Problems exporting a mesh with biped animation

Ridhan

18-03-2007 19:23:54

Hello,

i've been using oFusion CE to try some stuff, and i've been able to export a mesh with multiple animations succesfully. Now i downloaded a simple free model from a website, added some animations i had and it gave the following error:

-----------------------------------
Details:
-----------------------------------
Error #: 7
Function: Skeleton::getBone
Description: Bone named 'Bip01 R Finger02' not found..
File: ..\src\OgreSkeleton.cpp
Line: 485
Stack unwinding: <<beginning of stack>>
14:55:22: An exception has been thrown!

-----------------------------------
Details:
-----------------------------------
Error #: 4
Function: MaterialSerializer::exportQueued
Description: Queue is empty !.
File: ..\src\OgreMaterialSerializer.cpp
Line: 2915


Now i've been doing some searching in the forum and i did mostly all of the things: reset transform, reset xfomr, collapse then i added the physique modifier, but it keeps giving me the same error.

Thanks in advance for any help :D

Lioric

19-03-2007 16:27:39

Could you post the scene?

Is the object exported?
Is that log from your application when loading the scene, or from the ogre.log file in the max root folder?

Ridhan

19-03-2007 21:17:17

It's the log from the exporter. The other log shows the following

17:03:49: == Exporting Objects ==


17:03:49: Exporting Object: Troll


17:03:49: Compiled 46 physiquebones to model


17:03:56:

Unhandled Exception while processing Troll


17:03:56:

== Exporting Materials ==


17:03:56: 0 material(s) exported to Trol.material



This is the link from the page i've download it, so you can check out the model (it's called Troll with Club). It comes with an skeleton ready (first thought it could be that and i redid the skeleton, but nothing happened).
I must say that i'm not a designer, so i couldn't know what's wrong. I'm just picking models to make test scenes with Ogre and NxOgre :oops:

professor420

22-03-2007 02:10:52

Make sure you've added all the bones to the Skin or Physique modifier (ie, even if a bone does not influence it, you still need to add it)

iversons

04-04-2007 11:18:29

I have got the same problems as you !

How to solve it?

iversons

30-04-2007 06:31:16

It is no problem with the previous version (ce 1.6), but this version is not working with OGRE 1.4.0 :(:(:(

Lioric

01-05-2007 19:45:24

This has been fixed, the scene posted above is correctly displayed

This will be added to the upcoming CE update

OgreUser

16-07-2007 20:24:57

Hi,

I have a similar problem :

Trying to export a single mesh with a biped animation, but i get this exception :

From ogre.log
19:40:04: Creating resource group General
19:40:04: Creating resource group Internal
19:40:04: Creating resource group Autodetect
19:40:04: Registering ResourceManager for type Mesh
19:40:04: Registering ResourceManager for type Skeleton
19:40:04: Registering ResourceManager for type Material
19:40:04: An exception has been thrown!

-----------------------------------
Details:
-----------------------------------
Error #: 7
Function: Skeleton::getBone
Description: Bone named 'Bip01 R Hand' not found..
File: ..\src\OgreSkeleton.cpp
Line: 485
Stack unwinding: <<beginning of stack>>
19:40:04: Unregistering ResourceManager for type Mesh
19:40:04: Unregistering ResourceManager for type Skeleton
19:40:04: Unregistering ResourceManager for type Material


From oExporter.log
19:40:04: == Exporting Objects ==


19:40:04: Exporting Object: Box01


19:40:04: Compiled 20 physiquebones to model


19:40:04:

Unhandled Exception while processing Box01


19:40:04:

== Exporting Materials ==



I'm working with the 1.8 CE edition.

I'm a beginner with OgreFusion, so maybe it's a really simple mistake..

Thanks in advance for any answer !