Game Development Community

Missing bone in shape - error.!

by Symbols · in Artist Corner · 02/18/2005 (5:51 pm) · 7 replies

'Missing bone..No Details...' - errors

I gather this means i have missing bones... I use a biped on a mesh to deform it I use skin wt=ith the mesh and make sure it envelopes encompass the mesh to have it working properly, but I get this error when exporting.. can anyone help... perhaps if someone can llok at the file...?

#1
02/18/2005 (6:26 pm)
It sounds like you deleted a bone from the skin modifier. When you delete a bone, it removes it from the interface, but it is still kept in the skinlist array.. so when this is passed to the exporter, it passes a bone that no longer exists. Usually this means a re application of the skin modifier.. and do not delete bones from the skinlist.. note that this is a legacy 3dsmax bug.. not much you can do when the list passed from max has things in it that don't exist.
#2
02/19/2005 (10:40 am)
I never deleted any bones... thats why Im so confused about this error.

I tried again. Creating a new biped and unlinking skinned objects... Still the same error.

Time for a link to see if anyone can help. Perhaps.
#3
02/21/2005 (10:12 am)
Damn, Im getting different errors.... I deleted all meshes except the body and added a skin to it, then unlinked it, but when I tried to export it said there was no detail to export. I haven't got a clue.

Here is a link to the file : http://members.lycos.co.uk/symbols/storage/samniteModel.zip

Alternatively go here : http://members.lycos.co.uk/symbols/storage/
and right click and save as the file : 'samniteModel.zip'

Please help, as my progress is falling behind.
#4
02/24/2005 (12:42 pm)
Since you're going to be forced to reskin, here are a few thing that should help you out:

You have multiple models that are simply linked together. While this may be the procedure for vehicle models, it is unnecessary and is causing complication in this situation. Instead, in a subobject editing mode, use the attach function.
On a similar note, delete any backfacing copies you have made of individual elements as setting their sub materials to 2-sided will suffice.
As for the skinning:
You seem to have done an "unhide all" before skinning. Biped "nub" objects are simply helper nulls and should NOT be included in the skin. Do not include base01, start01 or bip01 either.
There seem to be some issues with linking as well (and here's where I may slip. . .)
Once all of those extraneous segments have been properly attached there should be:
(remember to include any necessary trailing numbers)

base >> start >> detail(s)
start >> Bip
[model]
Bounds

As far as where all the nulls for a player character are linked (or anything I left out):
The Docs here DO cover just about everything as long as you don't blindly follow along the steps (you know, don't be a MOOO) and are willing to dig the extra mile to find what you need.

Good Luck!

(edit: damn thing ignores blank spaces in front of characters...Grrr.)
#5
02/24/2005 (5:48 pm)
Ok, I have followed your advice there, David.

I now have a 'No detail to export' error.
Before I adjust the envelopes of the skin, I wonder, could you please take a look at this file for me, or if anyone can help, here it is.

Link to the file :

-------------

http://members.lycos.co.uk/symbols/storage/samniteHelp.zip

-------------

OR
alternatively;
-------------

http://members.lycos.co.uk/symbols/storage/

and Right click, save target as the file:

samniteHelp.zip

---------------

I've not included any textures so just ignore the warnings about missing texture files. I have included the .cfg file as well, please correct me if the settings are wrong.

As for the other null objects, they are my next hurdle.. they look easy enough tho.

Thanks in advance.
#6
02/24/2005 (7:21 pm)
Oh christ...I can't believe I told you to link it like that... d'oh!

Anway here's the deal:

1) For some strange reason you've added new base01 and start01 nulls, you'll only want one of each.

2) Contrary to my previous instructions, the correct linkage is as follows:

img.photobucket.com/albums/v294/Euphronios/Temp/linkage.gif
The model is still not linked to anything.

For this to export properly with the biped linked you have to skin the model; or at the very least assign all verts to one bone.

That should do it. ;)
#7
02/25/2005 (4:09 am)
Ok, Ive corrected things and the export has been a success this time, thank you.