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#1 |
Member
Join Date: Jan 2013
Location: Guildford
Posts: 30
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Hi,
I'm have trouble importing a revised version of animations/stills (probably other types of asset as well, although I haven't noted all of them). When trying to replace an existing item, I receive an error message and a further message to say no assets have been imported. My workaround is to close the project, and re-open it, and then try again, which seems to work. Is this possible to explain where I'm going wrong, or is there a fix in a later version? (we have 1.6.5 here, but as yet we have not had time to test it out) this problem occurs with our Composer version 1.6.1. Cheers |
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#2 |
Grass Valley
Join Date: Jul 2012
Location: Apeldoorn, Netherlands
Posts: 41
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Hi Jimbo,
Are you using the windows version of Channel Composer? Roy |
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#3 |
Member
Join Date: Jan 2013
Location: Guildford
Posts: 30
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Yes.
I think I'm finding the issue if the asset is in use in a template. Removing the .ani or .tga from said template, by selecting another .ani or .tga, and the error doesn't seem to be raised.... |
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#4 |
Grass Valley
Join Date: Jul 2012
Location: Apeldoorn, Netherlands
Posts: 41
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Hi Jimbo,
Yes, this is a known issue present only on windows. Windows does not allow you to modify a file (which includes deleting and renaming) that is currently in use. We're still looking at possible solutions here... A quick workaround: select a template that does not contain an object that uses the asset, enter and exit Try-out Mode (this releases the lock on the asset file) and then delete the asset. Roy |
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#5 |
Junior Member
Join Date: Feb 2016
Location: Viet Nam
Posts: 5
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Sorry because place msg!
Pls help me, about import field in Channel Composer: I want change [extrexf]pop (type Name) by [x]pop. Mean, i want type ID, so what is [x]. Thanks very much!!! |
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