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»Forums Index »Halo Custom Edition (Bungie/Gearbox) »Halo CE Technical / Map Design »Biped exporting help

Author Topic: Biped exporting help (17 messages, Page 1 of 1)
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Halocombatevolved
Joined: Nov 20, 2009

Son, I would've been your daddy, but, nevermind.


Posted: Jan 23, 2011 02:46 PM    Msg. 1 of 17       
How do I export a biped, what do I link the biped to? All the bones are linked up and markers, but not the biped, what do I link him to? I make a box called frame and link him to that, but in the gbxmodel, in the node section just shows the frame, but in other bipeds's gbxmodels it shows the bones? How do I export it? And this Questions optional: How do I set up animations for the biped?


SlappyThePirate
Joined: Aug 24, 2009

You are irritating, I'll release nothing


Posted: Jan 23, 2011 03:31 PM    Msg. 2 of 17       
Link it to the pelvis.


Halocombatevolved
Joined: Nov 20, 2009

Son, I would've been your daddy, but, nevermind.


Posted: Jan 23, 2011 03:41 PM    Msg. 3 of 17       
Ok I just did that but it gives me the error no actors to export. I selected the biped and linked it to the pevis, but I still got that?

Edit: I changed the Bip01 Pelvis name to frame and it exported, I also gave it the hunters bones because it's the flood tank form.
Edited by Halocombatevolved on Jan 23, 2011 at 03:47 PM


SlappyThePirate
Joined: Aug 24, 2009

You are irritating, I'll release nothing


Posted: Jan 23, 2011 03:46 PM    Msg. 4 of 17       
Well, are you sure? Because if the mesh is linked to the pelvis, you should be able to export.
Try selecting the biped, pressing link, pressing h, and then selecting the frame bip01pelvis.


Halocombatevolved
Joined: Nov 20, 2009

Son, I would've been your daddy, but, nevermind.


Posted: Jan 23, 2011 03:50 PM    Msg. 5 of 17       
Oh... I gave it hunters bones so it was Bip01 Pelvis... so should I change all the bones to frame BipBONE?


rerout343
Joined: Aug 7, 2010

Targeted and Firing


Posted: Jan 24, 2011 09:36 AM    Msg. 6 of 17       
First of all, no. If you change the name of the bones from bip01, tool will no-longer recognize them as nodes.

I'm guessing that you are using blitzkrieg because it never exports anything labeled bip01. If you are exporting a biped use bluestreak, it usually works for bipeds unless i have something rigged/textured wrong.

Bluestreak JMS Exporter-http://ghost.halomaps.org/bluestreak/jms/


Halocombatevolved
Joined: Nov 20, 2009

Son, I would've been your daddy, but, nevermind.


Posted: Jan 24, 2011 04:35 PM    Msg. 7 of 17       
Thank you, I have been using blitzkrieg because it's easier, so I guess I'll give it a try. :)

EDIT:

Ok tried but on export I get the error --Runtime error: exceeded the vertex weight list count skin:skin

What do I do?
Edited by Halocombatevolved on Jan 24, 2011 at 04:50 PM


rerout343
Joined: Aug 7, 2010

Targeted and Firing


Posted: Jan 25, 2011 07:17 AM    Msg. 8 of 17       
Quote: --- Original message by: Halocombatevolved

Thank you, I have been using blitzkrieg because it's easier, so I guess I'll give it a try. :)

EDIT:

Ok tried but on export I get the error --Runtime error: exceeded the vertex weight list count skin:skin

What do I do?
Edited by Halocombatevolved on Jan 24, 2011 at 04:50 PM


I get that error occasionally but I haven't for a while, I can't exactly remember what causes it, sorry. I'm working on some bipeds now, so if I run into it again, or if I remember what causes it, I'll get back to you, again sorry I can't be much help.


Halocombatevolved
Joined: Nov 20, 2009

Son, I would've been your daddy, but, nevermind.


Posted: Jan 25, 2011 04:43 PM    Msg. 9 of 17       
Ok, thats fine.


SeanTheLawn
Joined: Sep 4, 2007


Posted: May 22, 2011 11:07 AM    Msg. 10 of 17       
Bumping this because I have the same error:

Quote: --- Original message by: Max Error
-- Runtime error: Exceeded the vertex weight list countSkin:Skin


Just recently got back into modding a week or two ago, so I'm probably just forgetting something simple. Anyone know what the problem is?

EDIT: Other info: I was using TheGhost/CAD's JMS exporter (v 1.03 I think) to export the model when I got this error.
Edited by SeanTheLawn on May 22, 2011 at 12:00 PM

EDIT2: Advancebo has saved the day. There were unweighted verts on the model. Problem solved.
Edited by SeanTheLawn on May 22, 2011 at 10:07 PM


thellt
Joined: Feb 14, 2009

chiperdilly the great 1999-2017


Posted: Jul 29, 2011 08:33 PM    Msg. 11 of 17       
i hate to bump this but i keep running into issues.... no matter what i cant find the unweighted verts in my models. i successfully have one biped but thats only because nebulon fixed it for me. i need help to be able to export it. and to figure this out. its almost compleetely rigged and the movements are rather smooth. i would like a video tutorial on how to find and correct unweighted verts. that would be extremely helpful for a ton of people. can someone post that and send me a link? or perhaps just show me how to do it thru teamviewer? xfire me at lordhellt if you have time. thanks.


Spartan314
Joined: Aug 21, 2010

Former biped rigger & FP animator


Posted: Jul 29, 2011 10:21 PM    Msg. 12 of 17       
Instead of bumping, have you thought of making a new topic?
As for your issue, I'm no biped expert, so we'll have to wait for someone.
In the meantime, you could look up video tutorials here: http://hce.halomaps.org


thellt
Joined: Feb 14, 2009

chiperdilly the great 1999-2017


Posted: Jul 30, 2011 04:27 PM    Msg. 13 of 17       
dont you think ive already tried that?


KouRyuu
Joined: Jul 9, 2009

U.S. Marines. 'nuff said.


Posted: Jul 30, 2011 06:18 PM    Msg. 14 of 17       
hey thellt, i think the only way to fix this is to re-weight it. i know there's a method to delete "zero-weight" vertices or something of that nature because i keep passing over it in max, but i haven't had a need to do so, nor am i sure on what it's function is. if it keeps giving you the error, then there's gotta be SOME unweighted vertex/cies somewhere. try re weighting the same areas by clicking edit envelopes, check the "vertices" box, and then check "select element" as well, then highlight each bone on the list to view it's weight region. try reselecting the region and look at the number that usually displays the vertex weights. if it displays a blank box, then you have weights of different values. hope that helps.


SeanTheLawn
Joined: Sep 4, 2007


Posted: Jul 31, 2011 06:38 PM    Msg. 15 of 17       
The way I test for unweighted verts is by taking the skeleton and moving it; whatever parts get stretched are the parts with unweighted verts.


KouRyuu
Joined: Jul 9, 2009

U.S. Marines. 'nuff said.


Posted: Aug 1, 2011 05:10 PM    Msg. 16 of 17       
i had that issue a few hours ago. What i did to remedy it was that i sat down, and redid ALL of the skin modifiers (i'm not telling you to suck it up and stop asking for help). Did you select the ENTIRE biped/model and then apply a skin modifier? I know that i didn't and it gave me this error, until i redid it,selecting the entire thing, then applying the modifier..


SeanTheLawn
Joined: Sep 4, 2007


Posted: Aug 1, 2011 09:21 PM    Msg. 17 of 17       
But if it's really just unweighted verts you'll save a ton of time and effort by just moving the skeleton a bit to locate the unweighted ones. JustSayin'.jpg
Edited by SeanTheLawn on Aug 1, 2011 at 09:22 PM

 

 
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