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 Modifying Default Models (SOLVED)

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TortDoll
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PostSubject: Modifying Default Models (SOLVED)   Thu Nov 24, 2016 9:24 pm

Figured it out, for those of you having similar issues, refer to....

http://www.kitopen.com/t3936-out-of-bounds?highlight=Index+out+of+bounds <---- This one really help me

http://www.kitopen.com/t1312-ogre-exception-index-out-of-bounds-playable-characters-help?highlight=Index+out+of+bounds
http://www.kitopen.com/t189-howto-kito-s-fixed-wow-model-exporter-to-ogre#1299
http://www.kitopen.com/t3832-index-out-of-bounds-error?highlight=Index+out+of+bounds

OGRE EXCEPTION(2:InvalidParametersException): Index out of bounds. in Entity::getSubEntity at C:\kito\git\sources\dependencies\ogre_src_v1-7-4\OgreMain\src\OgreEntity.cpp (line 316)

1a: I import magix2.blend

1b: I select the head, then import a head (as .obj) I modified (from a default head from oIT)
2: I attach the armature to the head, remove mane, tail, body, etc... all that is left is the head
3: I test it out - I move the armature and the head moves with it
4: I export, drag and drop both skeleton and XML files into the converter, they convert successfully
5: I rename the mesh (NOT skeleton, I opened the mesh to make sure the skeleton name was placed correctly, the one it exported with)
6: I login to the game, I get to the head and (the game use to just close without an exception) the game gives me this exception (see above)

- I figure it has something to do with the armature + model placement?
- Hopefully this will help other people too


Last edited by TortDoll on Tue Nov 29, 2016 3:02 pm; edited 1 time in total
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Kattington
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PostSubject: Re: Modifying Default Models (SOLVED)   Fri Nov 25, 2016 3:30 am

Your materials are wrong. Make sure there's the same number of materials on your new model as the old head and try again
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TortDoll
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PostSubject: Re: Modifying Default Models (SOLVED)   Sat Nov 26, 2016 12:57 am

Kattington wrote:
Your materials are wrong. Make sure there's the same number of materials on your new model as the old head and try again

Materials on my model? You mean like HeadTex and all that?

- The MAT exports as "(null)", can I use the same material as the head I am replacing? How do I apply it?

Thanks a ton for your time and help....!! ~ <3 <3
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PostSubject: Re: Modifying Default Models (SOLVED)   Sat Nov 26, 2016 1:00 am

No, in the materials tab of blender (I would point it out but I only use blender 2.66), make sure there is HeadMat, EyeMat, TeethMat. I believe those are all, some heads may have two TeethMat (top and bottom). The game expects 3 materials, so when it loads a head with less than 3 it throws an error
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TortDoll
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PostSubject: Re: Modifying Default Models (SOLVED)   Sat Nov 26, 2016 1:29 pm

That's odd, the client I have has no MAT files like that, at all, but the default heads work?

- When I export, it only allows me to export 1 MAT file (do I have to keep exporting until' I have all three MATs??)

- Where do I put these MAT files/how do I know what to put in them? When I export, the MAT file has little to nothing inside, and the MAT file is "(null)", I believe it wants me to replace it?

- Where can I find these MATs (they are not in scripts folder, MAT folder)??

Thanks again for your guided help!!
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PostSubject: Re: Modifying Default Models (SOLVED)   Sat Nov 26, 2016 6:54 pm

not actual material files. I don't model so I don't know all the fancy words, but when you make a model, it will have submeshes inside for you to assign materials. The original source code reads 3 on the head, as Kat said, which are the head, eyes and teeth. If you have more or less, you will get index out of bounds

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TortDoll
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PostSubject: Re: Modifying Default Models (SOLVED)   Sat Nov 26, 2016 7:24 pm

Ah okay, now I see.

- So I'd have in this case the teeth and eyes (they are merged with the mesh), yet they show as separate meshes in wireframe (but I cannot click on them, I end up clicking the entire head).

- How does one... separate the head from the teeth and eyes? Are there any ... just eye and teeth meshes?

- Right now the problem is (I think): I edited Head6 in sculptris, imported as .obj and attached to the existing armature of oIT, replacing a random head. I renamed at Head3, but I think in this case, when I was editing in sculptris, the eyes and teeth imported on the head/with it, as one, but I can't seem to separate them after/add new ones (even though in wireframe they show as separate).
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PostSubject: Re: Modifying Default Models (SOLVED)   Tue Nov 29, 2016 2:58 pm

Fixed the issue, will edit above post with some solutions I've found for other folks.
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