Error: assertion failed skin object
by Sander Van Leth · in Artist Corner · 06/01/2007 (2:47 am) · 1 replies
Hello,
I resently made a character model for a game created of the popular comic Elfquest. We are using the torque engine to support our game. When I tried to export my model(animations included) I got the error "Assertion failed skin object". I already looked at some information on this subject and found out that you can only export editable-mesh objects. My model contained a few editable poly objects so I changed these objects to editable-mesh objects but I still got the error. Could anyone help me solve this error?
Greetings,
Iskander
ps. I could send my model if you would like.
I resently made a character model for a game created of the popular comic Elfquest. We are using the torque engine to support our game. When I tried to export my model(animations included) I got the error "Assertion failed skin object". I already looked at some information on this subject and found out that you can only export editable-mesh objects. My model contained a few editable poly objects so I changed these objects to editable-mesh objects but I still got the error. Could anyone help me solve this error?
Greetings,
Iskander
ps. I could send my model if you would like.
About the author
Associate Logan Foster
perPixel Studios
1) Add a Convert to Edit Mesh modifier on your stack just below the skin modifier
2) Save out the skin modifier data to a file, collapse your mesh, and then reapply the skin modifier data. * Note there are a lot of ways to do this including:
a) Use the save weights function in the skin modifier, collapse the mesh, readd the modifier and bones, load the skin weights
b) Use the Skin Tools utility to create a snapshot of your mesh with all the vertex deformation data from the skin modifier baked into the verticies. Collapse down your original model to a mesh, add the skin modifier, then use Skin Tools utility again to apply the vertex data back.
c) Create a snapshot of your current model, then use the Skin Wrap modifier on the original model to grab its influences, convert this to a skin modifier (button at bottom of Skin Wrap modifier) and then delete the original model and rename.
** Note **
Ensure that all meshes in your scene, even hidden ones, that use the skin modifier have been converted with whatever method you choose to an Editable Mesh class. Even having 1 mesh that isn't will flag this error with the exporter.
Logan