhere but that one location (Because morph UIDs are simply the relative path+filename) - even if numerous instances of the same morph are present at other locations.
But if VaM doesn't have a UID for a morph (simply the empty string - "uid" : "", ), it'll start searching by
name - and in the vast majority of cases, it'll find the correct morph (morphs with identical names but different .vmbs are ... rather rare, and anywhooo - one swapped morph is very unlikely to completely break a look. And if it does, well ... "omelette, eggs ..."). Best thing is that it'll also scan .vars in that situation - and since the overwhelming majority of morphs are duplicates of morphs contained in the same ~20 morphpacks (not to mention look-vars ...), it's statistically highly likely that the correct morph will be found in a "well-resourced" installation ("*cough* PackRat, me? *cough*).
The remainder will either be morphs only contained in the pack that the scene came with, or ... the odd unfindeable. I can live without looks that give me too much trouble.
Am I making sense?