Game Development Community

Mesh Not Found Problem

by Sventhors · in Artist Corner · 07/20/2005 (6:34 am) · 3 replies

I have a very complicated rig set up. However, every time I try to Register detail it says No Mesh found. Is it because I have too many contsraints IK handlers. Is there a limit what torque can handle. Do I have to set it up right Hiegarchy. I have tried to group it AND it register the details. But when I export I get an error. It says "Error: Could not save file."

I can send file to anyone who want to give it a shot?

sventhors

#1
07/20/2005 (12:52 pm)
Is the mesh embeded in the heirarchy? does it have a trailing number in its name to register its detail level? like "mymesh2" for the smallest detail level (or only detail level if you have just one)

If it is getting export errors my guess would be that the heirarchy is not set up correctly.
#2
07/21/2005 (9:27 am)
Thanks for the reply. I belevie it is embed into to the heirarchy. I have made pics of the hypergraph. Take a look. It really long.

Heres the Link sventhors.tripod.com/rig.html
(I havent embed it or register this one. )

I guess I got a lot confused how to setup this one becasue how long it is.

Heres link to asciiKey printed on this page sventhors.tripod.com/complex.html
This is very long. Might take time to load up.

If you want email of this. I can send it to you.

Last nite I parent it and the detail level was at the end of the hypergraph. It register the detail worked. However, Everytime I tried to exported it MAYA crashed. crashed.

ThanX
Take Care
#3
09/28/2005 (2:41 pm)
Not sure if you have fixed your problems, but if you haven't...

You have made some very unorthodox things with your rig, which is why the exporter crashes. First off, all the transforms you have will be ignored by the exporter and is likely why it crashes. You need to have a fully connected skeleton instead of parenting the different bones in the spine together. You also have a node called "spine1_5" that is outside the main bones structure...

When you export it, make sure you don't have any transform nodes in your rig.

You also need to have a texture mapped on your character, even if it's a 64*64 one color .png. The exporter will be looking for it.

The name "tubeguy" must have a number trailing after it. Example: tubeguy01

Hope this helps.

Fredrik Skarstedt
Affectworks