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Exporter assertion error

by Greg Findlay · in Artist Corner · 05/16/2002 (12:15 pm) · 4 replies

When exporting a character model I get the following error: "Assertion error during vertex merge on mesh "bodymesh" "

Any idea what the problem could be?

The character was exporting properly a little while ago but I removed the MultiRes object because I wanted to change the pose it was in. When I recreated the MultiRes and linked it to the bodymesh model I get the error above.

Alc

#1
05/19/2002 (9:13 am)
Ok, I have a little more insite on the problem now. There are a couple of things that don't seem to fit. First off when I generate the MultiRes object I get 2 less faces then the original mesh. This is with 100% vertex resolution and the same number of vertices as in the original mesh. Is this normal?
Secondly, I don't really know why the character exported properly the first time I exported it now because frame 0 had the original mesh in one position and the MultiRes in another. Now that they are the same it doesn't like it. I'm going to try testing out what happens if I change the multiRes object to be in the same pose as the character in figure mode.

Alc
#2
05/19/2002 (9:23 am)
Making the two meshes the same from the Figure mode shape didn't work. It was a shot in the dark anyway. Anyone have any ideas? This is the suck.

Alc
#3
05/19/2002 (11:30 am)
I have seen this error before a few times and there are a few things you might want to check.

Check for double faces or open edges. Duplicate vertices will give you this error. If you haven't done so already, use STL check to cehck for bad geometry.

Look for vertices that are really close to each other. If you have two vertices that are in the same spot, it will generate this error. This usually happens when the base pose deforms the mesh to a point where two vertices end up right on top of each other.

Since this is happening in figure mode, I don't think it is the second problem. You might want to look for any errant vertices that are floating out in the world away from the mesh.

I hope this helps. Good luck.
#4
05/19/2002 (12:14 pm)
Exporter related question...

I don't have Torque, but I want to use the milkshape exporter to export models for Tribes 2... is this possible?

~ Jeff