Mistchiff@Posted: Sat Oct 25, 2008 11:26 am :
im going crazy.. i finally decided to get on here and see if someone could tell me whats going on.

runtime error: array index must be posative number, got 0

offset = roundNearZero (vertices[w.coordIndex].coord * joints[w.jointIndex].invBindMat)

i want to export both animation and mesh. BUT if i do it seperately it still breaks down.
ive got skin modifier and uvwmap. why isent it working?
it has worked befor with a custom model so i wanna know what tricky dicky stuff it needs to fool this exporter to work.

help plz.



6th Venom@Posted: Sat Oct 25, 2008 11:45 am :
Are you using multimaterials?
if so, check the material id used on your mesh, 3d apps like MAX automaticly loop materials id, but the exporter don't.
So if you used a multimaterial with 3 submaterials, be sure to not refer to material id 4, 5, 6, etc on your mesh.



Mistchiff@Posted: Sun Oct 26, 2008 12:48 pm :
im just using diffuse color..

not crazy effects or anything.

are you allowed to use IK solvers tho ?

for the Skeleton?

casue im using that to ease my animations.
legs and arms.

im gonna see if it is becasue i have crap on in the background its eating me up from inside thanks for the reply.

http://s9.photobucket.com/albums/a63/Mi ... =model.jpg



Mistchiff@Posted: Sun Oct 26, 2008 6:14 pm :
new discovery i can actually export the anim.

THE mesh is a problem tho.. still



6th Venom@Posted: Sun Oct 26, 2008 8:55 pm :
I don't know if that can be the problem, but you have to call the first master bone "origin" (every other bones must be childs of this one), plus you must not include your ik solution in the skin modifier 'bones' (principally the helpers etc).

Edit: I finally saw in your screen that your model is an 'editable poly' and not an 'editable mesh', just before the skin modifier, apply/add an 'edit mesh' modifier to convert your poly into mesh. that's REALLY important.

:wink:



Mistchiff@Posted: Sat Oct 25, 2008 11:26 am :
im going crazy.. i finally decided to get on here and see if someone could tell me whats going on.

runtime error: array index must be posative number, got 0

offset = roundNearZero (vertices[w.coordIndex].coord * joints[w.jointIndex].invBindMat)

i want to export both animation and mesh. BUT if i do it seperately it still breaks down.
ive got skin modifier and uvwmap. why isent it working?
it has worked befor with a custom model so i wanna know what tricky dicky stuff it needs to fool this exporter to work.

help plz.



6th Venom@Posted: Sat Oct 25, 2008 11:45 am :
Are you using multimaterials?
if so, check the material id used on your mesh, 3d apps like MAX automaticly loop materials id, but the exporter don't.
So if you used a multimaterial with 3 submaterials, be sure to not refer to material id 4, 5, 6, etc on your mesh.



Mistchiff@Posted: Sun Oct 26, 2008 12:48 pm :
im just using diffuse color..

not crazy effects or anything.

are you allowed to use IK solvers tho ?

for the Skeleton?

casue im using that to ease my animations.
legs and arms.

im gonna see if it is becasue i have crap on in the background its eating me up from inside thanks for the reply.

http://s9.photobucket.com/albums/a63/Mi ... =model.jpg



Mistchiff@Posted: Sun Oct 26, 2008 6:14 pm :
new discovery i can actually export the anim.

THE mesh is a problem tho.. still



6th Venom@Posted: Sun Oct 26, 2008 8:55 pm :
I don't know if that can be the problem, but you have to call the first master bone "origin" (every other bones must be childs of this one), plus you must not include your ik solution in the skin modifier 'bones' (principally the helpers etc).

Edit: I finally saw in your screen that your model is an 'editable poly' and not an 'editable mesh', just before the skin modifier, apply/add an 'edit mesh' modifier to convert your poly into mesh. that's REALLY important.

:wink: