13-05-12, 14:14 | #2951 | |
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Joined: Apr 2009
Posts: 3,226
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Blender -- mesh.assignVertsToGroup() AttributeError: group does not exist?
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Try this tutorials: http://www.tombraiderforums.com/show...postcount=2932 http://www.tombraiderforums.com/show...80#post5995980 if the Blender console looks like this: Blender importer script error: mesh.assignVertsToGroup() AttributeError: group does not exist! Last edited by XNAaraL; 13-05-12 at 17:13. |
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13-05-12, 14:17 | #2952 | |
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Joined: Apr 2009
Posts: 3,226
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XNALara - Error Message: list.index(x): x not in list
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Short description: Dont delete the vertex groups! Add the missing bones! Hint: You can easy add the bones by invoke Spacebar-->Add bone and name the bone according the error message spine upper, unused.002, arm left shoulder 1 ... arm right shoulder 2 You can change the positon and bone order (parent) later. First try to export the model. Last edited by XNAaraL; 13-05-12 at 17:19. |
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20-05-12, 18:19 | #2953 |
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Joined: Jan 2012
Posts: 15
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This was mentioned again on page 293 but I am still unable to fix it. The model I am working with has no bump maps or light maps. It has a single UV texture.
If I do all the steps to make it a .mesh and open in XNALara it is invisible. If I open the .mesh.ascii in notepad and change the one line to 1_meshname_0.1_0_0, then drag it over the asciitobin.exe XNA Lara gives me this error. ( " Index was outside the bounds of the array. at XNALara.Mesh>RenderSinglePass(Effect, effect, String[]textureParams " ) Can anyone tell me what I need to change about the .mesh.ascii file in notepad? Or something I need to do differently with the import/export? I have combed this forum and found only links to invalid or deleted files or pages. I have also combed google and other forums. Please help! Last edited by ghostlion88; 20-05-12 at 18:20. |
20-05-12, 20:19 | #2954 | |
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Joined: Jan 2012
Posts: 15
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Quote:
The number in front of the mesh name labels what render group is represented. (Number=type of Render Group!!!)_meshname_0.1_0_0) I was somehow reading that #1 represents the simplest render group of all, which is one that does not require a bump map or diffuse map. Sometimes I read information wrong when I'm too exhausted and going cross-eyed through page after page after page of text. Also lack of sleep and stuff. Should probably take a nap & a break but I have have severe OCD and insomnia. I don't know how I read over that stuff so many times and still missed the concept. I hope this helps someone else with OCD and insomnia whose brain might be in collapse mode. http://www.tombraider.gr/3drender_groups.htm |
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21-05-12, 03:55 | #2955 |
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Joined: May 2012
Posts: 60
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I rigged the head of an .obj model and whenever I try to add it to xnalara it's invisible. that skeleton is there but I can't see the head model. Any advice?
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22-05-12, 06:23 | #2956 |
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Joined: May 2011
Posts: 10,466
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22-05-12, 21:08 | #2957 |
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Joined: May 2012
Posts: 60
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Oh I figured it out but thanks for the help!
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25-05-12, 06:58 | #2958 | |
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Joined: Apr 2009
Posts: 3,226
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Armature Bones Panel - default bone display settings
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Armature Bones Panel - default bone display settings Change the Display Options You will then see the layer buttons in the Armature panel – Your can display more than one layer by clicking ⇧ Shift+LMB Armature Bones Panel - settings to display also the "unused" bones The Blender exporter script export all objects from all visible object layers: ============== german language ======================= Blender Dokumentation: Armatures im Object Mode Das Blender Import Skript "MeshAsciiExt" verschiebt alle Knochen deren Namen mit unused beginnt auf den 2. "Bone Layer". Die "Bone Layers" sind die kleinen Quadrate im Panel Armature direkt unterhalb von Display Options. Der 2. Layer kann in Blender sichtbar gemacht werden durch das Druecken das Anklicken des 2. Feldes im Panel Armature - Display Options Um den 2. Layer zusaetzlich zu dem ersten Layer anzuzeigen haltet die Schift Taste gedrueckt und klickt mit der linken Maustaste auf das 2. Quadrat. Der Exporter MeshAsciiExt exportiert immer alle Objekte aller sichtbaren Object Layers! Last edited by XNAaraL; 25-05-12 at 07:17. |
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27-05-12, 22:51 | #2959 |
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Joined: May 2012
Posts: 60
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I keep getting this error message whenever I try to export my model...
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29-05-12, 04:50 | #2960 |
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Joined: Apr 2009
Posts: 3,226
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Blender MeshAsciiExt exporter error rootBone = armature.bones.values()[0] IndexError
Blender MeshAsciiExt exporter error rootBone = armature.bones.values()[0] IndexError: list index out of range Your model has a armature, but the first armature has no bones! Last edited by XNAaraL; 29-05-12 at 04:52. |
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