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Post by sadiqdevraj on Oct 21, 2016 2:59:55 GMT -5
Hello guys, I'm using Miarmy for quiet a while but i'm facing a problem that never occurs with me.. basically I've Lock model rigged on advanced skeleton 5.2.3, so i make a mocap to get one single root chain. I can successfully create original agent, but when i send active geometry to original agent, it give me the attached error "Cannot use bone:Spine1_M_ogb_loco" it gives me different error like head, neck etc.. Please help to get over this error.. Look Forward to hearing back from you guys soon.. Thanks.
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Post by Yeah YANG on Oct 21, 2016 3:16:25 GMT -5
Hello sadiqdevraj,
Is that possible send us a file:) Our receiving mail is "info@basefount.com"
Cheers! --Yeah
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Post by sadiqdevraj on Oct 21, 2016 5:01:35 GMT -5
Hello yang,
Thanks for answering me,
Please check your email..
Thanks.
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Post by Yeah YANG on Oct 23, 2016 18:42:53 GMT -5
Hello sadiqdevraj, There are some issues need to fix. 1. We detected you're using the Advanced Skeleton. You need to rearrange your scene so that the Orginal Agent (OA) can be generated from rig fully 2. When you build the OA from correct rig, you can transfer most of your geometries by "Send active geo to OA". But there are some geometry you cannot send. Because they are from some extra bones. They're " Tongue" and " Mustach" these 2 objects. Because they're bind onto some joints broken from main rig. More detail please refer: basefount.atlassian.net/wiki/display/MDE/Rig+Requirements3. I notice you have some blendshape. If you want to use these blend shape in crowds, you need to bake them into Action or Transfer them into OA. Please refer these 2 methods of blendshape in advance: basefount.atlassian.net/wiki/display/MDE/Logic+Controlled+Blendshapebasefount.atlassian.net/wiki/display/MDE/Geometry+Cache+in+ActionI hope this is helpfu. Cheers! --Yeah Hello yang, Thanks for answering me, Please check your email.. Thanks.
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