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 Animation Export Error [SOLVED]

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Unio-Mentium

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PostSubject: Animation Export Error [SOLVED]   Fri Nov 18, 2016 6:13 am

Ho'kay, I have returned with more inquiries. Congrats to the new staff by the way!

Upon downloading the Original IT Blenders and opening the Antlers in Blender 2.49b so I could edit the mesh and texture, I followed Slycan's Animation Export Tutorial and received the following error upon opening the game again and reaching the Character Selection Screen -





I tried just exporting the model and keeping the unmodified 'antlers-Armature' file, but it didn't take kindly to that (threw the same error at me). I checked the NLA Editor as previously given advice and that looked fine too. Any pointers?


Last edited by Unio-Mentium on Sat Nov 19, 2016 4:52 am; edited 1 time in total
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GlaciaTheWolf
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PostSubject: Re: Animation Export Error [SOLVED]   Fri Nov 18, 2016 12:23 pm

Have you tried making sure that the mesh fallows the correct skeleton name?
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Unio-Mentium

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PostSubject: Re: Animation Export Error [SOLVED]   Fri Nov 18, 2016 7:30 pm

glaciaicewolf wrote:
Have you tried making sure that the mesh fallows the correct skeleton name?

Yes. I made sure that the files exported (and turned back into .mesh) are following the exact same names as the originals.
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Kattington
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PostSubject: Re: Animation Export Error [SOLVED]   Fri Nov 18, 2016 9:28 pm

Put the antlers mesh through the Ogre XML Converter, search for "skeleton," find the skeleton link and change it to the original armature name then convert back to .mesh and put it ingame
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Unio-Mentium

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PostSubject: Re: Animation Export Error [SOLVED]   Fri Nov 18, 2016 11:57 pm

Kattington wrote:
Put the antlers mesh through the Ogre XML Converter, search for "skeleton," find the skeleton link and change it to the original armature name then convert back to .mesh and put it ingame

I did that, and it didn't work. It crashed the game with an Ogre Error. I looked at the OgreXMLConverter file that was created upon conversion, and spotted this.



However, when I converted the skeleton first, the error was not in the OgreXMLConverter LOG. Until I exported the mesh after it, and it showed the error again.
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Kattington
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PostSubject: Re: Animation Export Error [SOLVED]   Sat Nov 19, 2016 12:46 am

That error means you didn't assign the proper skeleton name inside the mesh file. Open the mesh XML file and use the find tool (ctrl + f) to find this:
Code:
<skeletonlink name=
It'll take you to the skeletonlink line. Change the name inside the quotation marks (it looks like it's currently named Armature.skeleton) to antlers-Armature.skeleton.
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Unio-Mentium

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PostSubject: Re: Animation Export Error [SOLVED]   Sat Nov 19, 2016 4:50 am

Kattington wrote:
That error means you didn't assign the proper skeleton name inside the mesh file. Open the mesh XML file and use the find tool (ctrl + f) to find this:
Code:
<skeletonlink name=
It'll take you to the skeletonlink line. Change the name inside the quotation marks (it looks like it's currently named Armature.skeleton) to antlers-Armature.skeleton.

For a moment, I had no idea what you were talking about..and then I realized. "You can open the XML file in Notepad/Notepad++?!?!?! That's news! Alrighty! It worked! Thank you!

Now I shall make a quick note and random tutorial for this for future reference.
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