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Cannot export NIF mesh from Blender


viviendi75

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I know some of you Blender users have seen the following error before:

 

ValueError: Some faces of ['Some object name'] not assigned to any body part. The unassigned faces have been selected in the mesh so they can easily be identified.

 

I came across this error when I tried to export my mesh as a NIF file from Blender. Based on what others have stated in various online forums, I should be able to resolve the issue by assigning the selected vertices/faces to the bone. At least, that is the main idea. And I tried every suggestion that I ever came across but nothing seems to work. I even tried manually weight painting the faces but it didn't do the trick, either. :wallbash:

 

I would be happy to hear from those who had similar issues and managed to resolve the issue. Also, please feel free to chime in if you have any advice, tips, or suggestions on how this can be fixed.

 

Thanks in advance for your input!!

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Sometimes certain vertices get hidden behind other vertices/faces. You have to find those specific vertices and weight them to the proper bone. I would grab the skeleton and move it in any direction just so that it isn't in its original location in space. The reason for this is the weighted vertices will follow the skeleton, but the unweighted ones will still stationary because they aren't influenced by the skeleton yet. Doing this will cause the faces to stretch and you will instantly see where the unaffected vertices are. Then weight just them manually, until they fall back in place with the mesh, then zero in the skeletons location and it will fall back to center. It's been a while so my instructions may be a little off but you should be able to get the general idea. Edited by ecksile
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  • 7 years later...

ValueError: Some polygons of [Object] not assigned to any body part. The unassigned polygons have been selected in the mesh so they can easily be identified.

 

Here is the way to solve this Netlmmerse/Gamebryo (.nif) export error. I'm using Blender 2.79

Under Weight Paint, In one of your meshes, that has the main partition vertex group <The one that weights your entire mesh at 100%> As an example, I will use: Properties > Data > Vertex Groups > SBP_30_HEAD

*All* faces of the mesh need to be at 100% weight for this vertex. To see which faces of the mesh are missing from the vertex, jump into Edit Mode; Face Select. Deselect all faces. Select Properties > Data > Vertex Groups > SBP_30_HEAD. Click on the Select button at the bottom of the Vertex Groups window. Hide (h) all the selected faces. The remaining visible faces of the mesh have not been weighted in Weight Paint. Go back into Weight Paint, Turn on Face Selection Masking For Painting (if using Solid) Otherise switch to Texture or Material Mode and Paint the missing faces.

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