DTS export error: 'cant find vertex weights' but they exist
by Nmuta Jones · in Artist Corner · 07/04/2008 (6:24 am) · 13 replies
Error #27:Vertex 753 missing weight on skin "MySkin2"
I checked vertex 753 in the weight table, and it did not have weights that I could see but when I added the weights, the exporter is STILL giving me the same error. I even closed the application and restarted, same error. Same error if I export with DTS exporter PRO or the regular dts exporter.
I am using Max 9.
My character has 2,718 triangles and 1,470 verts.
Has anyone ever had this problem? It's bizarre.
how can I fix this????? Have I exceeded the triangle count?
I checked vertex 753 in the weight table, and it did not have weights that I could see but when I added the weights, the exporter is STILL giving me the same error. I even closed the application and restarted, same error. Same error if I export with DTS exporter PRO or the regular dts exporter.
I am using Max 9.
My character has 2,718 triangles and 1,470 verts.
Has anyone ever had this problem? It's bizarre.
how can I fix this????? Have I exceeded the triangle count?
About the author
Lead Developer for MediaBreeze Multimedia
#2
thanks for the tip. i had no idea the vertex would be re-numbered
Unfortunately, I moved the whole mesh and ALL verts moved with it. I mean, that's a good thing but unfortunate because it makes that vert hard to find.
:(
07/04/2008 (7:08 am)
Magnusthanks for the tip. i had no idea the vertex would be re-numbered
Unfortunately, I moved the whole mesh and ALL verts moved with it. I mean, that's a good thing but unfortunate because it makes that vert hard to find.
:(
#3
07/04/2008 (7:21 am)
Make sure you don't have any stray or doubled vertices.
#4
I selected the root bone and ALL vertices moved with the mesh. I can't see any stray or orphaned verts.
I'm sure there must be a way to find them. Maybe an STL check?
07/04/2008 (7:30 am)
How can I find them, though?I selected the root bone and ALL vertices moved with the mesh. I can't see any stray or orphaned verts.
I'm sure there must be a way to find them. Maybe an STL check?
#5
07/04/2008 (7:40 am)
Yes, I'd run an STL check before binding to bones...my 2 cents. Waaaaay back when I evaluated the 'early' versions of MAX....I found this check invaluable in finding mesh faults. Does MAX have a 'command'/'modifier' that locates 'orphaned' vertice; now??
#6
07/04/2008 (7:44 am)
No, that's just a slang I use.
#7
Another way to make sure nothing is messed up would be to go into the poly/mesh, select all the faces, convert your selection to vertices, and then invert the selection. If you have something selected now, that's definitely the problem.
07/04/2008 (7:51 am)
Don't think there's a way to find orphaned/stray vertices, but editable poly (at least) most likely have a "remove unused vertices" button. (can't remember the exact name of the button now).Another way to make sure nothing is messed up would be to go into the poly/mesh, select all the faces, convert your selection to vertices, and then invert the selection. If you have something selected now, that's definitely the problem.
#8
07/04/2008 (7:51 am)
It's what I know as 'unassigned' vertice to a node, or vertice not forming a primitive/face/poly....:). Not slang at all...neighbor! I know exactly of what you refer, Sir!
#9
But still it gives the same error. i selected all faces, then converted to vertices, then inverted, and nothing was selected.
I think I will have to just comb through all 1,470 verts to find the missing weight. I DO have open edges but that' part of the design of the mesh.
07/04/2008 (7:58 am)
These are all good suggestions. I use editmesh. I went and did 'remove isolated vertices' and no extra vertices were found 'whew'. But still it gives the same error. i selected all faces, then converted to vertices, then inverted, and nothing was selected.
I think I will have to just comb through all 1,470 verts to find the missing weight. I DO have open edges but that' part of the design of the mesh.
#10
07/04/2008 (8:37 am)
Check if you hid any polygons or vertecies, via EMesh or EPoly, as this could be a good reason why you aren't seeing anything. To unhide them go into the vertex and/or poly SO modes and hit the "unhide" button.
#11
thanks....I checked the verts and the polys. None were hidden. That was a great idea, though. I was kind of 'wishing' that some WERE hidden. It would have solved my mystery. But nope. went to unhide all in the vert and polygon sub object levels and no new ones were exposed. I know this because I use the stats in the upper left hand corner and the number of polys/verts selected was the same before and after unhide all and it matched the model's vert and poly numbers in the stats.
07/04/2008 (11:05 am)
L Fosterthanks....I checked the verts and the polys. None were hidden. That was a great idea, though. I was kind of 'wishing' that some WERE hidden. It would have solved my mystery. But nope. went to unhide all in the vert and polygon sub object levels and no new ones were exposed. I know this because I use the stats in the upper left hand corner and the number of polys/verts selected was the same before and after unhide all and it matched the model's vert and poly numbers in the stats.
#12
Under the skin rollout parameters, under "advanced", there is an option that says "remove zero weights".
I pushed that button and voila! no more export problems. And no changes in the mesh appearance, so it was probably some vertex tucked away in a discreet place.
thanks all for help. I hope this post finds its way to someone else who has had the same problem.
07/04/2008 (11:38 am)
OK I found a quick way.Under the skin rollout parameters, under "advanced", there is an option that says "remove zero weights".
I pushed that button and voila! no more export problems. And no changes in the mesh appearance, so it was probably some vertex tucked away in a discreet place.
thanks all for help. I hope this post finds its way to someone else who has had the same problem.
#13
07/17/2008 (4:06 am)
Nmuta, your last answer solved my problem! thank you very much! ;)
Torque Owner Magnus Blikstad
The easiest way to find out which vertex is going wrong is to simply grab your root bone and move the whole thing to make sure no vertices get left behind.