DarthValeria Posted April 1, 2019 Posted April 1, 2019 Guys as i posted a topic about blender, about exporting problem before I have solved those problems thanks to ooeJack's a lot os helps But now i have a new problem as i am so close to the end and i cannot find a solution about thisPlease help me and contact me in discord if possible You can take a look to file solve the problem if you wantPlease help me, it's so important
Ramikad Posted April 2, 2019 Posted April 2, 2019 This error occurs because the edges that make the UVMap seams aren't split in the mesh. Basically, select the mesh (in this case head3), enter Edit Mode, switch to UV/Image Editor, press on the "Keep UV and edit mode mesh selection in sync" button (so to synchronize UV/Image Editor selection and mesh edge selection), select all the edges which contour the islands, then switch to 3D View, press Ctrl + E, and then D, and that will basically split all those edges in two - which means the vertex count will also increase, so be mindful of that if the mesh has a complex geometry (that is, if it's close to 1000 vertices). Hope this helps. DarthValeria likes this
Noodle Posted April 2, 2019 Posted April 2, 2019 Update your blender to 2.79 and install this great plugin https://jkhub.org/files/file/3521-blender-279-jedi-academy-plugin-suite/ You will never have to worry about this issue again DarthValeria likes this
DarthValeria Posted April 2, 2019 Author Posted April 2, 2019 This error occurs because the edges that make the UVMap seams aren't split in the mesh. Basically, select the mesh (in this case head3), enter Edit Mode, switch to UV/Image Editor, press on the "Keep UV and edit mode mesh selection in sync" button (so to synchronize UV/Image Editor selection and mesh edge selection), select all the edges which contour the islands, then switch to 3D View, press Ctrl + E, and then D, and that will basically split all those edges in two - which means the vertex count will also increase, so be mindful of that if the mesh has a complex geometry (that is, if it's close to 1000 vertices). Hope this helps.It helped me a lot but now it says this
Maui Posted April 2, 2019 Posted April 2, 2019 This error occurs because the edges that make the UVMap seams aren't split in the mesh. Basically, select the mesh (in this case head3), enter Edit Mode, switch to UV/Image Editor, press on the "Keep UV and edit mode mesh selection in sync" button (so to synchronize UV/Image Editor selection and mesh edge selection), select all the edges which contour the islands, then switch to 3D View, press Ctrl + E, and then D, and that will basically split all those edges in two - which means the vertex count will also increase, so be mindful of that if the mesh has a complex geometry (that is, if it's close to 1000 vertices). Hope this helps. I tried what you've suggested here, but I think I don't really get the "edges which contour the islands" part.
Artemis Posted April 2, 2019 Posted April 2, 2019 @@Maui You want to select the outer edges of the mesh, basically. So like in this screenshot, you would want to select the edges that connect the front and back of the torso (sides and shoulders). The edges of the neck/arms/waist probably don't matter since they're technically already split with the other objects. What you can also do is press A to select all, spacebar, type Seams from Islands (only seems to work if the seams haven't already been split. If they have, A -> spacebar -> remove doubles first).The 2.79 plugin does this for you at export tho. DarthValeria likes this
DarthValeria Posted April 3, 2019 Author Posted April 3, 2019 @@Maui You want to select the outer edges of the mesh, basically. So like in this screenshot, you would want to select the edges that connect the front and back of the torso (sides and shoulders). The edges of the neck/arms/waist probably don't matter since they're technically already split with the other objects. What you can also do is press A to select all, spacebar, type Seams from Islands (only seems to work if the seams haven't already been split. If they have, A -> spacebar -> remove doubles first).The 2.79 plugin does this for you at export tho. I have this problem when i ever try to export it Traceback (most recent call last): File "C:\Users\DarthValeria\AppData\Roaming\Blender Foundation\Blender\2.79\scripts\addons\jediacademy\JAG2Operators.py", line 182, in execute success, message = scene.saveToGLM(filepath) File "C:\Users\DarthValeria\AppData\Roaming\Blender Foundation\Blender\2.79\scripts\addons\jediacademy\JAG2Scene.py", line 107, in saveToGLM success, message = self.glm.saveToFile(glm_filepath_abs) File "C:\Users\DarthValeria\AppData\Roaming\Blender Foundation\Blender\2.79\scripts\addons\jediacademy\JAG2GLM.py", line 1017, in saveToFile self.LODCollection.saveToFile(file) File "C:\Users\DarthValeria\AppData\Roaming\Blender Foundation\Blender\2.79\scripts\addons\jediacademy\JAG2GLM.py", line 876, in saveToFile LOD.saveToFile(file) File "C:\Users\DarthValeria\AppData\Roaming\Blender Foundation\Blender\2.79\scripts\addons\jediacademy\JAG2GLM.py", line 773, in saveToFile surface.saveToFile(file) File "C:\Users\DarthValeria\AppData\Roaming\Blender Foundation\Blender\2.79\scripts\addons\jediacademy\JAG2GLM.py", line 605, in saveToFile vert.saveToFile(file) File "C:\Users\DarthValeria\AppData\Roaming\Blender Foundation\Blender\2.79\scripts\addons\jediacademy\JAG2GLM.py", line 366, in saveToFile assert(len(self.weights) == self.numWeights)AssertionError location: <unknown location>:-1
DarthValeria Posted April 3, 2019 Author Posted April 3, 2019 This error occurs because the edges that make the UVMap seams aren't split in the mesh. Basically, select the mesh (in this case head3), enter Edit Mode, switch to UV/Image Editor, press on the "Keep UV and edit mode mesh selection in sync" button (so to synchronize UV/Image Editor selection and mesh edge selection), select all the edges which contour the islands, then switch to 3D View, press Ctrl + E, and then D, and that will basically split all those edges in two - which means the vertex count will also increase, so be mindful of that if the mesh has a complex geometry (that is, if it's close to 1000 vertices). Hope this helps.I have this problem nowCan you help me pls?
Artemis Posted April 4, 2019 Posted April 4, 2019 @@DarthValeria Can you post the .blend file? DarthValeria likes this
Solution DarthValeria Posted April 4, 2019 Author Solution Posted April 4, 2019 @@DarthValeria Can you post the .blend file?Here it ishttp://www.mediafire.com/file/s8iewi8laob27ca/Riley+test.zip It strangely exports the model but with those errors i shown you but when i try to look at it with modviewIt says that meshes are more than 1000 verts, but it certainly isnt because i checked it out all of them are just 900 or less than 1000 verts
DarthValeria Posted April 4, 2019 Author Posted April 4, 2019 Thanks to @@Maui frankstein tutorials , i have managed to complete this beauty <3 ooeJack likes this
DarthValeria Posted April 4, 2019 Author Posted April 4, 2019 @Artemis @Maui @Ramikad @Noodle @ooeJack @Jeff @Tompa9 @Circa Here i thank all those guys who helped me exporting a model from swtor to jedi academy, each of them helped me with their own tactics and waysAnd at long last i have managed to export my toon with alora body as .glm and it works perfectlyIf we dont count weight problems but it'll be fixed easily I owe you guys so much, thanks to you all, i will be able to convert my toons for future jedi academy machinimasas Dark Times, Old Republic, New Republic, Clone Wars Eras I hope you all will have a nice and prosperous future and career I love you all guys <3 Jeff, ooeJack and TheWhitePhoenix like this
DarthValeria Posted May 24, 2019 Author Posted May 24, 2019 Problem has been solved , you can put answered here
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