Carcass Error Guide
(by Bell)

Everything herein was collected from various tutorial sights into one complete document. Much of this you will recognize. I want to extend special thanks to those who have contributed to this document as well as the original authors and all those kind and helpful people who responded on the various forums and offered help to the community.

The core of this document is from Space Monkey's "guide_to_getting_a_model_in_jkii", Leo "tetsuo" Kraan's "Jedi Knight 2 Jedi Outcast player modelling tips and tricks" ,MacD's "Addendum to SpaceMonkey’s 3dsmax to JK2 modeling tut", Mike “Sniper Wolf” Judd's (aka Rendak)Guide to Assimilate: Tips and Tricks PsykOSith's The Complete Guide to JK2 Character Compiling and the LucasArts Forums.

Thank god for the effort of these modelers otherwise none of this would be possible. The rest was collected from various modeling forums and I want to extend special thanks to those veterans who posted all the valuable information that contributed to this document, the majority being from PsykOSith et. al.- you rock!!! If you see things here you have authored, please contact me and I'll put your name in the credits. Thanks again all!!

1.) Error Code 12!

2.) Polygons Look Black | Parts of the model appear to be turned inside out or see-through.

3.) Bones.ccp Assertion failed In file: 'BonesDef.cpp' line: 10042

4.) vertex no. xxx on ‘meshname’is not weighted

5.) Hierarchy issues

6.) Too many vertexes/polygons on {meshname}

7.) Error: 6210

8.) Error, material "d:/projects/xev player model/xev3hair.jpg" is fully-pathed, this should be local-path only"

9.) The red stance swings aren't right and the DFA doesn't work right. | Force powers problems with hand | Saber isn't held right. | Back Stab not working.

10.) Bone is Missing

11.) Vertex weighted to more than four bones.

12.) Mesh or Body Part out of place.

13.) Unable to find bone "l_hand" referenced in this mesh"

14.) List Of Body Parts Displayed And No Compiled Model

15.) Error code = 11003 | IMPORT FAILED: Improper File Format | Warning: Surface can't use shadows, #verts(593) > SHADER_MAX_VERTS/2 (500)( "torso" )

16.) Your file contains cubic scale keys

17.) Deformation Problems

18.) Can't link to stupidtriangle_off

19.) 90 degree skewing OFF

20.) Filesystem call made without initialization

21.) UVmap different meshes together

22.) Mesh is Missing

23.) no 'base' or 'development' in C:\carcass\models\players\testguy\

24.) Model Doesn't Show Up In The Game

25.) Cubic Scale Keys

26.) Weighting the Fingers


28.) Weighting is lost, Bones no longer attached to mesh.

29.) There was not a one to one correspondence between texture vertices and true vertices. UV map may contain errors.

30.) .tga file is "fully patched" and it should be "local patch" only

31.) Model has only 1 frame

32.) No parameter for -makeskel

33.) Error: Model has 2 surfaces, but only 1 can be reached by recursing from surface 0 ('box01) | Model has 60 surfaces, but only 1 can be reached by recursing from surface 0 ('stupidtriangle_off')

34.) Warning: All texture coords on this model are blank!

35.) LOD 0, Vert 0, Surface 'stupidtriangle_off' has 5 bone weights, max is 4! | Error: Vert (1) on mesh "Stupidtriangle_off" has no weights.

36.) Error code = 13050

37.) Skeleton Disappears

38.) Vertex Weighting bug

39.) "R_LoadMDXM: missing animation file models/players/_humanoid/_humanoid for mesh model.glm"

40.) Model file missing:

41.) ...was going to perform a boolean operation to attach a breast to the torso . . .Would this affect my model in anyway . . .

42.)XSI Import Failed, code = 4599.

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1.) Error Code 12!

It seems you have an invisible object in the scene that is causing error code 12! Press H and you will see on top there is a blank space, select this and delete it, now export, and it wont show error code 12

Processing 'c:/base/models/players/_humanoid/root.xsi XSI import failed, code = 12 (file 'c:/base/models/players/_humanoid/root.XSI') Thanks for the info. Code 12 is VERY serious. WHAT THE FRELL IS CODE 12??!@

What I was thinking of was, there is a list of applied modifiers on the right. Normally the modifier at the bottom is a editable something (mesh or whatever). In this modifier are different types to check (vertex, line, face). When you are in ex. vertex mode, to move them, in the modifier list right of every modifier upwards are signs, for vertices are it dots. there should be none. that means toggle off vertex mode in editable mesh. None should be active.

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2.) Polygons Look Black

Parts of the model appear to be turned inside out or see-through.

Some model parts may have moved, and some (probably the same ones which have moved) have their normals inverted, i.e. the polygons look black.

How come that when a model looks fine in 3ds max that in game some body parts seem turned inside out. Is it because those are body parts that I cloned and mirrored?

Note which bits are out of place. They are that way because those bits have been either mirrored or scaled. Max remembers that information, and that is what confuses the xsi exporter. So we’ll have to get rid of that extra information. Now open the version of your characters max file that you saved before setting up the hierarchy. Select all the meshes, bolts and tags which were screwed up. While they’re selected, go to the utilities tab (the tab with the hammer icon on the menu’s to the right of the view ports) and press the “reset xform” button. Then press the “reset selected” button which appears underneath it. If you have a hierarchy in place, you see that some bits move out of place. This is because they are linked to a mesh which has it’s xform reset, and this change is propagated through the hierarchy chain. Now go to all the bits which were wrong. Go through them separately. In each case, go to the stack. Now, if you want to save the weighting you’ve done, and you do, select the skin modifier and drag it above the xform modifier. Then right click the xform modifier in the stack and click on ‘collapse to’ ( NOT collapse all!) in the roll out. Do this for every object you reset the xform for. Finally you’ll have to setup the hierarchy again. You did save a current version right? And export the max file as root.xsi again.

If it looks like your textures are inverted, it is probably due to mirrored objects in 3D studio max. When mirroring, scaling or moving objects some mesh properties are changed without you even noticing. When you mirror/move/scale or rotate a body part, ALWAYS apply a "reset X form" modifier (before weighting if possible)...after you add it to your mesh you will see your normals being flipped...i have no idea why this happens. Collapse the stack, select the faces and hit "flip" so they face the right way.

When you clone a body part like for instance an arm or leg, the material/skin on that cloned part gets inverted. In 3ds max/GMax you sometimes don't notice this when the material that you've applied to that body part is 2 sided. Before exporting your model to a root.xsi file turn the flag 2 sided on all materials off. You should be able to spot which polygons aren't visible and those need to be flipped. Select this body part, go to the Utilities tab, select Reset XForm and the button Reset Selected below it. Then go to the stack (in the Modify tab) and right click on the XForm modifier in the stack. Choose "Collapse to" in the rollout, and there you go! Faces might still be inverted but you can flip those manually.

If the material in 3dsmax is not "2 sided" than you can see which polygons need to be flipped. If it's the whole model or complete body parts thats only easier sicne then you can go into the polygon mode, select everything and use the "flip" option in the polygon menu.

I still have some weighting issues though. I am also having a problem with the left arm---the whole back side is missing! It was deforming strangely before, but after reweighting it, the whole back side is gone! It looks weird cause you can see the front side's textures from the back.

I had the same problem wiht my l_arm. The texture on this mesh in game is inside the mesh not outside. It looks strange in game. Its easy to fix, chose l_arm and go to face in the editable mesh modifier and activate that mode. Select in that mode all faces of the l_arm. Then click on flip in the modifier outroll of faces. The mesh should now look like in game before. In game it will be ok now.

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3.) Bones.ccp Assertion failed In file: 'BonesDef.cpp' line: 10042

I have the same error but after when u use assimilate there's no prob. Just check the box don't repeat ... and it's good

If any errors come up involving ‘Bones.ccp’, you can ignore them.

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4.)vertex no. xxx on ‘meshname’is not weighted

The main issues will have to do with "vertex no. xxx on {meshname}is not weighted". Go back and move the pelvis around; any vertex not moving will have to be weighted.

Here's a tip for those who have been getting that delightfull assimilate error "vert x not weighted", and then have trouble finding vert x on their complex mesh: select the mesh with the vertex (the assimilate error msg will give you that) type "setVertSelection $ #(x)" in the white box on the left hand bottom corner of your 3dsmax screen (the maxscript listener box), replacing x with the vertex number, and press enter. That troublesome vertex is now selected. Just to warn you if you havn't UVW mapped it yet, colapsing the mesh will destroy the weighting.

I've had problems with bits of mine too, generally I just select the submesh in question. Apply the skin modifier, switch verts on in the filter, select all the verts, click "Reset selected verts" in the "advance params" rollout then reweight it, shouldn't be too hard as 90% of the droid should be 100% weighting to one bome or another.

But I can't finish it, as assimilate is giving me trouble with vertex 102. I know it's weighted to the thoracic (the surrounding faces are red, and it deforms correctly when moving the bone), yet still assimilate gives me an error on that vertex, saying it's not weighted GRRR! I do hope someone can help me really sucks to have done all this work and then find out it's for nothing.

one easy way I find to see which vert is not weighted: double click on the Pelvis bone to choose all bones in the mesh, then move the mesh horizontally. All verts unassigned will remain in place. Remember to undo any movements you make. This will easily show up for any verts you have not weighted, especially if you move the mesh a fair distance sideways.

I'm just taking a guess here, this happened to me before, make sure you hit the "remove isolated vertices" button, maybe that's not the problem but you can try it.

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5.) Hierarchy issues

You’ll see a list of body parts that can't be found. Restart max and set up the hierarchy again.

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6.) Too many vertexes/polygons on {meshname}

I've come across that one's kind of self explanatory: you have a piece of geometry (one object, in this case the "head" object) in your model which has more than 500 verts, which is too much for the poor shader engine to handle which creates shadows, lights etc to show up on your model. Just detach a piece of that object (the neck?...enough to reduce the vertex count below 500, at any rate) as a new object (remember to reweight!), and hey, presto, problem solved.

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7.) Error: 6210

That seems to mean you have a mesh which has not had the skin properly applied. I find you can apply a skin modifier, then apply an edit mesh modifier to that same mesh afterwards and maintain the bone setup, so long as you DO NOT delete any vertices. You can however detach polygons etc (ie... caps...) and still have it work.

The 6210 means you have done something to the model it does not like ie. delete or add vertices to a model after a skin modifier etc. My recommendation is to go thru your model and try deleting parts you have recently modified (ONLY TEMPORARILY!!!) then exporting your model. If you don't get the error message say, after you delete the left hand, you know that its because of that item...

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8.) Error, material "d:/projects/xev player model/xev3hair.jpg" is fully-pathed, this should be local-path only"

Do not use blank spaces for directory or file names.

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9.) The red stance swings aren't right and the DFA doesn't work right. | Force powers problems with hand | Saber isn't held right | Back Stab not working.

I don't know how to do it myself but i did read somewhere that weighting bolt_r_hand to the rhand_tag will fix it.. hope that helps. I had to manually move the tag in his hand and recompile every time to make saber and gun holding perfect because the tag in kyle.xsi doesn't hold the saber properly for me.

I have a problem with the way my model holds the saber. All the animations work fine, but the saber is tilted off to the right 45degrees. I have moved/rotated the hand bolts around and it makes no difference.

Use the stormtroopers root.xsi, its perfect.

Fix: "bolt_r_hand" is weighted only to the "rhang_tag_bone", the "rhang_tag_bone" is not part of any hierarchy (you don't add this bone to any mesh)

For the left hand (to fix force powers problems if you have any): "lhand_tag_bone" has no vertex assigned to it (but is part of the hand hierarchy) and the "bolt_l_hand" is weighted only to the mc5 bone.

My recommendation: try to get a base, new skeleton from kyle or otherwise's root.xsi file, with the skeleton unmoved or rotated, along with a complete set of bolts, or just one bolt, the bolt_r_hand tag, and merge it with the existing Max file you have, overwriting the existing one. Do not move the bolt, rotating it or otherwise. Just import it, link it to the right hand, skin it to rhang_tag_bone bone, and try that. With vader i had that issue, afterwards on exar and other models, this method seemed to work nicely, fixing any saber errors, etc.

Thanks! I re-imported the hand bolts and they're to high on the hand, but they work. I think the problem is you can't move them after they've been linked. If I break the linkage before I move them then relink it doesn't get skewed. Thanks again!

I noticed something strange while playing with a few downloaded models in MP- the "mandalorian" models (Jenga, Boba, and other bounty hunters) and the "MP Maul" models (with other Sith's) I noticed that while in the quick stance, the backstab wont work, the saber points the wrong way!! Just to make sure it wasn't my game weirding out on me, I switched back to one of the in-game models and the backstab worked fine. Is this something I can fix or do the creators of these models (don't know if this happens in any other models) have to patch it? Thanks.

Its from weighting the bolt_r_hand to the wrong bone. The correct bone to weight it to is r_hang_tag_bone. It has been answered and dealt with before I think they released the new fixed versions of them awhile ago, it would be nice however to see an updated or more in-depth "getting the model ingame" tutorial. I'm thinking about making one soon that parlors a little more to the milkshape modeler but uses3dsmzx for making the .xsi

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10.) Bone is Missing

When I assimilate my model it keeps saying a bone is missing, the lfemurX, and i looked at my model, and i see it right there, in the left leg. So what is wrong with this, does any one know?

Open up your hierarchy window. Chances are your node isn't connected.

One other thing to check for is if you've accidentally applied any additional modifier on that bone by accident. I once accidentally applied an edit mesh modifier on one of the bones and it kicked out the same exact error.

Pull open the root.xsi file for Kyle and compare your models bone hierarchy and the one in the root.xsi file, you might have accidentally unlinked that bone.

Also, sometimes if you get a "missing bone..." it means that you've added that bone to a skin modifier when you shouldn't have, just remove it and add a different bone.

Yeah, the lfemurX is one of the bones that the game uses though. I suggested earlier about mistakenly adding an additional modifier to that bone. I t won't compile the mesh if carcass doesn't recognize lfemurX as an actual bone. Just delete the edit mesh modifier

If it gives you the error message "cannot find bone X" then find bone X and remove any weights using it.

but now i get a new error..

rd_eff was not found

rd2_eff was not found

rd3_eff was not found

rd4_eff was not found

rd5_eff was not found

rarm_eff was not found

ld1_eff was not found

ld2_eff was not found

ld3_eff was not found

ld4_eff was not found

ld5_eff was not found

larm_eff was not found

motion_eff was not found

ok I found the solution.... none of the vertices must be weighted at those bones...but into skin modifier you have to add those bones in the envelope!!

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11.) Vertex weighted to more than four bones.

When I run Assimilate/Carcass, it returns error messages indicating that such-and-such mesh has verts weighted to more than four bones. It's really nice that Carcass gives me the exact vert number that is causing the problem. The trouble is that I don't know how to find those specific verts in MAX. Does anyone know how to do this? Is there a plug-in I should look for?

Verticie numbers are independent from max and carcass. The easy way? Apply a "NONE" material to your object and check how many bones are overlapping on an object. Usually common sense tells you they occur around fingers (if you weight fingers without modifying them YOU WILL GET this error)

Actually the way to see which vert is which, is to go into sub-object mode and start clicking on each vertex. Easy if you don't have that many, very hard if you have allot. The vertex number will show up on the right-hand toolbar when you click it - vertex number is not independent between carcass and 3d studio.

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12.) Mesh or Body Part out of place.

Why is the right hand out of place? The skeleton is not out of wack, I think. The verts on the hand are weighted without any trouble. What's going on?

My simple model complied successfully in assimilate! Wow I was so happy! But then the trouble came when I opened my glm in modview, some of the parts appear to be misplaced, not in a weird way though, those parts that are misplaced seem to have been mirrored off an axis, for example the r_arm appears to be mirrored right below the left arm, and the l_leg has been diagonaly mirrored to the top right, the entire torso was flipped over (in the right position but the neck was facing down) and some of the smaller parts were just completely off some things like that.

I've weighted my model and assembled a glm file, but when I load it into ModView, all the body parts are scattered around and floating in mid-air. Does anybody know what I've might have done wrong here? Is this just a weighting problem?

Hey, I am having a problem with a piece of a model I made (well, it's vampire hunter d's model, but I got him in game) showing up in the wrong place in modview and in the game. The left hand is detached, and waaaaaay under the model. I have it weighted to the correct bone, and it looks like all the tags for it are in the right place.

Yea its no big deal,your gonna have to reweight and reheirarchy the hand though.

Create an object, attach out of place mesh to newly created object, delete object faces, reweight and reheirarchy the hand and tags that go with the hand.

Ok, try this. Select the hand, unlink it from everything, go to the utilities tab, and select reset xforms. Then go to the stack and right click on the xform in the stack and select collapse to. Find another part that is working correctly, such as the left leg, the head, whatever, something not near the hand, but which shows up correctly within modview, or the game. After this part has been weighted, apply an Edit mesh modifier to it, Select Attach, and Attach the hand in question. Now, it will be part of this other part (head, leg, whatever). Go into sub-object/Polygon Mode, select the polys of the hand, and go to Detach. This should fix any issues it had. You will need to re-link it to any bolts or other mesh parts (ie. link it to the forearm, the rhand bolt, and such), and you will need to reweight the hand, but it will fix the issue, in my experience.... Oh, and on the mesh part you used to fix this, the one you attached then detached the hand from, you can remove the Edit Mesh modifier, although it should not affect anything on its weightings or otherwise, since you will technically not be removing or adding any verts from what were edited during the skinning/weighting process.

Ok I know exactly how to fix that problem, but it involves re-weighting the parts that don't work. Create any object, select the object and attach a part of the model that shows up not where its supposed to be, then select the polys of the part of your model that was screwed up and detach it. Then just apply your unwrap and re-weight it. Do that with any part that's out of place. And to find vertices that aren't weighted just select a bone and move the body in every direction and look for the vertex that doesn't move with the rest of the body.

If you are using max, go to the Utilities tab, and use the Reset XForm on the effected objects (or the entire mesh for that matter). You may need to go back and re-weight everything, so make sure you save a backup. Careful when you reset the xform though...first off, there might be a couple of faces you have to flip the normals of (they'll turn black-ish), but if you reset the xform of an object higher up in the heirarchy which has also been rotated before it was mirrored, lower laying object will also rotate back. You'll know what I mean as soon as it happens to you. Also, you can reset the xform at any point in the whole modeling process: just make sure that the other modifiers are on top of the xform modifier in the stack, then right click on the xform modifier and press "collapse to".

What's happening is that the bits which are floating around still contain information about where they where before you scaled or rotated them. To solve this, select the bodypart and reset the xform (in the utilities tab...make sure you press the button in the roll-out too!). Then collapse the xform modifier by right clicking on it in the stack and clicking on "collapse to" (NOT collapse all).

Make sure you move the modifier down the stack, do not leave it on top. If the skin modifier was applied, you'll have to redo the whole weighting of the mesh. Also use collapse to and not collapse all. Oh and yes it is because of the clone/mirror thing, dont ask me why!

some corrections: it's in the modifiers and also utilities tab , plus you have to flip faces manually or select everything facing the wrong way and hit the flip button (i forgot to mention that).

I fixed it. I just deleted that part and remerged it from a previous save... strange.

Find another part of your model that shows up correctly in modview - ie. the hips, or one of the legs - after all the weighting, etc - and attach the errant part, such as the hand, to that mesh part via applying an Edit Mesh to the Working Part first, then attaching the Non-Working part to it. Next, go into the Sub Object mode, polygon, and Detach the part that you had attached. Finally, re-skin that mesh piece, then link the parts together properly (caps, tags, etc).


1)Apply edit mesh modifier to working part

2)Attach unworking part to working part

3)Detach unworking part from working part via polygon sub-object mode

4)Re-skin and re-link formerly unworking model part.

I got my model compiled to a GLM last night, but everything is screwed up, body parts everywhere. what did i do wrong?

Could be that the bones have somehow been rotated accidentally or otherwise or the origin angle, whatever you call it has been rotated, the Pivot to fix it there are several solutions, all which need to be done

hm..well, I did rotate the legs, since when you import the kyle model, they're sticking straight out

I don't think that would be it, but it could be one reason but in the process of creating a model, the root pivot points for some reason on the mesh itself never seem to line up correctly on the first try. I attempted this when I made exar kun. I laid it out correctly, made it so that the model didn't skew, etc, but for some reason parts were upside down, laid out incorrectly, etc. One way to fix this would involve redoing the skeletal setup, but first, what you should do, to see if the skeleton has had any odd transformations is to select the whole skeleton by double clicking on the pelvis bone, then go to the third tab on the right hand side of the screen in 3ds and select reset pivot. If any parts of the skeleton rotate back to some other angle or otherwise you know something was wrong with the skeleton. If it skews your mesh doing this, undo the reset and detach the specific model parts from that part of the skeleton through their skin modifier. If nothing happens then its not the skeleton. Now, try selecting the whole shot, all of the mesh parts and in that same tab menu, do Reset Pivot, Transforms, and the other one. Only the mesh, no bones. Try doing this then export again and see what changes.

ok, change from what I can tell. One thing to note...the right leg is in the correct position, right below the hips segment. The left leg is backward and right behind the right leg

Okay now I can tell you how to fix the whole model with just that right leg. This will require redoing the whole model's skeletal setup. Save for the bolts, but the bolts will have to be re-linked to the parts but this is the quickest and easiest way that I know of to fix this issue. Select your right leg mesh. On top of the Skin modifier, apply an Edit Mesh modifier. Next, go into Attach mode for Edit Mesh and attach one specific part of the body that you choose which is a bit aways from the leg so as to avoid overlapping polys. Lets say, you Attach the Left Arm so now the Right Leg will encompass itself as well as the polys from the Left Arm. Go into Sub Object mode, Polygon, and select all of the polys for the Left Arm and go to Detach. This will reset the pivot point of the Left Arm to be the same as the Right Leg, which was correct and it will now be a separate object. So you will want to link any parts back to the left arm, such as the bolts. Wait though for the hand, as you will have to do the hand like the Left Arm was done. Do this for the whole shot, and it should work out okay. This was a trick i figured out on vader for inside-out polys, polys that were say upside down and behind his head when it was supposed to be his hand, etc. This works every time so long as the one model within modview looked like it lined up correctly.

Has anyone had any problems with their models when they upgraded JK to 1.04 ? My model worked fine untill I updated, I would love to release my model, and It is finished, but cannot do so due to the error. Here's a screenie of the error..[the model is twisted and deformed]

Hmmmm...I would try this next if you think it's a tag problem. Use Merge with the skeleton from Psych0's website and select only all of the tags (anything that begins with bolt, and the Stupidtriangle_off). When prompted what to do about the tags that already exist with the same name, choose to delete the old geometry. Move all the new tags into their proper positions, using ONLY the move tool and NOTHING else. Export it again and give it another go.

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13.) Unable to find bone "l_hand" referenced in this mesh"

I started doing some weighting of my mesh and when I tried to assimilate I got this message. This is pretty weird since l_hand isn't even a bone. Anybody know what I'm doing wrong?

I am finally finished with the weighting of the vertices of my Padme model, have linked everything proper, set up all the files paths right and now I get an error in Assimilate when it tries to build the GLM file. It says that it cannot find the lhand_tag_bone (or lhand_bone_tag...i forgot). I checked the Max model a ton of times and this bone is present and also linked to another bone correct.

When I assimilate my model, it says that it cannot find the cervical referenced in the mesh. That doesn't make sense because I have the cervical weighted to the top of the torso and the neck area. What could be the problem? How can I reference bones? Thanks

I figured it out. I accidentally weighted a cap to the left hand mesh.

Ok try this, the "lhand_tag_bone" should be added to the left hand's bone hierarchy BUT no vertex assigned.

The "bolt_l_hand" tag is weighted only to the mc5 bone.

For the right hand, the "bolt_r_hand" is weighted only to the "rhang_tag_bone" and the "rhang_tag_bone" is not part of any bone hierarchy.

PsykoSith's idea may work, but I have a solution that works also, because the same thing happened to me. Don't weight the lhand_tag bone to anything, just weight the lhand to the l_hand mesh. Then for the right hand, weight the rhang_tag bone to the r_hand. Note that it is rhang, not rhand. Then weight like normal and then complie it.

The lhand_tag_bone doesn't need to be linked to any part of the mesh

In the humanoid.gla there's only the r_hand_tag which is used so that's why assimilate show this error

have you accidentally unlinked any bones at all?

When it usually says cant find bone it means that some of the taboo bones have been weighted to the mesh, I know that the left_hang_tag_bone cant be weighted to anything so I recommend removing those bones form the list from any skin modifiers, replacing them with ones that are close enough and then re-exporting and see if that works.

So some of these bones should NOT be weighted to anything? If so are they all the _eff ones?

Ok that was the problem, i fixed all the missing bones by doing some reweighting. But the spine_eff does not seem to be weighted to anything and it still says its missing...

Ahh of course, its those hard to see bolts, ill fix that up right now!

But when I run assimilate and try to convert it to .glm, it gives me this error: lleg_eff and rleg_eff not found. What does this mean? Am I doing something wrong here?

First you need to have original model, for example that of the stormtrooper, saved as .max file. If so open your model and do merge in the file menu. From the following list highlight these two things and click on select. The two bolts will be added to your model. Find them (somewhere at the legs) bring them in place, weight them and your problem is solved.

However you are missing one important thing about those names: those are not tags, those are end effectors for bones.

I remember you were talking about deleting bones from the skeleton. Assimilate does not like that, I learned that by deleting the face bones one time with exar, and it did not bode well.

Try this.

1 Hide everything except the mesh.

2 Select the whole frickin mesh.

3 unhide the pelvis bone

4 Assign a skin modifier and add only the pelvis bone.

5 Take the envelopes on both ends and wrap that sucka around the whole mesh

6 Export away.

If assimilategives you no errors this time, it is a weighting issue, and you need to find the problem or just re-weight the WHOLE mesh. pain I know, but assimilate doesn't actually tell you the correct bones that need reweighting.

If you did delete ANY bones at all (excluding root.xsi skeleton) I would delete all bones and re-merge the root.xsi skeleton.

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14.) List Of Body Parts Displayed And No Compiled Model
























Press any Key ... )

This means that these parts of the model are not linked right. Do the hierarchy again; it takes only a few minutes.

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15.) Error code = 11003 | IMPORT FAILED: Improper File Format | Warning: Surface can't use shadows, #verts(593) > SHADER_MAX_VERTS/2 (500) ( "torso" )

At first I had a problem exporting all together. I realized my hips were rouged so I recollapsed them, under the Skin so I could save my envelope maps. I also had 3 unweighted verts that I also weighted. Now my mesh is completely weighted, with hierachy going Skin<UVW Unwrap<Editable Mesh for each object (except for bolt/tags of course and bones). I have 10 surfaces, one of which we could consider extra (like a Shoulder pad, it's an earpiece, it has no cap). I exported and recieved the following:

Processing 'c:/games/jkii/gamedata/base/models/players/_humanoid/root.XSI' XSI import failed, code = 11003 (file 'c:/games/jkii/gamedata/base/models/players/_humanoid/root.XSI').

I screamed. Oh yes I exported my root.XSI to my dir and I added the humanoid.GLA in Assimilate. I tried compiling it this way with a Kyle.xsi that was included with the SDK and it worked perfectly. I figured my XSI exporter was broken so I used Right Hemisphere's 3D Exploration to view it. It seem jumbled up??? I looked at the included root of Kyle and Stormtrooper XSIs, they didn't even show up. I decided to try importing. The root of Kyle and stormtrooper imported nicely (although strangely the torso was beneath the rest of the bones and mesh, and on kyle, the feet were sticking out) But on attempts to import MY mesh didn't work "IMPORT FAILED: Improper File Format". Now I also checked for more than 4 (4 OR MORE or 5 and above?) bones having weights on a vert, and found only one place where it could even rometely happen and fixed that, still the same error. I also (to save time) when weighting, selected all the Tags/Bolts near the Hips and instead of doing them individually, I applied a Skin modifier to the whole selection. Each has its own Skin modifier but in italics - could this have something to do with it? I also removed the earpiece and received the same error. Exporting the bones imported fine back into 3d Max R 4.2 Exporting and reimporting with the mesh and tags didn't work. Could it be the mesh? I've also cloned feet and arms to save time having to remodel each individually, and never bothered Resetting XForm. Could this be a problem? I did try however exporting and reimporting the mesh with bones AND WITHOUT tags, and IT DID work, although the pieces were I had mirrored came out flipped (normals flipped). Could this be a cause? I've also included no LODs in this first attempt to compile, but I do have skinmaps and coordinates on all meshes (the skin maps ranging from sizes 1024x1024 and lower). I'm stuck and I'd really like to get this model on it's final stretch to exporting. If anyone asks, you can have the .max file if I can trust you won't do anything brash with it...none the less any help AT ALL is REALLY appreciated. I also like to note that this version of R4.2 has been giving me many problems and I'm thinking of reverting to R4 Could this also be a cause? Well max 4.2 is not the problem, that's what I used for my model and it worked fine. It proved to be unstable using the skin modifier but i just check the ignore box and max wont crash anymore.

Maybe the path you are using is too long, or carcass is not finding the gla file, or the xsi exporter is not working right???

I got the improper file format when trying to compile a XSI 2.0...

Create a dir on your root drive: "c:\base\models\players. Next extract the humanoid.gla file into the \_humanoid dir (use xtract with paths) and dont forget to copy the carcass.exe compiler into that dir. I then installed the tools into the base dir (base\tools\) Then exporting leave the default boxes checked. Add a reset Xform modifier (and sometimes 2 or 3) to each object with inverted faces and then use "collapse to" NOT collapse all. Important: make sure u move the reset xform down under the skin modifier or you will have to redo the skinning for that object. Another thing, when u select any object, like the torso or the head, is the pivot point at the same spot as "stupid triangle off"?

Flipped faces won't be reported as a bug by carcass so its not the problem.

Ok now I'm really confused. I've isolated the import/export problem to bolts. And I can import without bolts/tags. When I try to import EVEN WITH ONE, i get an import error. Does Carcass support xsi vers 2? if it does where can I get it? (a XSI 2.0 exporter). I haven't changed my directory but cause counting its only 48 chars long, under what I assume 64-128 to be the max. Now the wierd part, I exported it WITHOUT BOLTS, and it Compiles! Except for one error, on my part.

Writing MDX/GLM model file...

Building GLM...



Warning: Surface can't use shadows, #verts(593) > SHADER_MAX_VERTS/2 (500) ( "torso" )





Warning: Surface can't use shadows, #verts(604) > SHADER_MAX_VERTS/2 (500)( "head" )



Now my question COULD THIS ERROR be the reason WHY IT ISNT compiling correctly in the first place WITH bolts? apparently my XSI exproter is broken howerver.. Im quite confused. BTW throughout this WHOLE PROCESS I NEVER created ANY LODs nor did I set my pivot pt to that of stupidtriangleoff . I even had to REMOVE the MODEL_ROOT. MODVIEW sees the compiled model WITH SURFACES and BONES. Skins is missing because I have not made a Skin file but TAG SURFACES does not show up (and neither do sequences for that matter, but it plays anyway, and the wookie model which i used for back checking also didn't have sequences listed so i'm assuming that's ok). BTW err hehe what does that error mean? I dont have 593 verts on my torso ... I have 288 but this is above 250. Is that why im given a error?

I had this exact same problem, but when I went back and optimised the model (like as in selecting vertices close together and weld them) then I went and I did a weld all for .5 power on the whole model. It worked. Therefore it was a problem with a vertex or 2. Try this out, hope it works.

Yes I had a vertex problem I fixed that. but I found a bigger one, some tags read as "bolt_r_leg_calf " notice the large space after calf yes for some reason while i was importing the tags spaces were included and thus, the basis for ALLL my problems. I nearly shot myself when I realized this. I searched threw numerous readmes for anything but found nothing. Oh and also having another skin on top of a skin (or more than 3 modifiers?) bugs the XSI exporter as well..

There should be some notice on at least the JK2 tools that SPACES IN ANYTHING will cause major problems.. but alas:0 Also, some had a strange space after them, like a non character, also a massive problem to exporting grr;\

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16.) Your file contains cubic scale keys

Well, here`s another strange error message from assimilate: "Your file contains cubic scale keys".It is one particular XSI-file i can not assimilate. It is possibel to assimilate other files. Does anyone know what is wrong with my model?

Change your windows regional settings to US...then it will work just fine. And change the keyboard too. If it still doesnt work, change your decimal character to a  "period" instead of a "coma" (in windows regional settings).

However, this doesn't seem to fix the problem for everyone. Apparently this can be fixed for XSI users by doing the following:

"I decided to search XSI help documentation using word "cubic", as a result I got a lot of articles and among them I found something interesting. It was "Export Crosswalk Options" and in that article there was information about animation resampling and types of interpolations which included FCurve Interpolation, Constant, Linear and Cubic. I thought that something like that could be in XSI export options. So I looked closely to XSI export options and found that they were more then I first saw, I just didn't scroll down. So I found there Animation Filtering, turned it on by checking 'Plot' and changed interpolation to Linear. Now it all works, and animation plays as it should."

If you are exporting from Max and also have the "export" animations box checked maybe it's what caused the problem for other max users too. Oddly enough switching keyboard to english while exporting from Max was the problem for me so it's a strange problem.

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17.) Deformation Problems

I dont know wether the pelvis verts should be binded to the pelvis bone (duh) or lower lumbar and split across the upper femurXYs. I must realize she is wearing skintight such clothing, so when her stomach bobs down it should curve like a "\" in a sense...

Your problem is that the verts on the bottom of your torso object are weighted completely differently than those on the top of your hips object. More technically, your problem is that you have two independant verts from separate objects, with the same coordinates, but they're deforming in different ways. Here's a way to fix this. First of all, all of the verts from the top of your hips should be weighted EXACTLY the same way as those from the bottom of your torso. Now, say you want the vert directly below the belly-button on your torso object to deform the same as the vert on your hip object. Select that vertex while you're in the skin modifier rollout of your hips object and see what bones are effecting it. You can do this by making sure that under Filters, Vertices is checked. Now, with the vert selected, cycle through all the bones that you've added to that object and look under weight properties. Any bone with an Abs effect other than 0.0 is effecting your vert. Make note of these bones and add them to the skin modifier for your hips. Now, scroll down to advance params and save your envelopes for the object. Next, select your hips and get into the skin modifier. Under Advance Params, select Load Envelopes. Highlight whatever you saved your torso envelopes as and load it. Now, in the little pop-up box that you get, make sure that the bone order in the Incoming Envelopes columns lines up horizontally to the order in your current envelopes column. If not, you can add a "blank" for incoming bones that don't effect that vert in your hips and you can delete objects that won't effect that vert in your torso. Click "OK" and your two separate verts should deform exactly the same. Hopefully this makes enough sense to get you on the right track. Things get a little more complicated if you need to manually adjust the vertex weights individually, but a flawless deformation is still possible. Keep playing with it and it'll all make sense sooner or later. If not, just ask and I'd be more than willing to work with you on this.

I'm at a part in weighting where a gap forms because I segmented a part on my model. Spacemonkeys tutorial says

"But what we are interested for now is the ability to type in the Abs, effect. This is basically the weight that this bone (the one you've got selected) has on the vert. I got around the gaping segments by selecting the verts around the segments and weighting them 50/50 to the two different bones they where being effected by."

I can select the verts, i just dont see any place to weight them 50/50. If he means the Abs. Effect every time I select a vert and put the number down to .50, assuming that means 50%, and click some other vert the number goes back up to 1. Am I doing something wrong here? Oh and another question, when you select a bone, for instance rhumerus, when you move it why does it affect the bone after it, in this case rclavical? Its kind of confusing because when i want to see what a bone does to my model i have to select the one before it...

i found that weighting it 50/50 didnt work very well for my models as i still got gaping seams but i might have just been doing it wrong, what i do is usually select the last few verts of the upper part (i.e. the hips parts of the legs near the knees, the arms right before the elbow etc etc.) and completely weight them to the bone below it. this keeps it together but can some times create ugly deformations (like extra joints that shouldn't be humanly possible) if you model with the bone setup in mind giving a few extra verts around the elbows and knees then the deformation usually doesn't looks to bad.

it depends on the model i guess but if you can get the 50/50 thing working correctly then i recommend that method because its what the pros are using

I would check out the painting weights by hand you can adjust the radius and strength of the painter. then by painting the verts in question with one bone then going back with another bone till they reach a nice yellowish color (i assume this would be 50% devotion the bone)

In looking at a load of max scripts that play with skin weighting, what you really want is something that will read the weights for a selection of verts and that apply those weights to a different set of verts that happen to be very close to the world coords of the first set.

The point is that as far as organic deformation is concerned, you should weight the top of your upper arm to mostly the humerus and the bottom of your upper arm to humerusX. Otherwise your elbows and knees are going to deform a little strangely. I'm not sure about how you would go about weighing it for a robot. Oh yeah ... all the same holds true for the radius/radiusX too.

You do have to put a skin modifier on the caps too. You can do like the tutorial says and just choose the nearest bone and everything should come out okay. If you want, you could also just import envelopes from the object being capped and that should do it too.

When I move the legs of the skeleton the waist opens up. I have tried everything I know o weight it down properly... Can you help me once more?

Double check your weights, it looks like you have accidentally weighted the hips area to the femur bones. I try to have any parts at seams, i.e. shoulders on either side from torso to arms, I try to have them all weighted to the same bone. So, I would recommend at that point simply use the Pelvis bone across that line of vertices with the Paint Weights function within the skin modifier. One further word of advice: you can apply an edit mesh modifier to a mesh after the skin modifier, meaning you can touch up some parts of the model if you choose to, after the skin modifier. However, what you cannot do is weld or delete any verts as this will affect the Skin modifier's weighting, and result in errors, meaning you will either have to remove the edit mesh modifier or redo the weighting.

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18.) Can't link to stupidtriangle_off

Anyways, my problem is that once I've linked everything up until the hips, and I wanna link the hips to stupidtriangle_off, it won't let me and it says that it would cause a dependency loop. What did I do wrong and how can I fix it? Thanks in advance.

linking isnt hard, you just goto edit/select by name/ and select all the things your going to link.

I think the mesh root and model root are located at 0,0,0 right below the model

Here's a neat tip that makes the linking process MUCH easier: Link in the Schematic View. It is easier to pick each tag and mesh, and it makes finding the stupidtriangle_off and the mesh root, etc much easier. It also will make it so you can see what is causing that loop, perhaps making it so you can fix it without starting over.

Actually, the best way to link stuff up is by just pressing 'h'. Then you select all the elements you need, then hit the 'select' button. Now you press the "link" button (to the right, on the toolbar, near the undo/redo buttons) after which you press 'h' again. Then select the object you want to link it to, and press the 'link' button (where 'select' used to be; remember, max is very context sensitive. Done!

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19. 90 degree skewing OFF

Well the first problem is that i placed everything where its supposed to be and assimilate says this:

Build trigger: c:/base/models/players/maw/model.glm missing

entering c:/base/models/players/maw/

90 degree skewing OFF

Loading GLA "models/players/_humanoid/_humanoid.gla" ........17278 frames Grabbed 1 file with 17278 frames

XSI file'c:/base/models/players/_humanoid/root.xsi' not found!

You might wanna try to place the _humanoid.gla in your maw directory. When you add this humanoid.gla file and select to build it it automatically looks up the root.xsi file that is in the same directory. If that gla file is in the _humanoid directory then the root.xsi cannot be found. This worked for me although Spacemonkey's tutorial says that you should put it in the _humanoid directory.

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20.) Filesystem call made without initialization

Whenever I attempt to open a glm file in modview, I get an error message saying "Filesystem call made without initialization." Anyone know what I'm doing wrong?

I had the same prob, then I used the view bots command and inserted a path, now it works

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21.) UVmap different meshes together

say I want both the hand uvwmaps in the same .jpg file, im not sure what the exact steps are to get them together if i attach them together, map them and unwrap them together, then convert the map to .jpg, then do I delete the uvwmap and unwrap modifiers and detach them and then what? unwrap them again or something?

Ah nevermind, I figured it out. What I did was map them separately, attach them together, unwrap them together and make a .jpg of them, detach them and unwrap them separately again, so the maps aren't overlapping and they can share a .jpg.

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22.) Mesh is Missing

I have my newly made model I am trying to bring into JK2, but when I export using the exporter in the JK2tools the mesh is missing. I can reload it and all of the mesh parts are gone. What gives, am I doing something wrong?

When you're exporting to .XSI you'll get a little menu before it saves the file, make sure the little tick box that says Meshes is ticked otherwise you'll just export the bones etc. Hopefully that was all that you did wrong (ttrust me i did it a few times)

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23.) no 'base' or 'development' in C:\carcass\models\players\testguy\

How do I fix this?

SetQdirFromPath: no 'base' or 'development' in C:\carcass\models\players\testguy\

I've had this problem also. My solution was to steal one of the .car files from the models supplied by raven, edit the file to suit my own needs, and then run carcass manually from the command prompt. It's a huge pain in the ass, but it's the best solution I could come up with. Hopefully someone else knows what's up and how to get through this properly. Hope this helps.

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24.) Model Doesn't Show Up In The Game

Now I have all the correct files zipped up, with the correct folders, and with it renamed to the pk3 extension. My icon shows up in player setup, BUT MY MODEL DOESN'T SHOW UP IN THE GAME!!! I can see my icon blip from my icon to the bespin model icon when the multiplayer game loads up, and my model ends up being the bespin guy.

Duncan---I finally got my model to show up. I am a retard! I copied over my images that had the correct sizing (128, 256, 512, etc.). Also, the stupid skin files refer to tga images, though the images are actually jpegs. It took me a while to notice that. After that, the model shows up now----what a sense of satisfaction!

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25. Cubic Scale Keys

Everything should be ready to export, but when i run assimilate i get :File contains cubic scale keys.

Change your numeric system within windows to US settings and it will fix this error

In control panel, regional settings: here's what you should see in the "numbers tab", I'm also using win 2k. I'm guessing it's the default setup, cuz when I logged as another user, it also worked.









Remember to change the keyboard settings also.

If it still doesnt work, change your decimal character to a  "period" instead of a "coma".

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26.) Weighting the Fingers

I was wondering about the weighting of the vertices in the hand. I read in Spacemonkey's tutorial that you cannot assign more that 4 (or 5 I can't remeber the exact number) bones to a model. Now the hand in my Padme model is 1 model that includes all the fingers and I believe this is the same in the Kyle model too. How can you assign all of the available hand bones to the same hand model? Because I think that the hand bones exceed the magical number 4 (or 5). Besides that do actually you need to assign bones to the fingers? Since the player is always holding a weapon maybe a hand model that has the fingers fixed in 1 position is sufficient.

You can have more than 4 bones assigned to a model. You just cannot have more than 4 bones weighted to an individual vertices. So although there may be 16 or so bones in the hand, as long as no vertices in your mesh are affected by more than 4 of those, then it should be fine. I would recommend assigning the fingers to the finger bones. The best way to do this is to manually weight the vertices to the bones, otherwise you will have one fingers bones affecting another finger, and all hell will break loose! Basically, I have the finger joint in my mesh positioned over the joint in the bones, then I select all the verts for that particular joint, and assign them to the bone on one side of the joint, weighting them at 0.5, then weight them to the bone on the other side at 0.5. This way you should get a nice balance of movement on the joint.

What i usually do is add 100% influence to every verts of the hand's mesh (from the wrist to finger tips) using the "lhand" and "rhand" bone, this is a quick way to export the model. Then i go back to add the finger weights.

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This has probably been posted before but, every time I try to open a model in the glm format from ModVeiw I get an error message saying ''EXCEEDS MAX-QPATH''

Is the folder path to your file greater than 78 chars? This could be the problem. I had this problem with loading SP games, and all I had to do to fix it was to delete the reactor.pk3, maybe that's the problem, hope that helps, if not, good luck.

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28.) Weighting is lost, Bones no longer attached to mesh.

When I weigh a bunch of vertices to a bone, save my file and reload it, I find that my weighting work has been for nothing as the bones are no longer attached to the mesh. Is there a box somewhere I have to click to rectify this? Perhaps nothing can be done about it?

Do u get an error from assimilate telling u that there's weights missing from certain verts? If so.. then don't worry. I had a problem with a specific part of my model that - although I had weighted it - each time I loaded it I need to open the skin modifier and check the weights - otherwise assimilate wouldn't allow me to build the model.

If your finding that MAx wont let you weight your mesh properly to your bones - then you have a bad stack. Remove the skin modifier, collapse the stack and then reapply it. That should work. Reset X form can also work but may resize your mesh piece back to its originally created size - a problem if you didn't build you model around the skeleton included in the root.xsi files.

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29.) There was not a one to one correspondence between texture vertices and true vertices. UV map may contain errors.

When I export my model to an .md3 from gmax I get the error that goes something like this, "there was not a one to one correspondence between texture vertices and true vertices. UV map may contain errors." Now even after deleting all the uvmapping I did it still gave me that error. At first I ignored it and put it into 3dsmax so I could use texporter and it was working fine, the mapping was still there. When I used texporter a few of the parts of the model didn't show up...

I've had this problem with exporting a Max model for Q3. What I've done (and what worked) was:

- select all the vertices and weld them with the standard minimal distance.

- then I applied the UVW Unwrap modifier to all the vertices so that they are at least in the map

- then export your model as 3ds

- import it in max, save it and try exporting it again.

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30.) .tga file is "fully patched" and it should be "local patch" only

It says a certain .tga file I'm using is "fully patched" and it should be "local patch" only.

I think this ones pretty ez to fix. copy your tgas to your models' folder in jk2 (ex. jk2/gamedata/base/models/players/yourmodelname) then go to your material editor in max and change your materials' location to the new where you copied your images to (jk2/gamedata/base/models/players/yourmodelname/youimage.tga). Make sure you have the skins in the folder you want to export the .XSIs to. Make sure that the skins in the model are linked to these.

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31.) models has only 1 frame

Carcass complains that the model has only 1 frame.

You can't carcass .XSI files that have no animations. You need to set up bones and link them to the model with the SKIN modifier and make some rudimentary anims.

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32.) No parameter for -makeskel

Make sure you didn't include an enter somewhere in the last line of the .car file. I copied the example directly and it had an enter in the last line.

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33.) Error: Model has 2 surfaces, but only 1 can be reached by recursing from surface 0 ('box01) | Model has 60 surfaces, but only 1 can be reached by recursing from surface 0 ('stupidtriangle_off')

You need to re-hierarchy this model correctly

You need to re-hierarchy this model correctly, These are the surface(s) not reachable from Surface 0...






Alright... this sounds like you haven't linked your tags and such up... The way the model's hierarchy should be set up is in Tim Appleby's tutorial that was included in the JO tools pack....if you know how to link the parts together, and know about the hierarchy, then just go over it and make sure you didn't link something incorrectly, or forgot to go through the stupidtriangle......

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34.) Warning: All texture coords on this model are blank!

You dont have any texture coords on the model. Use uvwmap and uvwunwrap to make texture coords.

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35.) LOD 0, Vert 0, Surface 'stupidtriangle_off' has 5 bone weights, max is 4! | Error: Vert (1) on mesh "Stupidtriangle_off" has no weights.

You are not allowed to have more than 4 bones weighted to a vert.

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36.) Error code = 13050 | Processing 'd:/games/sof2/heat/base /models/weapons/m1911a1/m1911a1base.XSI' | XSI import failed, code = 13050 (file 'd:/games/sof2/heat/base/models/weapons/m1911a1/m1911a1base.XSI.

I don't know what's going on, I've done everything exactly like in the tutorial. wtf is this error code ? Does a patch from raven could fix this.

hmm, I sometimes get a similar error. When I export with another exporter it works most of the time. Try some other .xsi exporters. search for XSI at

I had a very similar error as well it was just after I tried to weld two vertices together. (I'm not that advanced at max so I'm not sure if I welded it right) but luckily I didn't save it so i undid it and sorta cheat by putting the 2 vertices very close together.

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37.) Skeleton Disappears

I finally have my model linked, weighted, etc, but upon exporting to XSI, my skeleton just totally disappears. This never happened on previous exports, so I'm not sure what's up. Anyone run into this before? Here's what happened:

1) Weighted, linked, textured model and exported to XSI

2) Mesh was a bit messed up when reimported (see my other thread on Xform), so I went back, broke the mesh hierarchy, reset some Xforms and tweaked it.

3) Re-linked the hierarchy (according to Spacemonkey's I had done b4) and re-exported to XSI

4) This time the model looked sweet, but the skeleton totally vanished (not even in the selection list

Figured it out. The hierarchy of the "skeleton root" was all by itself. It needed to have "model root" as its parent:

- Model Root

- Mesh Root

- Skeleton Root

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38.) Vertex Weighting bug

I'm in the process of weighting vertices to bones, and I'm having trouble assigning absolute values (using the ABS effect spinner).

- I select a bone in the list (cervical)

- I select a bunch of vertices (near the neck)

- I set the abs effect (under weight properties) to "0.5" and hit enter

- I have "rigid" and "rigid handles" unchecked (although I DO have "normalize" checked)

- When I deselect the vertices and click on them again, they all have weights of zero (not the "0.5" I assigned)

Yeah i get that sometimes, it looks like a bug (well for me it looks like it). Try adding those verts to another bone, remove them and go back to the original bone you want to weight. Or click add selected verts. Sometimes i need to "get out" of the bone modifier. If the vert has no previous weight assigned to it, it should turn red or have full abs. I always type 1.0 and then select the parent bone, type 0.5 and get 50/50 weighting.

The problem of the ABS spinner graying out happens quite a bit when I am trying to weigh tags (bolt_whatever) to a particular bone. I select the verts, but then it doesn't let me type in any values (grayed out).

First make sure the "vertices" option is checked in the "Filters" section, i usually uncheck envelopes and cross sections. This always happens to me when I have selected many verts and I want to modify the amount of abs, what you need to do, is to hold down ctrl and click only 1 vert, the box wont be grayed out anymore. I have no idea why it's doing's like some kind of refresh you need to do every time you want to change the amount of abs. Same goes when selecting verts, i have to rotate the view to make sure all the verts are selected (the view port is refreshed and I can see the new additions I've made).

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39.)"R_LoadMDXM: missing animation file models/players /_humanoid/_humanoid for mesh model.glm"

When I try to open up a humanoid model in modview, (like prisoner), it says:

"R_LoadMDXM: missing animation file models/players/_humanoid/_humanoid for mesh model.glm"

I can open models like r2d2 however. why?

You need to have the _humanoid.gla and animations.cfg file in the models/players/_humanoid/ directory.

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40.) Model file missing:

Hey man got a question. when I use the assimilate program and I goto the add file and try to add the _humanoid.gla file it gives me an error -Model file missing: "w:/Game/base/models/players/_humanoid/_humanoid.gla

Continue recieving this message so i click yes and it looks like it loads so I push the B button to buld it and I get another error -Model file missing: "w:/Game/base/models/players/_humanoid/_humanoid.gla continue recieving this message- and so once again I click yes and notepad pops up with this -Model: "_humanoid" Sequence

"_HUMANOID": ASE/XSI/GLA file not found: "w:/Game/base/models/players/_humanoid/_humanoid.gla" (1 faults)- what did i do wrong?

Typical error, all you have to do is click on "new" so you have nothing in there... Once that's done go to >File then >Add files, select the _humanoid.gla. Next time you click B, it should find the gla. You have to do this every time you load assimilate, very annoying...

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41.)...was going to perform a boolean operation to attach a breast to the torso . . .Would this affect my model in anyway . . .

Hi Im just working on my lastest project and was going to perform a boolean operation to attach a breast to the torso... Before attaching the geosphere breast I capped the holes in my mesh... Now this cut the polycount from 1,300 to 869 to my amazement as I have never used the Cap Holes command before. Now my question... Would this affect my model in anyway if I capped the holes after finishing the entire mesh and would the poly count stay down because of this?

Just a thought... Its probably used out there by all modelers apart from myself I stay away from booleans and cap holes, i prefer to have full control over every vert/face. If your polycount was reduced this much, make sure your object didnt turn into an editable POLY which is different than editable MESH. Editable meshes make quads (faces) using tris (triangle) NOT in Editable POLY mode: a face is only 1 quad (no edge dividing the face). I think you'll have to convert it to editable mesh at some point or it wont be a valid mesh for JK2

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42.)XSI Import failed, code = 4599

This error happened because the skin modifier is not on top, if you have set UV mapping coordinates on top of the skin modifier, move them down under the skin modifier. It is strongly recommended to UV map before you rig, collapse the stack so it's empty and then apply the skin modifier. ONLY the skin modifier should remain.