Skin found on linked node.. etc. etc.
by Max Thomas · in Artist Corner · 02/06/2007 (9:04 am) · 8 replies
Hey guys,
I just recently finished up rigging a hand to be included with a first person weapon model, but after wrapping it around the weapon, and attempting to export, it decided to start hitting me with error after error. The first error was:
Skin found on linked node "name" -- skin must be unlinked.
After that error, I read every forum post I could find on the subject, converted the mesh from an Editable Poly, to a Editable Mesh, then tried many different configurations of hooking it all together, but still no luck.
Any ideas?
Thanks, Max
I just recently finished up rigging a hand to be included with a first person weapon model, but after wrapping it around the weapon, and attempting to export, it decided to start hitting me with error after error. The first error was:
Skin found on linked node "name" -- skin must be unlinked.
After that error, I read every forum post I could find on the subject, converted the mesh from an Editable Poly, to a Editable Mesh, then tried many different configurations of hooking it all together, but still no luck.
Any ideas?
Thanks, Max
#2
I attempted going the DSQ rout earlier, but to no avail. Your correct, I was/am trying to export the entire DTS as one singular file. It seems as though any time I have any mesh with bones attatched to it in any form using a skin modifier, it refuses to be exported. So even if I did have a DSQ to set it to the correct pose, if the root model didn't include the bones attatched to the mesh, it wouldn't do any good.
02/06/2007 (9:42 am)
Hey Surge,I attempted going the DSQ rout earlier, but to no avail. Your correct, I was/am trying to export the entire DTS as one singular file. It seems as though any time I have any mesh with bones attatched to it in any form using a skin modifier, it refuses to be exported. So even if I did have a DSQ to set it to the correct pose, if the root model didn't include the bones attatched to the mesh, it wouldn't do any good.
#3
Can you export your character as a simple shape first?
If Not, keep working it till you can.
If that works.
Import your character and size it to an example file.
Try using the Example KORK, or GreenGuy, and strip the meshes and LOD away.
If your worried about poseing your CHARACTER to fit the Skeleton just , repose
the Skeleton to fit your CHARACTER.
Then you must follow these Steps
I read these steps over and over till it made sense, at one time in my life.
I sugggest the same path for you.
Neat trick that took me forever to realize, was that I could create a biped that
has the same naming convention as the example file, and have it work with all the
supplied DSQs.
-Good Luck, takes some practice to get it right.
02/06/2007 (10:06 am)
Start from the basics.Can you export your character as a simple shape first?
If Not, keep working it till you can.
If that works.
Import your character and size it to an example file.
Try using the Example KORK, or GreenGuy, and strip the meshes and LOD away.
If your worried about poseing your CHARACTER to fit the Skeleton just , repose
the Skeleton to fit your CHARACTER.
Then you must follow these Steps
I read these steps over and over till it made sense, at one time in my life.
I sugggest the same path for you.
Neat trick that took me forever to realize, was that I could create a biped that
has the same naming convention as the example file, and have it work with all the
supplied DSQs.
-Good Luck, takes some practice to get it right.
#4

I've stripped everything down to what the model is made up in the end.
arm2 Is the hand/arm mesh that the bones are attatched to.
base01 Is what houses the meshes that make up the pistol the hand is wrapped around.
Just wondering if it's possible to go about doing it this way? Because just using Kork's setup as something to go off of, and it's set up completely differently due to the fact that it's a player model and doesn't need multiple meshes.
02/06/2007 (11:46 am)
Thanks for the tips man, I'm still messing around with it at the moment, no luck still. But I'm going to put a screenshot up here of what I'm trying to do, just to make sure that this is a legit way to go about this.
I've stripped everything down to what the model is made up in the end.
arm2 Is the hand/arm mesh that the bones are attatched to.
base01 Is what houses the meshes that make up the pistol the hand is wrapped around.
Just wondering if it's possible to go about doing it this way? Because just using Kork's setup as something to go off of, and it's set up completely differently due to the fact that it's a player model and doesn't need multiple meshes.
#5
1). You're only allowed to have one bone hierarchy, so link your bones to start01.
2). DO NOT put numbers at the end of your bone names, the exporter will think they're meshes if you do.
02/06/2007 (11:51 am)
2 major issues here. 1). You're only allowed to have one bone hierarchy, so link your bones to start01.
2). DO NOT put numbers at the end of your bone names, the exporter will think they're meshes if you do.
#6
...and just because screenshots say all.. :)
02/06/2007 (12:34 pm)
Magnus, and Surge, thank you both so much! It's all working perfectly now, just have to start the animation process. :P...and just because screenshots say all.. :)
#7
02/06/2007 (12:38 pm)
Wow thats a great Pic man. Congrats. Glad I could help.
#8
02/06/2007 (4:13 pm)
Thanks man, amazing what one can do with TGE with some work. Hopefully within the next few months I'll have a game outlined, and finally will get around to doing a long due first plan. :P
Torque Owner Surge
MDNAMEDIA
I have to do the box Trick Again, so that the mesh is set to that new position.
As well when you clone your Charcter for LOD you need to clone the new position.
I think the problem might be that your new Position isnt fitting the Cloned - LOD Mesh?
But I am not sure.
You can wrap the fingers around the handle of the gun, and export a DSQ Blend animation.
Which shouldnt give you the same error you are noticing now..
Am I correct in assuming your trying to export the Enitre DST