Error #26:Error: bone missing from shape
by Travis Vroman · in Torque Game Engine · 10/16/2008 (12:01 am) · 8 replies
Okay I have searched around the forums and through the documentation for an answer to this issue and came up with nothing. Everything was either really old and completely useless now or contained no answer helpful for my situation.
I am using 3ds max 2008 and the accompanying exporter.
I'm getting an error while trying to export a simple 11 frame flag animation. It contains 1 low poly mesh and 8 bones. It has bounds, is fully skinned and animated. I double and triple checked to make sure all the vertices were assigned to a bone.
Also, I need to note that I did not delete any bones at any time from the scene. I have tried re-skinning the mesh. I have also tried redoing all of the bones, skinning and animation from scratch to ensure nothing was out of place.
I went through and set up the details, bounds, and sequence manager portions of the exporter, and still get errors on export.
I am using 3ds max 2008 and the accompanying exporter.
I'm getting an error while trying to export a simple 11 frame flag animation. It contains 1 low poly mesh and 8 bones. It has bounds, is fully skinned and animated. I double and triple checked to make sure all the vertices were assigned to a bone.
Also, I need to note that I did not delete any bones at any time from the scene. I have tried re-skinning the mesh. I have also tried redoing all of the bones, skinning and animation from scratch to ensure nothing was out of place.
I went through and set up the details, bounds, and sequence manager portions of the exporter, and still get errors on export.
#2
I'm at my wit's end with this, what am I doing wrong? I would greatly appreciate some help with this, and I can e-mail the file to anyone willing to look at it.
Thanks in advance,
-Travis
10/16/2008 (12:03 am)
Add default node states... Adding node rotation at time 0.000000 for node "flag2". rotation: x=0.00000, y=0.00000, z=0.00000, w=1.00000 --------------------------------- Adding node translation at time 0.000000 for node "flag2". translation: x=0.21002, y=-0.00494, z=0.49298 --------------------------------- Adding 1 sequences... Adding sequence 0 named "sequence_wave" Enabled animation: VT I T, Forced animation: Duration = 0.36667, secPerFrame = 0.03333, # frames = 11 Sequence includes 0 nodes, 0 objects, and 0 ifl materials 0 rotations, 0 translations, 0 scales Adding node rotation at time 0.000000 for node "flag2". rotation: x=0.00000, y=0.00000, z=0.00000, w=1.00000 --------------------------------- Adding node translation at time 0.000000 for node "flag2". translation: x=0.21002, y=-0.00494, z=0.49298 --------------------------------- Adding node rotation at time 0.033333 for node "flag2". rotation: x=0.00000, y=0.00000, z=0.00000, w=1.00000 --------------------------------- Adding node translation at time 0.033333 for node "flag2". translation: x=0.21002, y=-0.00494, z=0.49298 --------------------------------- Adding node rotation at time 0.066667 for node "flag2". rotation: x=0.00000, y=0.00000, z=0.00000, w=1.00000 --------------------------------- Adding node translation at time 0.066667 for node "flag2". translation: x=0.21002, y=-0.00494, z=0.49298 --------------------------------- Adding node rotation at time 0.100000 for node "flag2". rotation: x=0.00000, y=0.00000, z=0.00000, w=1.00000 --------------------------------- Adding node translation at time 0.100000 for node "flag2". translation: x=0.21002, y=-0.00494, z=0.49298 --------------------------------- Adding node rotation at time 0.133333 for node "flag2". rotation: x=0.00000, y=0.00000, z=0.00000, w=1.00000 --------------------------------- Adding node translation at time 0.133333 for node "flag2". translation: x=0.21002, y=-0.00494, z=0.49298 --------------------------------- Adding node rotation at time 0.166667 for node "flag2". rotation: x=0.00000, y=0.00000, z=0.00000, w=1.00000 --------------------------------- Adding node translation at time 0.166667 for node "flag2". translation: x=0.21002, y=-0.00494, z=0.49298 --------------------------------- Adding node rotation at time 0.200000 for node "flag2". rotation: x=0.00000, y=0.00000, z=0.00000, w=1.00000 --------------------------------- Adding node translation at time 0.200000 for node "flag2". translation: x=0.21002, y=-0.00494, z=0.49298 --------------------------------- Adding node rotation at time 0.233333 for node "flag2". rotation: x=0.00000, y=0.00000, z=0.00000, w=1.00000 --------------------------------- Adding node translation at time 0.233333 for node "flag2". translation: x=0.21002, y=-0.00494, z=0.49298 --------------------------------- Adding node rotation at time 0.266667 for node "flag2". rotation: x=0.00000, y=0.00000, z=0.00000, w=1.00000 --------------------------------- Adding node translation at time 0.266667 for node "flag2". translation: x=0.21002, y=-0.00494, z=0.49298 --------------------------------- Adding node rotation at time 0.300000 for node "flag2". rotation: x=0.00000, y=0.00000, z=0.00000, w=1.00000 --------------------------------- Adding node translation at time 0.300000 for node "flag2". translation: x=0.21002, y=-0.00494, z=0.49298 --------------------------------- Adding node rotation at time 0.333333 for node "flag2". rotation: x=0.00000, y=0.00000, z=0.00000, w=1.00000 --------------------------------- Adding node translation at time 0.333333 for node "flag2". translation: x=0.21002, y=-0.00494, z=0.49298 --------------------------------- Error: bone missing from shape Warnings: No warnings. Errors: Error #26:Error: bone missing from shape
I'm at my wit's end with this, what am I doing wrong? I would greatly appreciate some help with this, and I can e-mail the file to anyone willing to look at it.
Thanks in advance,
-Travis
#3
10/16/2008 (12:35 am)
Looks like a lot of strange things going on there but it's difficult to say exactly which is the problem without looking at the files.Skin "flag2" with parent "start01" added to entry listYou shouldn't have skinned objects linked to anything... and...
Processing Node flagBoneA with parent Scene Root....the bones should probably be linked to your base/start nodes.
Deleting skin object "flagBoneH" with no weight.Not sure about this one really, you have a skin modifier added to flagBoneH? Or you have flagBoneH added to the flags skin modifier but not weighting anything to it?
Adding node translation at time 0.333333 for node "flag2".Not sure about these either... you're animating the actual mesh object too and not just the bones?
#4
"flagBoneH" is just a nub bone that contains no weight. The verts are all skinned to the other bones. Could this possibly be the source of the problem?
Also, I'm not sure why there is any translation for the mesh, as I dont intend to animate it other than through the bones. Maybe I accidentally grabbed it at one point as opposed to one of the bones.
Edit: Adding some more comments.
Okay, I tried changing some things as per your suggestions.
1. I unlinked the mesh from everything.
2. I linked the bones to the start and base objects
3. I got rid of flagBoneH first from the skin modifier, then deleted it altogether.
Now when I try to export, max crashes. I seem to be worse off somehow :/
I will post a link to the model as well as a screenshot in a few minutes.
Thanks for the help and the quick reply :)
10/16/2008 (12:54 am)
Okay, I'm not supposed to set up the "flag2" mesh as a detail mesh then if its skinned? "flagBoneH" is just a nub bone that contains no weight. The verts are all skinned to the other bones. Could this possibly be the source of the problem?
Also, I'm not sure why there is any translation for the mesh, as I dont intend to animate it other than through the bones. Maybe I accidentally grabbed it at one point as opposed to one of the bones.
Edit: Adding some more comments.
Okay, I tried changing some things as per your suggestions.
1. I unlinked the mesh from everything.
2. I linked the bones to the start and base objects
3. I got rid of flagBoneH first from the skin modifier, then deleted it altogether.
Now when I try to export, max crashes. I seem to be worse off somehow :/
I will post a link to the model as well as a screenshot in a few minutes.
Thanks for the help and the quick reply :)
#5

And here is the max file.
fireslinger.com/clients/torque/flag_rigged05.max
10/16/2008 (1:12 am)
Okay, here is the schematic view:
And here is the max file.
fireslinger.com/clients/torque/flag_rigged05.max
#6
Anyway, flag should probably be named flag2 still, other than that it looks fine here. But since I'm assuming you're using the "pro" exporter I'm afraid I can't really help that much further. I would suggest grabbing the good old exporter that actually work (It requires a slightly different setup with the sequence markers though) at tdn.garagegames.com/wiki/DTS/FeatureChart. (Make sure you uninstall all other DTS-exporters before installing this one, having more than one can cause bad things to happen).
10/16/2008 (3:45 am)
Quote:3. I got rid of flagBoneH first from the skin modifier, then deleted it altogether.Did you remove and recreate the skin modifier too? Removing bones from the skin modifier is considered a "bad idea" since a reference to the bone will still stick around in skins internal data. *shrug*
Anyway, flag should probably be named flag2 still, other than that it looks fine here. But since I'm assuming you're using the "pro" exporter I'm afraid I can't really help that much further. I would suggest grabbing the good old exporter that actually work (It requires a slightly different setup with the sequence markers though) at tdn.garagegames.com/wiki/DTS/FeatureChart. (Make sure you uninstall all other DTS-exporters before installing this one, having more than one can cause bad things to happen).
#7
-Travis
10/16/2008 (8:19 am)
Yes, I redid the skin modifier as well. I'll give the old exporter a shot I guess. Hopefully it works. Thanks for all your help. I'll let you know if I come up with any further developments.-Travis
#8
First off, I removed the pro exporter from max.
I also installed the exporter from the link you provided. I completely removed all modifiers and helpers from the scene. I created new bones, a new skin modifier, and reskinned and reanimated the whole thing from scratch. Also, I went in and set up the bounds again, along with registering the shape again.
Also, I made sure that the mesh was unlinked from everything, as this would produce an export error if I left it linked to the detail mesh as the exporter sets up when you register details.
However, this has presented a new issue. Now I get an error message on export saying that there are "No details to export."
Here is the schematic view:

Sorry for being such a newb, animation is not my thing. I just need this to work for my demo reel. Completely static environments are boring and unrealistic, ya know?
I think once this is done figuring this out I'm going to rewrite the docs for the exporter. They are old and not so detailed.
Thanks for the help,
-Travis
10/16/2008 (10:21 am)
Okay, now I've hit a new roadblock.First off, I removed the pro exporter from max.
I also installed the exporter from the link you provided. I completely removed all modifiers and helpers from the scene. I created new bones, a new skin modifier, and reskinned and reanimated the whole thing from scratch. Also, I went in and set up the bounds again, along with registering the shape again.
Also, I made sure that the mesh was unlinked from everything, as this would produce an export error if I left it linked to the detail mesh as the exporter sets up when you register details.
However, this has presented a new issue. Now I get an error message on export saying that there are "No details to export."
Here is the schematic view:

Sorry for being such a newb, animation is not my thing. I just need this to work for my demo reel. Completely static environments are boring and unrealistic, ya know?
I think once this is done figuring this out I'm going to rewrite the docs for the exporter. They are old and not so detailed.
Thanks for the help,
-Travis
Torque 3D Owner Travis Vroman
Fireslinger Studios
Exporter Report Config file "D:\DEMO REEL STUFF\MaxObjects\flag_rigged02.cfg" not found. Config file "D:\DEMO REEL STUFF\MaxObjects\flag_rigged.cfg" not found. Begin reading config file "D:\DEMO REEL STUFF\MaxObjects\dtsScene.cfg". Always export node: "flagBoneA" Always export node: "flagBoneB" Always export node: "flagBoneC" Always export node: "flagBoneD" Always export node: "flagBoneE" Always export node: "flagBoneF" Always export node: "flagBoneG" Always export node: "flagBoneH" Unknown bool parameter "Error::AllowEmptySubtrees" Unknown bool parameter "Error::AllowCrossedDetails" Error::AllowUnusedMeshes enabled. Unknown bool parameter "Error::AllowOldSequences" Unknown bool parameter "Error::RequireViconNode" Param::CollapseTransforms enabled. End reading config file. First pass: enumerate scene... Processing Node flagBoneA with parent Scene Root Mesh "flagBoneA" with parent "Scene Root" added to entry list Processing Node flagBoneB with parent flagBoneA Processing Node flagBoneC with parent flagBoneB Processing Node flagBoneD with parent flagBoneC Processing Node flagBoneE with parent flagBoneD Processing Node flagBoneF with parent flagBoneE Processing Node flagBoneG with parent flagBoneF Processing Node flagBoneH with parent flagBoneG Processing Node bounds with parent Scene Root Bounding box found Processing Node base01 with parent Scene Root Found subtree starting at Node "base01" Processing Node start01 with parent base01 Processing Node flag2 with parent start01 Adding skin object from skin "flag2" to bone "flagBoneA" (0). Adding skin object from skin "flag2" to bone "flagBoneB" (1). Adding skin object from skin "flag2" to bone "flagBoneC" (2). Adding skin object from skin "flag2" to bone "flagBoneD" (3). Adding skin object from skin "flag2" to bone "flagBoneE" (4). Adding skin object from skin "flag2" to bone "flagBoneF" (5). Adding skin object from skin "flag2" to bone "flagBoneG" (6). Adding skin object from skin "flag2" to bone "flagBoneH" (7). Skin "flag2" with parent "start01" added to entry list Processing Node detail2 with parent base01 Processing Node cfg_settings with parent Scene Root Found subtree starting at Node "cfg_settings" Processing Node sequence_wave with parent Scene Root Second pass: put shape structure together... Adding detail named "detail2" of size 2 to subtree "base01". Adding node "base01" with parent "base01" to subtree rooted on node "base01". Adding node "start01" with parent "base01" to subtree rooted on node "base01". Adding node "flag2" with parent "start01" to subtree rooted on node "base01". Attaching object to node. Adding object named "flag". Adding mesh of size 2 to object "flag". Adding object named "flagBoneA". Adding mesh of size -1 to object "flagBoneA". Adding skin object from skin "flag2" to bone "flagBoneA" (0). Adding skin object from skin "flag2" to bone "flagBoneB" (1). Adding skin object from skin "flag2" to bone "flagBoneC" (2). Adding skin object from skin "flag2" to bone "flagBoneD" (3). Adding skin object from skin "flag2" to bone "flagBoneE" (4). Adding skin object from skin "flag2" to bone "flagBoneF" (5). Adding skin object from skin "flag2" to bone "flagBoneG" (6). Adding skin object from skin "flag2" to bone "flagBoneH" (7). Generating faces for skin "flag2". Deleting skin object "flagBoneH" with no weight. Adding object named "flag". Adding mesh of size 2 to object "flag". Third pass: Collapsing unneeded nodes... Removing node "base01" Removing node "start01" Add default object states... Adding object state to 1 detail level(s) of mesh "flag". Adding frame. Object is visible. Object offset transform for mesh dl=0: scale: x=0.02000, y=0.02000, z=0.02000 stretch rotation: x=0.00000, y=0.00000, z=0.00000, w=1.00000 translation: x=0.00000, y=0.00000, z=0.00000 actual rotation: x=0.00000, y=0.00000, z=0.00000, w=1.00000 --------------------------------- Adding object state to 1 detail level(s) of mesh "flag". Adding frame. Object is visible. ---------------------------------