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AnswerMilkshape Model Errors

  • Tuesday, February 06, 2007 3:32 PMcomanighttrain Users MedalsUsers MedalsUsers MedalsUsers MedalsUsers Medals
     

    Hey guys, first post here :D.

    Im have modelled a primitive looking gentleman for my first attempt at game programming using milkshape. I tried to enter the model into the first tutorial program but have met with the error

    "Error 1 Error normalizing vertex bone weights. BoneWeightCollection does not contain any weighting values. C:\Documents and Settings\Dave\My Documents\Visual Studio 2005\Projects\Game1\Game1\Content\Models\attempt1.fbx Game1"

    On every model I try to enter except for the one provided by the tutorial.

               

                 myModel = content.Load<Model>("content\\Models\\theigh"); is the code im using to enter it.

    Does anyone know if there is an issue with milkshape or if its just something im doing wrong?

     

    Thanks

    Dave

Answers

  • Tuesday, February 06, 2007 5:31 PMleclerc9 Users MedalsUsers MedalsUsers MedalsUsers MedalsUsers Medals
     Answer
    Yah, make sure you bind all the verts to bones. If that still doesn't work, Milkshape .x exporter has at least 3 known bugs:

    1. TextureFilename is not spelled with correct casing (This doesn't make a difference)
    2. Extra semicolon is put at the end of MeshMaterialList (I'm not sure if this makes a difference)
    3. Normals are often incorrectly exported (this can cause a critical failure)

    If you still can't get it to work, would you mind posting the .X file? I can tell you where to go from there (or if you are too lazy to bind all the verts).

All Replies

  • Tuesday, February 06, 2007 4:15 PMJoel MartinezMVPUsers MedalsUsers MedalsUsers MedalsUsers MedalsUsers Medals
     
    Hard to say at a glance ... it is more than likely an issue with the fbx exporter in milkshape.  Seems like it is only half exporting animation data.  I'm not familiar with that UI, perhaps there is a checkbox or something that allows you to specify that the exporter include things like bone weights?
  • Tuesday, February 06, 2007 4:25 PMleclerc9 Users MedalsUsers MedalsUsers MedalsUsers MedalsUsers Medals
     
    Have you tried exporting to .X with skin and bone info?
  • Tuesday, February 06, 2007 5:16 PMcomanighttrain Users MedalsUsers MedalsUsers MedalsUsers MedalsUsers Medals
     

    i tried exporing to direct x 8.0 format, i got a load of warnings and one error

    Error 6 Error normalizing vertex bone weights. BoneWeightCollection does not contain any weighting values. C:\Documents and Settings\Dave\My Documents\Visual Studio 2005\Projects\Game1\Game1\Content\Models\attempt1dx.x Game1

    I cant see any checks or anything of that nature for changing or including any weighting values.

     

    Thanks for the reply

  • Tuesday, February 06, 2007 5:19 PMcomanighttrain Users MedalsUsers MedalsUsers MedalsUsers MedalsUsers Medals
     

    There is no such check box or option related to bone weighting in milkshape to my knowledge. I have noticed that not all my vertices (or vertex's...im not sure) are connected to a bone, could that be causing a problem perhaps?

     

    Thanks for the reply :-)

  • Tuesday, February 06, 2007 5:26 PMrusty_bone Users MedalsUsers MedalsUsers MedalsUsers MedalsUsers Medals
     
    I exported to .x format in Milkshape and got the error.  Noticed all vertices weren't assigned to a bone.  Fixed it, and then errors were gone.
  • Tuesday, February 06, 2007 5:31 PMleclerc9 Users MedalsUsers MedalsUsers MedalsUsers MedalsUsers Medals
     Answer
    Yah, make sure you bind all the verts to bones. If that still doesn't work, Milkshape .x exporter has at least 3 known bugs:

    1. TextureFilename is not spelled with correct casing (This doesn't make a difference)
    2. Extra semicolon is put at the end of MeshMaterialList (I'm not sure if this makes a difference)
    3. Normals are often incorrectly exported (this can cause a critical failure)

    If you still can't get it to work, would you mind posting the .X file? I can tell you where to go from there (or if you are too lazy to bind all the verts).
  • Tuesday, February 06, 2007 8:36 PMcomanighttrain Users MedalsUsers MedalsUsers MedalsUsers MedalsUsers Medals
     

    Looks like that was it. :D

     

    Thanks for the help and thanks everyone who answered :D

  • Thursday, February 26, 2009 12:46 AMtitanandrews Users MedalsUsers MedalsUsers MedalsUsers MedalsUsers Medals
     
    Hi Guys,

    I am having the same problem you describe, but with Blender. When you say make sure all vertices are bound to bones, what exactly do you mean? Can you please elaborate on this?

    many thanks,

    B