Urgent help: Vertex missing weight on skin (BUG?)
by Miguel · in Artist Corner · 09/12/2008 (6:43 am) · 6 replies
Hello,
I'm trying to export a character using the DTS exporter for MAX 9. The problem is that an error arises saying that:
'Vertex 978 missing weight on skin "Mesh"'
- I have tried to move all bones: there is no vertex left behind.
- I checked the weight table and checked that vertex 978 is assigned to a bone with weight 1.
- I have tried the maxscript utility to auto fix vertex weights: some vertices fixed but not the vertex 978.
- I checked the dump file where it says: "Adding weights for bone 4 ("BRoger_Head")"
and vertex 978 effectively is added to that bone: "Vertex 978, weight 1.00000"
But later when it says: "Generating skin "m_Roger".
Vertex, bone, & weight data:"
My vertex seems to be unassigned:
Vertex 977
Bone 0, weight = 0.560, name = "BRoger_Pelvis"
Bone 16, weight = 0.440, name = "BRoger_L_Thigh"
Vertex 978
Vertex 979
Bone 0, weight = 0.180, name = "BRoger_Pelvis"
Bone 1, weight = 0.820, name = "BRoger_Spine"
It really seems a bug in the exporter. I would really appreciate help as it is very important for as to have this working. I would really appreciate ANY idea or help.
Thanks in advance.
I'm trying to export a character using the DTS exporter for MAX 9. The problem is that an error arises saying that:
'Vertex 978 missing weight on skin "Mesh"'
- I have tried to move all bones: there is no vertex left behind.
- I checked the weight table and checked that vertex 978 is assigned to a bone with weight 1.
- I have tried the maxscript utility to auto fix vertex weights: some vertices fixed but not the vertex 978.
- I checked the dump file where it says: "Adding weights for bone 4 ("BRoger_Head")"
and vertex 978 effectively is added to that bone: "Vertex 978, weight 1.00000"
But later when it says: "Generating skin "m_Roger".
Vertex, bone, & weight data:"
My vertex seems to be unassigned:
Vertex 977
Bone 0, weight = 0.560, name = "BRoger_Pelvis"
Bone 16, weight = 0.440, name = "BRoger_L_Thigh"
Vertex 978
Vertex 979
Bone 0, weight = 0.180, name = "BRoger_Pelvis"
Bone 1, weight = 0.820, name = "BRoger_Spine"
It really seems a bug in the exporter. I would really appreciate help as it is very important for as to have this working. I would really appreciate ANY idea or help.
Thanks in advance.
#2
- Weight all vertices was already checked.
- I animate the model the way you say but no vertex is left behind and no polygon is stretched.
- Animations show no strange effects or vertices.
- Some isolated vertices were found, but after fixing it the same error arises.
Is this a BUG in the exporter?
I need more suggestions and ideas.
09/15/2008 (1:10 am)
Hi Logan, thanks for answering... I tried all things you sugggested but I had no luck:- Weight all vertices was already checked.
- I animate the model the way you say but no vertex is left behind and no polygon is stretched.
- Animations show no strange effects or vertices.
- Some isolated vertices were found, but after fixing it the same error arises.
Is this a BUG in the exporter?
I need more suggestions and ideas.
#4
09/15/2008 (6:27 am)
Thanks bank. Unfortunetely I get the same error... this is very weird.
#5
09/25/2008 (9:38 am)
I had to delete the skeleton and create a new one re-assign it.... now it works.
#6
For those people heres the solution..
Expand the "advanced" portion of your skin modifier and click "remove zero weights". Really was that simple.
Once again sorry for the necro
Matt
07/20/2011 (5:08 pm)
Very old thread so sorry for necro but i got this via a google whack on the same error message so others may get directed here as well.For those people heres the solution..
Expand the "advanced" portion of your skin modifier and click "remove zero weights". Really was that simple.
Once again sorry for the necro
Matt
Associate Logan Foster
perPixel Studios
Some things to try:
- Ensure that "Weight All Verticies" is checked
- Select the Bip01 node and on frame 30 animate it to move something significant like 10 units on the XYZ, this should definately cause any unweighed vertecies to display to you as they should be left behind. Make certain you rotate around your scene just in case the polygonal normal is facing away from your default view.
- When I rig my models I have an animation I load up in Max that hits a bunch of extreme poses so that I can ensure that the vertecies move properly. While not as effective as animating the whole rig moving, its pretty good at finding these types of errors.
- Make certain you have no Isolated vertecies in your base mesh.