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the_law
23rd February 2015, 23:02
Hi guys, I've been experimenting with Tom's XModel Utils and trying to get rigged models exported. I get the model, then I use the .MEL file that goes with it to bind the joints. By that point, it should be ready for exporting. But when I try to export it, is comes up with an error saying "invalid bone j_clip" (or any bone, really - it shows that error for every bone). Anyone know how I could fix this problem?

Mitch
24th February 2015, 06:08
Hi guys, I've been experimenting with Tom's XModel Utils and trying to get rigged models exported. I get the model, then I use the .MEL file that goes with it to bind the joints. By that point, it should be ready for exporting. But when I try to export it, is comes up with an error saying "invalid bone j_clip" (or any bone, really - it shows that error for every bone). Anyone know how I could fix this problem?

You need to find out which bone in cod2 (or what cod version you are using) is responsible for that bone j_clip and rename it to that bone.
Also you might need to set -mi to 5 instead of 30 (newSkinCluster). That fixes the too many bones error.

Tally
24th February 2015, 09:04
Hi guys, I've been experimenting with Tom's XModel Utils and trying to get rigged models exported. I get the model, then I use the .MEL file that goes with it to bind the joints. By that point, it should be ready for exporting. But when I try to export it, is comes up with an error saying "invalid bone j_clip" (or any bone, really - it shows that error for every bone). Anyone know how I could fix this problem?

all viewmodels in COD2 - like COD4 - have 3 bones: tag_clip, tag_brass, and tag_flash.

j_clip is from BO1 > onwards, and is invalid in COD games before it.

vanfreddy
24th February 2015, 13:27
this just ays the bones ur are want to export are not rigged to the mesh u selected
i uploaded my testfile its a cod5 player model with original bones and animation exported with maya 6 maybe it helps u i have not tested in assetmanager yet http://www34.zippyshare.com/v/Jsz0jy7C/file.html

source files: http://www71.zippyshare.com/v/MqY9ebKr/file.html

the_law
24th February 2015, 15:52
Mitch - how do I set -mi to 5? Do I do it in the .MEL file?
Tally - I thought CoD2 viewmodels used j_clip... Or that's what I seem to be getting by looking at the "tags" for the stock CoD2 viewmodels.
Vanfreddy - I forgot to mention that I am trying to get a viewmodel working, not a character model.

vanfreddy
24th February 2015, 15:58
the files include mel file which shows what u have to change to get the bind working and the model exports settings also the same just open model export file and press selected exports it shows u what u have to select for the export

vanfreddy
24th February 2015, 16:03
look in mel files for this newSkinCluster "-toSelectedBones -mi 10 -omi true -dr 10 -rui true";
and replace it with this newSkinCluster "-toSelectedBones -tsb -mi 1";

the_law
24th February 2015, 16:11
Ohh now I understand. Be right back, I'll try it out.

EDIT: Nope. Still the same error.

the_law
26th February 2015, 21:51
Shall I upload my files for you guys to take a look at? I'm officially stumped. :(

Mitch
27th February 2015, 07:13
Shall I upload my files for you guys to take a look at? I'm officially stumped. :(

Yes, it might help us understand what the problem is.
Anyway I thought that at least cod2 requires when you have for example the bone 'j_spine4' that it needs to be in the format 'J_Spine4'.

Edit: (compare the bone names between your model and the default model sample in bin/maya)

the_law
27th February 2015, 15:38
https://www.mediafire.com/?mqg9rlnjb86u75x

Just specifying, it's a viewmodel for the Colt .44 Magnum.

Mitch
27th February 2015, 16:16
I don't know the problem either. What bones do you export? Because i see a lot of bones.

846

the_law
27th February 2015, 16:30
I followed what every tutorial told me to do - I tried to export every single bone. Oh, and this is the model immediately after I binded the joints. First, it said that it couldn't find any bones - I fixed that by ungrouping the joints and meshes, but then it showed the 'invalid bone' error when I tried to export.

the_law
5th March 2015, 21:17
Finally got this problem fixed. Had to dig through 15 different tutorials and try every method I saw.
But I got it working at last :)

https://www.youtube.com/watch?v=TCMCMvf68Vw&feature=youtu.be

kung foo man
5th March 2015, 22:29
Then share the knowledge :P

the_law
5th March 2015, 23:09
I used this tutorial's method of exporting: http://wiki.modsrepository.com/images/f/f7/Weapon_import_cod2_English.pdf

Step 5B was the one that did it for me