Game Development Community

Illegal transform animations... between Bip01?

by Tim Colwill · in Artist Corner · 08/21/2006 (9:06 am) · 3 replies

...and bounds.

Anyone else ever had this happen to them?
"Error #23:Illegal transform animation detected between collapsed node "Bip01" and "bounds"."

As far as I understood it, this error message is received when you have parts of your model that go outside the bounding box during animations, yet this is definitely not the case, especially for the tiny little node of Bip01. I even deleted the bounding box and recreated it using the DTS exporter (so it should enclose the model at its largest point) and it still gives me this error.

Anyone got any pointers? The relevant files can all be found here (.max, .cfg) if you need.

Thanks in advance everyone.

#1
08/24/2006 (7:52 am)
Bump. Anyone?

Come on, if I'm doing a really stupid error, please let me know so I can fix it. I have read all the documentation on this error and the solutions don't apply when the node causing it is the root Bip01 node itself.

Please?
#2
08/24/2006 (10:47 am)
Just a guess: try not using the exporter parameter of Collapse Transforms and manually use the .CFG to Never Export the Bip01 Node....

and any others not needing inclusion.
#3
08/25/2006 (9:02 am)
Hi Rex,

I've already set the CFG to never export the Bip01 node, which is why this confuses me so much. I just tried to export it again, and now it's saying illegal transform detected between collapsed node "Bip01" and "Base01"! What happened to my bounds and Bip01 error, I've got no idea. I think something is probably wrong in my heirarchy but I have no idea.

I guess what I should really ask is, has anyone successfully exported a sequence that uses the default Torque player skeleton bone names, using the new exporter, and if so, how did you do it? Because if there's one thing I've noticed about this new exporter, is that it's very picky. ;)