
Hobbet360
Joined: Jan 10, 2012
ProTools > ToolPro
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Posted: Aug 31, 2013 08:48 AM
Msg. 1 of 5
I rigged up a H4 grunt to custom bones and stuff but when I went to export I got a message saying... -- Runtime error: Exceeded the vertex weight list coundSkin:Skin Any ideas? :o
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Dumb AI
Joined: Sep 18, 2011
Dead.
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Posted: Aug 31, 2013 10:25 AM
Msg. 2 of 5
Quote: --- Original message by: waffles Usually means that a node in the skin modifier isn't being weighted to anything/vertex's aren't getting any weight. Just get rid of any nodes (in the modifier) you aren't using on a particular mesh object, and make sure every vertex is weighted to a node.
This usually happens on weapons extracted and imported from adjutant by default. The root node ends up being in the modifier but not weighted to anything. The problem there-in is that even if you link the weapon directly to the root node, the skin modifier still isn't weighting the entire object. So do you simply weight it to something to fix it?
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Dumb AI
Joined: Sep 18, 2011
Dead.
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Posted: Aug 31, 2013 11:38 AM
Msg. 3 of 5
Quote: --- Original message by: waffles If you use a skin modifier on a mesh object, every single vert must be weighted, so yes. Weighting the remaining vertexes to the root node allows you to export. You can either use the skin modifier or seperate the mesh into more objects and link individually to nodes--which is more or less the same thing. But I wouldn't recommend that for a biped.
Its either one way or the other; link mesh without modifier (no smooth deformation), or weight all vertexes in skin modifier. Is it possible to automatically select verts that are not weighted?
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Dumb AI
Joined: Sep 18, 2011
Dead.
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Posted: Aug 31, 2013 11:51 AM
Msg. 4 of 5
Quote: --- Original message by: waffles I haven't found a good way tbh. I usually just hide the geometry that is weighted, then the unweighted verts are exposed. For some reason, the weights for geometry that I hide get "reset", so the all the verts end up having no weights.
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Dumb AI
Joined: Sep 18, 2011
Dead.
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Posted: Aug 31, 2013 01:06 PM
Msg. 5 of 5
Quote: --- Original message by: waffles Editable mesh/poly select, then hide button? It shouldn't affect the modifier at all. Okay, turns out that it was only a problem with my old computer.
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