Maui Posted November 15, 2016 Posted November 15, 2016 @@mrwonko For some reason I'm getting this error.https://jkhub.org/images/rKryacW.png I did what's been said in the md3 export tutorial. Any help?
mrwonko Posted November 16, 2016 Posted November 16, 2016 Please don't double post, and you need not mention me if I previously answered. The plugin probably doesn't work any more in later blender versions, they keep breaking old plugins... I can't quite remember which version was the latest I tested, maybe 2.69?
Ramikad Posted November 16, 2016 Posted November 16, 2016 Please don't double post, and you need not mention me if I previously answered. The plugin probably doesn't work any more in later blender versions, they keep breaking old plugins... I can't quite remember which version was the latest I tested, maybe 2.69? For what it's worth it works perfectly with 2.76b. Smoo likes this
Maui Posted November 16, 2016 Author Posted November 16, 2016 I don't suppose I'm doing anything wrong because I can easily export it as .ase.And sorry for the double post, mrwonko. I'm not quite familiar with the jkhub notification system yet. So what can I do to fix it?
Ramikad Posted November 18, 2016 Posted November 18, 2016 @@Ramikad Any idea's ? Not quite. To be honest I find it curious that the model has more faces than vertices, judging by the counts on the top of the first image, but I'm not sure why that would cause problems.If you want, you can try to send it over and see if I can export it.
DarthDementous Posted November 19, 2016 Posted November 19, 2016 @@Maui seems fairly straight-forward to me (provided it's not being triggered by something else). (Object -1?) has the attribute 'faces' that is foreign to the format, hence its throwing a compiling error. I'm unfamiliar for the requirements for .md3 but I've worked with .mdl and that requires you to remove a bunch of attributes that are specific to that format as well as adding in new ones depending on what it is being converted to. I haven't done this process in a while but if you've edited or added any kind of property to each mesh then you'll find the foreign 'faces' there. I don't know how to interpret the location it's giving so you may have to go through it piece by piece.
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