
Hobbet360
Joined: Jan 10, 2012
ProTools > ToolPro
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Posted: Mar 14, 2013 02:13 AM
Msg. 1 of 6
It doesn't look like its textured, all the exporters I've used wont export untextured models (even if its only one face).
the first six words made me laugh :)
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Jesse
Joined: Jan 18, 2009
Discord: Holy Crust#4500
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Posted: Mar 14, 2013 02:52 AM
Msg. 2 of 6
I thought you were Ptowery?
Anyway, make sure the model has a materials library assigned to it, currently, it doesn't look like it has one at all due to it being entirely pink...
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MoooseGuy
Joined: Aug 10, 2008
I Approve This Message.
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Posted: Mar 14, 2013 07:27 AM
Msg. 3 of 6
Link it to a root node, by rigging it and then linking all nodes to a central one.
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bourrin33
Joined: Oct 19, 2009
HEK not installed tho
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Posted: Mar 14, 2013 08:55 AM
Msg. 4 of 6
nvm. Are you sure you're not trying to compile it from the "models" folder iinstead of the folder containing the "models" ? or did you put that model foler ? Edited by bourrin33 on Mar 14, 2013 at 08:57 AM
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XlzQwerty1
Joined: Aug 6, 2009
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Posted: Mar 14, 2013 10:39 AM
Msg. 5 of 6
Halo wouldn't compile it anyways. You've got too many bones. You should remove the facial bones and the finger bones, then rerig the face to what the default halo ce marines have. Edited by XlzQwerty1 on Mar 14, 2013 at 10:40 AM
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SOI_7
Joined: Mar 23, 2012
Welcome to the true man's world
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Posted: Mar 15, 2013 04:30 PM
Msg. 6 of 6
If it says "There are too many actors" it means that your mesh is linked with more than one bone. Just be sure that your model is linked to the "bip01 pelvis" bone. If this doesn't work, probably your rig is messed up, and there are two root nodes. Try to move your bones one by one, and see if some bone moves others that shouldn't be linked to, than re-link the bone to the right one. If neither this works, delete all your bones, import a new boneset and re-rig the model. Edited by SOI_7 on Mar 15, 2013 at 04:31 PM
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