Skin found on linked node "bodymesh1" -- skin must be unlink
by Vu Tuan Manh · in Artist Corner · 12/13/2005 (1:04 am) · 7 replies
1/ I have a body mesh.
2/ Then add a biped skeleton.
3/ Try to make biped skeleton fit the mesh.
4/ Choose mesh, goto modify panel -> skin - > Envelope.
5/ Add all bones into Bone listbox inside Parameter Dialog
6/ Add Dummy object, and do Exporting.
7/ Receive error message "Skin found on linked node "bodymesh1" -- skin must be unlink"
If I apply modify panel -> Physique it is ok to export.
My question is "Is it possible to export to DTS with skined mesh?".
Thank you.
2/ Then add a biped skeleton.
3/ Try to make biped skeleton fit the mesh.
4/ Choose mesh, goto modify panel -> skin - > Envelope.
5/ Add all bones into Bone listbox inside Parameter Dialog
6/ Add Dummy object, and do Exporting.
7/ Receive error message "Skin found on linked node "bodymesh1" -- skin must be unlink"
If I apply modify panel -> Physique it is ok to export.
My question is "Is it possible to export to DTS with skined mesh?".
Thank you.
#2
But when you want to export to DTS you have to link your mesh to dummy object named Start.
How will you solve this problem?
Here is my Schmatic View
Pluggo_Body1 is my mesh applied skin modifier of my bones
12/14/2005 (2:25 am)
Thank you again.But when you want to export to DTS you have to link your mesh to dummy object named Start.
How will you solve this problem?
Here is my Schmatic View
Pluggo_Body1 is my mesh applied skin modifier of my bones
#3
12/14/2005 (2:44 am)
When you use the skin modifier you should not link the mesh to anything. Read the documentation. fosters.realmwarsgame.com/maxdts
#4
12/14/2005 (4:08 am)
You are very kind replying me so soon. I'll read it carefully
#5
I follow the steps in the link exactly. But the exporter throws me a error messsage "Assertion fail on skin object"
Have you ever receive a message like that?.
12/14/2005 (8:31 am)
Hi Magnus,I follow the steps in the link exactly. But the exporter throws me a error messsage "Assertion fail on skin object"
Have you ever receive a message like that?.
#6
12/14/2005 (8:34 am)
Yep. That means your mesh is an "Editable Poly", you have to turn it into an "Editable Mesh". A small trick I use is to instead of collapsing it to an editable mesh just put a "Mesh select" modifier in your stack before the skin modifier.
#7
12/15/2005 (1:59 am)
Thank you very much. At last, I am successful. Both DTS and DSQ
Torque Owner Magnus Blikstad
As for the error your skinned meshes should NOT be linked to anything.