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Ok guys, It's been a while. I'm in need of a little help, I'm trying to export a creature mesh, I've got everything weighted properly (evidently I don't?), parented to the skeleton. but when I go to export it I get the export error:

 

"cannot export unweighted vertices issue, unweighted vertices have been highlighted" etc.

 

However, when I go back to try and fix the issue in edit mode, nothing is highlighted?

Does this mean the whole object is unweighted?

Does this mean I need to delete vertex groups?

How can I fix this please...

 

I've used the vertex group select function to see that everything in the object has been weighted right(?) I've messed around trying to fix it but no luck.

Kinda self taught myself how to use Blender, so there's probably "a little bit" of stuff I'm missing out on. Maybe I shouldn't have, because I have no idea how to fix this/ :facepalm:

 

I've had this problem before with a different creature mesh, but I managed to fix it, and somehow got it to export.

 

Any help? thanks.

Edited by Coolipy
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I think I know what you are referring.

When it gives you that message, it will highlight which are the "guilty" vertices. So, don't touch anything and simply assign them (the buttom on bottom left) to some dismembering vertex group, I usually assign to the main one for human actors (torso)

Then, re-export, after a while it will tell you the same exact message, and you simply re-do the same exact thing (assign them again, as you assigned them before) and then re-export. I don't know why but to me it always repeats the same exact error message twice. Then, if the mesh is made by more than a part (but shouldn't be your case), it can show this message twice x every part of the mesh.

 

EDIT: sorry I missed that "nothing is highlighted". Wow, that's strange. However I still believe it would deserve an attempt as I said above.

Edited by Fallout2AM
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Yeah, it's got me completely confused, all the vertices are assigned, some are twice. There are no free vertices?

 

So I tried messing around and purposely unweighted some faces, what I have noticed is that there are two error error messages,

 

One it says "Some faces of [Object name XYZ] not assigned to any body part, the unassigned faces have been selected in the mesh. So they can easily be identified. Check the consol..." When I get this one, it highlights the guilty vertices,

Another says "Cannot export unweighted vertices. The unweighted vertices have been selected in the mesh." This is the one I'm getting where it doesn't show anything?

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I tried something like that last night, I got it to export, but it crashed the GECK, I've also tried deleting everything aside from the BP groups, but that crashed the GECK aswell.

 

 

It really feels like clicking "assign" doesn't do anything, this problem has got me really stuck, and I know it will happen with future things i try to export! :unsure: :unsure:

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It does assign, or you would have had the same error while exporting with Blender. If you want to double check its weighting, click on a random vertice and press N, in the small window you should be able to check on what it is weighted.

 

If it crashes the GECK, there's something it doesn't like with your mesh. An actor isn't super easy to be done, there's a skeleton + mesh + animations involved. But if you rigged your creature on an existing skeleton and you're going to use the vanilla anims that are made for that skeleton, then maybe it could be a good idea using the Bone Weight Copy script from that creature to your creature, and then tweak the weight manually where it needs to be tweaked.

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Hey man, thanks for your help, I started it again and got it to export.

I've got two other questions that I hope you can help me with/

 

1. How can I see the games textures of items in blender? it would make it much easier than working with gray masses!

2. How can I remove actor effects from creatures in the GECK? I've tried but it doesn do any thing/

 

Cheers again.

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1) I don't know if blender has the possibility to add in some setting the relative path of the game, as nifskope allows, but I doubt that it will be able to read inside the .BSAs, so as first thing I guess you should extract the texture from its BSA.

Then, I usually take both the nif and the texture I need to re-work and make a copy in some folder of mine (i.e. c:\MyModels)

Then I open it with nifskope and I change the path from \textures\somepath\sometexture.dds to simply sometexture.dds (since I copied the texture in the same path of the nif)

After that, when I import on blender it will have the texture too. After I will re-export, I will change the path to the vanilla one with nifskope.

 

An alternative would be changing the path inside the UV window, and manually point to the complete path of the game.

 

2) click on the effect and press Del on the keyboard, and not right-click-Delete

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