Author Topic: [SOLVED] Model isnt exporting correctly. Not showing up in-game  (Read 723 times)

I'm exporting a model with a ton of bones and animation and it doesn't show up in-game

I try to open it in shaper to see if it works, it just gives me this error.



I figured something screwed up with all of the bones i'm using and i spend 2 hours making it again and i get the SAME ERROR.



Just so you know, I have been able to get this work earlier. After the working model, I modified some of the meshes and exported it which gave me this problem the first time. Then (Just now) went back and completely remade bones, vertex groups, animations, and sequences.

I've looked this up and got absolutely zero help.
Does ANYONE know what can cause this?


look below for the absolute handicapped mistake i made

remember kids, if somethings wrong, its most likely your fault.
« Last Edit: January 27, 2016, 12:31:10 AM by Trogtor »

wait are you using shaper

The cause of these errors is the fact that you're using shaper; I know this seems like a vague answer, but trust me, getting the model to work was purely beginner's luck

wait are you using shaper

The cause of these errors is the fact that you're using shaper; I know this seems like a vague answer, but trust me, getting the model to work was purely beginner's luck
basically heres whats happening

I modeled and animated the model for the first time
>It worked,

I went back to tweak some things, saved it, exported it.
>Did not load in the game, it showed the old model.

I opened up both the old model and the new model in shaper
>old model worked, revised model gave me the error above

I went back, removed all the bones, animation, and sequences. I remade all of the bones and reanimated it entirely
>Same error

I havent yet tested the model in-game because i'm assuming it wont work, but ill try anyways

it doesnt work[/s]
WAIT
« Last Edit: January 26, 2016, 11:12:23 PM by Trogtor »

LMAO IM SO handicapped

i forgot i made a folder called shapes that i put my .dts file in, I just slapped the new dts straight in the ZIP FOLDER

IT WAS NEVER BROKE

congratulations you are now smart

LMAO IM SO handicapped

i forgot i made a folder called shapes that i put my .dts file in, I just slapped the new dts straight in the ZIP FOLDER

IT WAS NEVER BROKE

i was so caught up in getting other stuff to work i totally forgot to put the model in the right folder

first off, that is a stuff-load of mesh objects. usually you can combine meshes that use the same loc-rot-scale and be okay, as long as they have the same origin. I am not sure what you are doing here, but it appears you are trying to create a player-type?

Try to limit your need "separated" shapes, and remember to set sequence priority, otherwise animations can overlap. For instance, walking while triggering Self Delete will cause the animations to combine if they have the same sequence priority. Just remember, higher priority sequences are played over lower priority sequences. In my experience, the death sequences should usually have priority over all others.

first off, that is a stuff-load of mesh objects. usually you can combine meshes that use the same loc-rot-scale and be okay, as long as they have the same origin. I am not sure what you are doing here, but it appears you are trying to create a player-type?

Try to limit your need "separated" shapes, and remember to set sequence priority, otherwise animations can overlap. For instance, walking while triggering Self Delete will cause the animations to combine if they have the same sequence priority. Just remember, higher priority sequences are played over lower priority sequences. In my experience, the death sequences should usually have priority over all others.
dont worry its fixed, notice the topic title

I'm glad you solved your main issue. Please do test your sequence priorities to ensure the animations don't overlap (unless there are certain animations you want merging)