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Lab Assistant
Original Poster
#1 Old 9th Sep 2009 at 8:15 PM
Default Milkshape Error exporting Mesh
I'm having an error exporting my mesh in milkshape. I use maya so I brought the mesh into through milkshape, edited in maya (I deleted a few pieces of the original of course) saved it, re-imported it into milkshape, I kept the same group names as the original, went to export the mesh, and I got "ERR: Defined Bone [0] "0xF393EB45" not located in model."

Any ideas?
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Test Subject
#2 Old 9th Sep 2009 at 9:36 PM
I think that error isn't really important,just cliak "accept".
Hp's tutorial says:
"You'll get a message about the default skeleton being used. Ignore it and click OK."
But i don't know if it's the same message.
Lab Assistant
Original Poster
#3 Old 9th Sep 2009 at 10:04 PM
No, I don't think so, because when I loaded it in game, it showed up in the catalog, but it kept the original bed mesh, which means it didn't overwrite it. Thanks for the help though!
Test Subject
#4 Old 9th Sep 2009 at 10:53 PM
I think I had this exact same problem and WesHowe helped me with it.

Quote:
The bone error message indicates that the joint was removed from the mesh, but it was in the original. That is easy enough to do, if you have the joint display enabled, they are easily selectable, and could be deleted when you were deleting something else. If you want to salvage your existing work, just create a new joint. Stick it at the origin, name it 0xCD68F001 and assign all the vertices in the mesh to it. The assignments and the joints they refer to are the only thing that the exporter pays any attention to, the location is ignored (it is important, but not in the MilkShape file). I would recommend that you get in the habit of saving your work as the native .ms3d files. Those are the files that get made when you just use "Save" or "Save As" from the main menu. That way, you can recover all of your hard work making meshing changes if something goes awry. <* Wes *>


and then he explained why it needs to be there

Quote:
Some games, The Sims 2 for example, just defined a "root" bone for a lot of objects as a sort of default. When an object is able to be placed in different locations, such as defined in slots (on top of a counter, on a wall, whatever) it needs to have something that defines where everything is, so that when the location changes, everything moves with it. The value 0xCD68F001 is the hash32 of the name "transformBone". Transform being a term used in 3D work to refer to a location shift. With everything defined in relation to that bone, the location of the bone can be changed (via a "transform") and the object will follow it to the new location. It may never move after that, but the initial placement anywhere except in the center of a tile on the floor (0, 0, 0) necessitates it having at least one joint. In TS3, this is all done by specific assignment, without any assumed defaults. Different game, different standards; I just try to make tools that will work with what we have. <* Wes *>


I hope this helped you as much as it helped me!
Lab Assistant
Original Poster
#5 Old 10th Sep 2009 at 3:32 AM
yeah, thank you so much! I managed to export it using the info you gave me!
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