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Export error: Missing weight on a vertex

by Tim Lei · in Artist Corner · 05/26/2002 (11:09 pm) · 7 replies

Hi, dear all. I have a problem while exporting my model. After a long while of exporting, the exporter gives me an error saying that "vertex XXXX(some ID number): missing weight ...." I don't remember the exact wording. I guess there is some vertex in the mesh that is not skinned to any of the biped. Can I check which vertex is not assigned any weight in Max before exporting? And how can I select a vertex according to its ID?

Thank you very much!

#1
05/26/2002 (11:27 pm)
The easiest way is to grab the Root (BIP) node, and move the character. The offending vertex will get left behind.
#2
05/27/2002 (3:00 pm)
Thanks!
#3
06/09/2004 (3:41 pm)
Hi guys,

I'm having a similar problem. But Joe's suggestion isn't working. In my case, I'm getting an error saying "vertex 1251 missing weight on skin". The problem is, my mesh only has 997 vertices. there is no such vertex as #1251. I moved the root (bip01) node, and there are NO vertices being left behind.
#4
06/10/2004 (7:09 am)
What does your vertex weighting list tell you (found on the Skin modifier)? Is there a vertex #1251 on the list? What does your modifier stack look like?

It is possible for you to have verticies on your model that are not assigned to any faces, or maybe you have some bad geometry data on your model.

You might try to correct this by doing the following.

Save your Skin modifier weighting information out to a file by clicking on the 'Save' buttong found under the Advanced Parameters rollout. Remove the Skin modifier from your mesh and then use the box trick to collapse your model out. Apply the STL Check modifier on your model and see if it comes up with any errors that aren't supposed to be there, if there are any fix them and then remove the STL Check modifier. Apply the Skin modifier once again and load the weighting information again.

If that doesn't work you might want to upload your model so that someone else can take a look at it.

Logan
#5
06/10/2004 (11:02 pm)
No. There's no vertex 1251 in the weighting list. My modifier stack is simply: Editable Mesh then Skin.

I went ahead a re-skined the character and now he exports fine. Funny thing is, I ran an STL check and did find some errors. But apparently that wasn't the problem because the export that DID work also had the same errors (unwelded verts).
#6
06/13/2004 (12:36 pm)
Just to add some closure to this thread...

In hindsight, I now belive the problem stemmed from me removing a bone from the skin list. This is a no-no. The dts docs say it CAN work with Max 4 or highter (I use Max 5). But apparently it's still best to avoid removing any bones once the skin modifier is applied.

Jim
#7
11/14/2006 (7:58 pm)
Confirm that in MAX 7 you can get this problem if you delete/re-add a bone to the skin modifier. so DOn'T you have to start over