Sephiroth__VII Posted October 9, 2002 Share Posted October 9, 2002 When i assimilate My model it keeps saying a bone is missing, the lfemurX, and i looked at my model, and i see it right there, in the left leg. So what is wrong with this, does any one know? Link to comment Share on other sites More sharing options...
Twisted Vertex Posted October 9, 2002 Share Posted October 9, 2002 open up your hierarchy window. Chances are your node isn't connected. Link to comment Share on other sites More sharing options...
Toonces Posted October 9, 2002 Share Posted October 9, 2002 Yeah, TV is right, that's probly your problem. One other thing to check for is if you've accidently applied any additional modifier on that bone by accident. I once accidently applied an edit mesh modifier on one of the bones and it kicked out the same exact error Good luck Link to comment Share on other sites More sharing options...
Sephiroth__VII Posted October 9, 2002 Author Share Posted October 9, 2002 what do u mean node isnt connected, also how would u connect it. sorry im really like no good at using 3d max Link to comment Share on other sites More sharing options...
Sephiroth__VII Posted October 9, 2002 Author Share Posted October 9, 2002 Ok i think i fixed that problem, but now i got a new one YAY! When i assimilate it says XSI import failed, code=12 so what does that mean? Link to comment Share on other sites More sharing options...
Twisted Vertex Posted October 9, 2002 Share Posted October 9, 2002 Probably a bad export, just try re-export and try again. Link to comment Share on other sites More sharing options...
Sephiroth__VII Posted October 9, 2002 Author Share Posted October 9, 2002 The stupid lfemurX is still missing, but its there. i have it weighted to a mesh and everything, and i just took it right from the kyle model, so what the heck is wrong here Link to comment Share on other sites More sharing options...
Toonces Posted October 9, 2002 Share Posted October 9, 2002 Pull open the root.xsi file for Kyle and compare your models bone hierarchy and the one in the root.xsi file, you might have accidently unlinked that bone Link to comment Share on other sites More sharing options...
Sephiroth__VII Posted October 9, 2002 Author Share Posted October 9, 2002 Ok not is it just lfemurX its every sing fricking bone!!! what should i do Link to comment Share on other sites More sharing options...
Sephiroth__VII Posted October 9, 2002 Author Share Posted October 9, 2002 well in the kyle root.xsi the legs bones are like sticking out of his pelvis area, is that how mine should be? Link to comment Share on other sites More sharing options...
Toonces Posted October 9, 2002 Share Posted October 9, 2002 Not the position of the bones, just the hierarchy. Take a look at the linking section of spacemonkeys tutorial, bones have their own hierarchy as well Link to comment Share on other sites More sharing options...
Sephiroth__VII Posted October 9, 2002 Author Share Posted October 9, 2002 I think i found the problem, under the modifier list it says "bone" on the kyle root.xsi, but on mine it says "editable mesh" so... how do i change it to bone and get rid of that editable mesh crap Link to comment Share on other sites More sharing options...
Madjai Posted October 9, 2002 Share Posted October 9, 2002 just use the stormtrooper's bones/tags also, sometimes if you get a "missing bone..." it means that youve add that bone to a skin modifier when you shouldnt have, just remove it and add a different bone. Link to comment Share on other sites More sharing options...
Toonces Posted October 9, 2002 Share Posted October 9, 2002 yeah, the lfemurX is one of the bones that the game uses though. I suggested earlier about mistakenly adding an additional modifier to that bone. It won't compile the mesh if carcass doesn't reconise lfemurX as an actual bone. Just delete the edit mesh modifier Link to comment Share on other sites More sharing options...
Sephiroth__VII Posted October 9, 2002 Author Share Posted October 9, 2002 yeah but how would i move the stormtroopers bones onto my model? Link to comment Share on other sites More sharing options...
Madjai Posted October 9, 2002 Share Posted October 9, 2002 well how much weighting have you done already? did you start weighting with kyles bones (the ones with the feet sticking up)? if you want to use the stormys bones youll have to delete the current bones, merge with the stormys bones, move your mesh over stormys bones. Link to comment Share on other sites More sharing options...
Sephiroth__VII Posted October 10, 2002 Author Share Posted October 10, 2002 Remeber im like bran spaking new with max, so tell me how to do stuff, dont just tell me what to do. how would i move the bones over, im fine weighting it again Link to comment Share on other sites More sharing options...
Madjai Posted October 13, 2002 Share Posted October 13, 2002 dont move the bones, just select all the meshes and move them, its very simple. try this first, itll help, select all the meshes and right-click and select properties, then check on see-through. Link to comment Share on other sites More sharing options...
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