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3dsmax biped error
Posted: Tue Jul 22, 2008 2:14 pm
by Matooba
Anyone know what this means:
Code: Select all
skinNode0 = skinOps.getVertexWeightBoneID theSkin face_verts[f][vertices] 1

Posted: Tue Jul 22, 2008 3:29 pm
by Andrew_b
Skin Node 0 Is most likely the top bone on your envelope list. Apparently SkinOps.getVertexWeightBoneID gets the bones ID and vertex weight with the bone. And then I dont know the rest.
Maybe you have a flipped face?
Posted: Tue Jul 22, 2008 4:02 pm
by Matooba
No the faces are fine and my first export went into game as can be seen here.
http://www.youtube.com/watch?v=383O7jdXnEI
Mind you this is a biped in the build state and the head is not attached cuz im not sure of what it will be yet. Notice the geometry is twisted on one shoulder. I went back into max and found that some other parts of geometry were weighted to other parts that shouldnt. I removed weights from other parts and re-weighted them to there respective bone. Using only 0.1 - 1.0 as my weights. Went to re-export and got this error.
Posted: Tue Jul 22, 2008 4:14 pm
by Andrew_b
Hmm, Maybe, just maybe. One vertice is weighted above 1 in 2 bones. maybe one bone its 0.6, and on another is 0.5. That could cause a problem, but I think max doesn't allow that to happen.
Posted: Tue Jul 22, 2008 4:40 pm
by Matooba
ok, i will try removing left side weights and mirroring them to the other side so everthing is even. Is that what you mean?
Also, might be a bone to bone error with ie....bone (a ) 0.5 to bone (b ) 0.6 isnt = 1.0
Posted: Tue Jul 22, 2008 4:47 pm
by Andrew_b
Well, I mean:
Say you have a vertice on an elbow, between the upperarm bone and the lowerarm bone. You, type 0.5 for the vertice on the upperarm bone, then mistakenly types 0.6 on te lowerarm bone. Max has no way of making that = 1. Therfore making an error.