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  • What is a simple deformer in which vertices deform linearly with control points?

    - by sebf
    In my project I want to deform a complex mesh, using a simpler 'proxy' mesh. In effect, each vertex of the proxy/collision mesh will be a control point/bone, which should deform the vertices of the main mesh attached to it depending on weight, but where the weight is not dependant on the absolute distance from the control point but rather distance relative to the other affecting control points. The point of this is to preserve complex three dimensional features of the main mesh while using physics implementations which expect something far simpler, low resolution, single surface, etc. Therefore, the vertices must deform linearly with their respective weighted control points (i.e. no falloff fields or all the mesh features will end up collapsed) - as if each vertex was linked to a point on the plane created by the attached control points and deformed with it. I have tried implementing the weight computation algorithm in this paper (page 4) but it is not working as expected and I am wondering if it is really the best way to do what I want. What is the simplest way to 'skin'* an arbitrary mesh, to another arbitrary mesh? *By skin I mean I need an algorithm to determine the best control points for a vertex, and their weights.

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  • Converting 3 axis vectors to a rotation matrix

    - by user38858
    I am trying to get a rotation matrix (in 3dsmax) from 3 vectors that form an axis (all 3 vectors are aligned by 90 degrees each other) Somewhere I read that I could build a rotation matrix just by inserting in every row one vector at a time (source: http://renderdan.blogspot.cz/2006/05/rotation-matrix-from-axis-vectors.html) So, I built a matrix with these example vectors x-axis : [-0.194624,-0.23715,-0.951778] y-axis : [-0.773012,0.634392,0] z-axis : [-0.6038,-0.735735,0.306788] But for some reason, if I try to convert this matrix to eulerangles, I receive this rotation: (eulerAngles 47.7284 6.12831 36.8263) ... which is totally wrong, and doesn't align to my 3 vectors at all. I know that rotation is quite difficult to understand, may someone shed some light? :)

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  • How important is Programming for a Level Designer?

    - by WryGrin
    I'm currently attending school in a Level Design program, and I was wondering how important programming really is in being a Level Designer? I'm apparently incapable of learning programming (despite my best efforts), and tend to do very well in all other courses 3D modelling, story/character design, narrative and dialogue writing, environmental and conceptual design etc. I'm wondering if my strengths in the other areas are enough (with practice) to let me become a Level Designer, or I'm wasting my time if I can't program? I really want to be a Designer, but I just can't seem to wrap my head around the "language" of programming in general (Java kicks my teeth in even with tutoring and additional work on my own).

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  • Ray Tracing Shadows in deferred rendering

    - by Grieverheart
    Recently I have programmed a raytracer for fun and found it beutifully simple how shadows are created compared to a rasterizer. Now, I couldn't help but I think if it would be possible to implement somthing similar for ray tracing of shadows in a deferred renderer. The way I though this could work is after drawing to the gbuffer, in a separate pass and for each pixel to calculate rays to the lights and draw them as lines of unique color together with the geometry (with color 0). The lines will be cut-off if there is occlusion and this fact could be used in a fragment shader to calculate which rays are occluded. I guess there must be something I'm missing, for example I'm not sure how the fragment shader could save the occlusion results for each ray so that they are available for pixel at the ray's origin. Has this method been tried before, is it possible to implement it as I described and if yes what would be the drawbacks in performance of calculating shadows this way?

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  • Electronic circuit simulator four-way flood-filling issues

    - by AJ Weeks
    I've made an electronic circuit board simulator which has simply 3 types of tiles: wires, power sources, and inverters. Wires connect to anything they touch, other than the sides of inverters; inverters have one input side and one output side; and finally power tiles connect in a similar manner as wires. In the case of an infinite loop, caused by the output of the inverter feeding into its input, I want inverters to oscillate (quickly turn on/off). I've attempted to implement a FloodFill algorithm to spread the power throughout the grid, but seem to have gotten something wrong, as only the tiles above the power source get powered (as seen below) I've attempted to debug the program, but have had no luck thus far. My code concerning the updating of power can be seen here.

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  • best way to compute vertex normals from a Triangle's list

    - by nkint
    hi i'm a complete newbie in computergraphics so sorry if it's a stupid answer. i'm trying to make a simple 3d engine from scratch, more for educational purpose than for real use. i have a Surface object with inside a Triangle's list. For now i compute normals inside Triangle class, in this way: triangle.computeFaceNormals() { Vec3D u = v1.sub(v3) Vec3D v = v1.sub(v2) Vec3D normal = Vec3D.cross(u,v) normal.normalized() this.n1 = this.n2 = this.n3 = normal } and when building surface: t = new Triangle(v1,v2,v3).computeFaceNormals() surface.addTriangle(t) and i think this is the best way to do that.. isn't it? now.. what about for vertex normals? i've found this simple algorithm: flipcode vertex normal but.. hei this algorithm has.. exponential complexity? (if my memory doesn't fail my computer science background..) (bytheway.. it has 3 nested loops.. i don't think it's the best way to do it..) any suggestion?

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  • multipass shadow mapping renderer in XNA

    - by Nick
    I am wanting to implement a multipass renderer in XNA (additive blending combines the contributions from each light). I have the renderer working without any shadows, but when I try to add shadow mapping support I run into an issue with switching render targets to draw the shadow maps. When I switch render targets, I lose the contents of the backbuffer which ruins the whole additive blending idea. For example: Draw() { DrawAmbientLighting() foreach (DirectionalLight) { DrawDirectionalShadowMap() // <-- I lose all previous lighting contributions when I switch to the shadow map render target here DrawDirectionalLighting() } } Is there any way around my issue? (I could render all the shadow maps first, but then I have to make and hold onto a render target for each light that casts a shadow--is this the only way?)

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  • OpenGL 2.1+ Render with data returned form assimp library

    - by Bình Nguyên
    I have just readed this tutorial about load a 3D model file: http://www.lighthouse3d.com/cg-topics/code-samples/importing-3d-models-with-assimp/#comment-14551. Its render routine uses a recursive_render function to scan all node. My question: What is a aiNode struct store? What different form this method and above method: for (int i=0; imNumMesh; ++i) { draw scene-mMeshes[i]; } Thanks for reading!

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  • Getting .mesh & .skeleton from Blender2Ogre export

    - by Songbreaker
    I have downloaded the add-on blender2ogre from this source : http://code.google.com/p/blender2ogre/ And I have created a simple mesh, with walking animation (similar to the gingerbreadman tutorial). My question is, whenever I want to export the project, I can only see the .scene export format. There is no option whatsoever to export as .mesh and .skeleton. Also, how can I export the walking animation separately, in other words, if my project have couple more animation, how can i separate those during export?

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  • Discovering path through unknown territory

    - by TravisG
    Let's say all the AI knows about it's surroundings is a pixel-map that it has which clearly shows walkable terrain and obstacles. I want the AI to be able to traverse this terrain until it finds an exit point. There are some restrictions: There is always a way to the exit in the entire map that the AI walks around in, but there may be dead ends. The path to the exit is always pretty random, meaning that if you stand at crossroads, nothing indicates which direction would be the right one to go. It doesn't matter if the AI reaches a dead end, but it has to be able walk back out of it to a previously not inspected location and continue its search there. Initially, the AI starts out knowing only the starting area of the whole map. As it walks around, new points will be added to the pixel-map as the AI corresponding to the AIs range of sight (think of it like the AI is clearing the fog of war) The problem is in 2D space. All I have is the pixel map. There are no paths in the pixel map which are "too narrow". The AI fits through everything. It shouldn't be a brute force solution. E.g. it would be possible to simply find a path to each pixel in the pixel map that is yet undiscovered (with A*, for example), which will lead to the AI discovering new pixels. This could be repeated until the end is reached. The path doesn't have to be the shortest path (this is impossible without knowing the entire map beforehand), but when movements within the visible area are calculated, the shortest and from a human standpoint most logical path should be taken (e.g. if you can see a way out of your room into a hallway, you would obviously go there instead of exploring the corner of your current room). What kind of approaches to solve this problem are there?

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  • Rotate model using quaternion

    - by ChocoMan
    Currently I have this to rotate my 3D model that rotates on it's local axis independent from the world's axis: // Rotate model with Right Thumbstick modelRotation -= pController.ThumbSticks.Right.X * mRotSpeed; // float value What I'm trying to do is rotate the model using quaternion and not by a matrix. I've searched for tutorials, but have found none that explains thoroughly on how to achieve this. Does anyone know how to I can use quaternions to rotate my model or a complete tutorial?

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  • Drawing lines in 3D space

    - by DeadMG
    When attempting to draw a line in 3D space with D3DPT_LINELIST, then Direct3D gives me an error about an invalid vertex declaration, saying that it cannot be converted to an FVF. I am using the same vertex declaration and shader/stream setup as for my D3DPT_TRIANGLELIST rendering which works absolutely correctly. How can I use D3DPT_LINELIST to render some lines in 3D space? Edit: Oopsie, forgot my codeses. Here's my raw Draw call. D3DCALL(device->SetStreamSource(1, PerBoneBuffer.get(), 0, sizeof(PerInstanceData))); D3DCALL(device->SetStreamSourceFreq(1, D3DSTREAMSOURCE_INSTANCEDATA | 1)); D3DCALL(device->SetStreamSource(0, LineVerts, 0, sizeof(D3DXVECTOR3))); D3DCALL(device->SetStreamSourceFreq(0, D3DSTREAMSOURCE_INDEXEDDATA | lines.size())); D3DCALL(device->SetIndices(LineIndices)); PerInstanceData* data; std::vector<Wide::Render::Line*> lines_vec(lines.begin(), lines.end()); D3DCALL(PerBoneBuffer->Lock(0, lines.size() * sizeof(PerInstanceData), reinterpret_cast<void**>(&data), D3DLOCK_DISCARD)); std::for_each(lines.begin(), lines.end(), [&](Wide::Render::Line* ptr) { data->Color = D3DXColor(ptr->Colour); D3DXMATRIXA16 Translate, Scale, Rotate; D3DXMatrixTranslation(&Translate, ptr->Start.x, ptr->Start.y, ptr->Start.z); D3DXMatrixScaling(&Scale, ptr->Scale, 1, 1); D3DXMatrixRotationQuaternion(&Rotate, &D3DQuaternion(ptr->Rotation)); data->World = Scale * Rotate * Translate; }); D3DCALL(PerBoneBuffer->Unlock()); D3DCALL(device->DrawIndexedPrimitive(D3DPRIMITIVETYPE::D3DPT_LINELIST, 0, 0, 2, 0, 1)); Here's my vertex declaration: D3DVERTEXELEMENT9 BasicMeshVertices[] = { {0, 0, D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_POSITION, 0}, {1, 0, D3DDECLTYPE_FLOAT4, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 0}, {1, 16, D3DDECLTYPE_FLOAT4, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 1}, {1, 32, D3DDECLTYPE_FLOAT4, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 2}, {1, 48, D3DDECLTYPE_FLOAT4, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 3}, {1, 64, D3DDECLTYPE_FLOAT4, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_COLOR, 0}, D3DDECL_END() }; The LineIndices are just 0, 1 and the LineVerts are just {0,0,0} and {1,0,0}, to represent a unit 3D line along the X axis.

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  • Slick2D: Animation not being parsed from spritesheet correctly

    - by user2066880
    I have a 960x960 spritesheet with each tile being 192x192. I initialized my spritesheet and animation like so: spritesheet = new SpriteSheet("resources/spritesheets/player.png", 192, 192); walkingLeft = new Animation(spritesheet, 3, 0, 0, 1, true, 20, true); When I attempt to render the animation, I get a java.lang.ArrayIndexOutOfBoundsException: -1 error. This error doesn't occur when I'm creating an animation from images in the same row. Therefore, I'm assuming that the error is being caused because of the way Slick is handling horizontal scanning (going to the next row after reaching the end).

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  • Making XNA Play Nice With 3DS Max, Boundiing Spheres

    - by Jason R. Mick
    I'm using 3DS Max 2010 with the KW x-porter plugin, which outputs a .X file (just downloaded the very latest version). Been getting some odd results: http://www.picvalley.net/u/2930/2265240220441812321333990933PAStFeSONWQslOrMQC5q.PNG Looks like the culling is screwed up. Note, that models I make in Milkshape don't seem to be having these problems. I've also tried to export an FBX file from 3DS Max 2010 and have been getting similar results. What are your suggestions in terms of exporting *.3DS models to a workable XNA form? What tools do you use?. To be clear, the model in question has none of these defects when viewed from similar angles in 3DS Max 2010. http://www.picvalley.net/u/2563/151728957814855401111333991302mSvEJ03Zv22GwHFgIhiV.PNG Any ideas on this oddity would also be appreciated! Edit 1 -- Add'l issue Forgot to mention, that the model otherwise seems alright, but that rotation seems to double -- in other words, when I scroll my camera view left to right, the model (whose draw I give the camera for the view and perspective matrices w/ BasicEffect seems to rotate twice as much as models I draw natively in XNA

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  • What version of Java should I target for applets?

    - by Christopher Horenstein
    I recently deployed an applet that seems to require Java 6 Update 24. I assume the reason for this requirement is the matching JDK version I used to create the applet (I am new to Java). The fact that my applet requires a Java download/update for users who already have some version of Java installed is a big concern for me; the applets I'm creating slip into a web comic, so it's very disruptive. Having used the most recent version of Java, it seems as though I am able to assume that most of the readers I get will have to update Java to continue reading/playing. Is there a best practice concerning which version of Java to use to make the process of using an applet easy for end-users? Any reading material on this would be very helpful. Should I be using an older version of Java if I don't require new features? I am using Slick for 2D games.

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  • How can I locate empty space next to polygon regions?

    - by Stephen
    Let's say I have the following area in a top-down map: The circle is the player, the black square is an obstacle, and the grey polygons with red borders are walk-able areas that will be used as a navigation mesh for enemies. Obstacles and grey polygons are always convex. The grey regions were defined using an algorithm when the world was generated at runtime. Notice the little white column. I need to figure out where any empty space like this is, if at all, after the algorithm builds the grey regions, so that I can fill the space with another region. Basically what I'm hoping for is an algorithm that can detect empty space next to a polygon.

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  • Why aren't tangent space normal maps completely blue?

    - by seahorse
    Why aren't normal maps just blue? I would think that normal maps should be predominantly blue in color because the Z component of the normal is represented by blue. Normals point out of the surface in the Z direction so we should see blue as the predominant colour since the Z component is dominant. By definition tangent space is perpendicular to the surface. At any point we should have the normal always pointing in the Z (blue direction) with no X (red direction) or Y (green direction). Thus the normal map (since it is a "normal map") should have the colour of the normals which is just blue (R = x = 0, G = y = 0, B = z = 1) with no shades in between. But normal maps are not so, and they have gradients of shades in them. Why is this so?

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  • Image with FadeIn effect blinks when added to scene

    - by Ef Es
    I am trying to add an image to the scene, but it should just be added to the scene invisible, FadeIn and then be deleted when the effect finishes. My problem is that the images blink once when they are added to the scene, then they do the intended effect. My best guess is that when they are added they show on the scene for a split second before starting the animation. I though of making them invisible for a split second before activating them, but I am not sure how to code it. const bool Sunbeams::add() { const CCSize kSceenSize = CCDirector::sharedDirector()->getWinSize(); const int nRayType = random( m_kRays.size()); const CCPoint kPosition( random( static_cast < int >( kSceenSize.width)), 0.0f); const float fDuration = random( m_fDurationVariance) + m_fDurationMin; CCSprite* pkLightBeam = CCSprite::spriteWithTexture( m_kRays[nRayType]); if ( !pkLightBeam) { msg::debug( "Sunbeams::add", "Failed to create sprite from ray '%d'!\n", m_kRays[nRayType]); return false; } pkLightBeam->setAnchorPoint( CCPointZero); pkLightBeam->setPosition( kPosition); m_kActiveBeams.push_back( pkLightBeam); CCDirector::sharedDirector()->getRunningScene()->addChild( pkLightBeam); CCActionInterval* pkAction = CCFadeIn::actionWithDuration( fDuration); CCActionInterval* pkActionBack = pkAction->reverse(); pkLightBeam->runAction( CCSequence::actions( pkAction, pkActionBack, 0)); return true; }

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  • Quadtree collapsing

    - by Caius Eugene
    Okay so i've spent a few days learning what a quadtree is and how to implement one. So far I have a quadtree that when I click inside a leaf it subdivides, I wondering how do I get the previous subdivisions to collapse back up, so that only one area is subdivided at a time? This is what mine looks like: (1. initial mouse click) (2. another mouse click) The aim to to eventually track the position of my mouse and subdivide the area it is in dynamically. THE OVERALL aim it to use this to create a terrain mesh and subdivide based on the camera. But I've gone right back to basics to get an understanding of how this will work. Any advice would be grand! - Caius

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  • Multiple Sprites using foreach Collison Detection in XNA (C#)

    - by Bradley Kreuger
    Back again from my last question. Now I was curious I use a foreach statement to use the same shot class. How would I go about doing collison detection. I used the tutorial here on how to shoot a fireball http://www.xnadevelopment.com/tutorials.shtml. I tried to put in several places a foreach to look at all of them to see if they have reached the borders of my sprite hero but doesn't seem to do anything. If again some one might know of a good site that has tutorials to explain collision detection a little bit better that would be appriecated.

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  • Multiple audio sources on a single gameObject in unity

    - by angryInsomniac
    So, I have an audio system set up wherein I have loaded all my audio clips centrally and play them on demand by passing the requesting audioSource into the sound manager. However, there is a complication wherein if I want to overlay multiple looping sounds, I need to have multiple audio sources on an object, which is fine , so I created two in my script instantiated them and played my clips on them and then the world went crazy. For some reason, when I create two audio Sources in an object only the latest one is ever used, even if I explicitly keep objects separated, playing a clip on one or the other plays the clip on the last one that was created, furthermore, either this last one is not created in the right place or somehow messes with the rolloff rules because I can hear it all across my level, havign just one source works fine, but putting a second one on it causes shit to go batshit insane. Does anyone know the reason / solution for this ? Some pseudocode : guardSoundsSource = (AudioSource)gameObject.AddComponent("AudioSource"); guardSoundsSource.name = "Guard_Sounds_source"; // Setup this source guardThrusterSource = (AudioSource)gameObject.AddComponent("AudioSource"); guardThrusterSource.name = "Guard_Thruster_Source"; // setup this source // play using custom Sound manager soundMan.soundMgr.playOnSource(guardSoundsSource,"Guard_Idle_loop" ,true,GameManager.Manager.PlayerType); // this method prints out the name of the source the sound was to be played on and it always shows "Guard_Thruster_Source" even on the "Guard_Idle_loop" even though I clearly told it to use "Guard_Sounds_source"

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  • How can I generate a navigation mesh for a tile grid?

    - by Roflha
    I haven't actually started programming for this one yet, but I wanted to see how I would go about doing this anyway. Say I have a grid of tiles, all of the same size, some traversable and some not. How would I go about creating a navigation mesh of polygons from this grid? My idea was to take the non-traversable tiles out and extend lines from there edges to make polygons... that's all I have got so far. Any advice?

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  • Drawing multiple triangles at once isn't working

    - by Deukalion
    I'm trying to draw multiple triangles at once to make up a "shape". I have a class that has an array of VertexPositionColor, an array of Indexes (rendered by this Triangulation class): http://www.xnawiki.com/index.php/Polygon_Triangulation So, my "shape" has multiple points of VertexPositionColor but I can't render each triangle in the shape to "fill" the shape. It only draws the first triangle. struct ShapeColor { // Properties (not all properties) VertexPositionColor[] Points; int[] Indexes; } First method that I've tried, this should work since I iterate through the index array that always are of "3s", so they always contain at least one triangle. //render = ShapeColor for (int i = 0; i < render.Indexes.Length; i += 3) { device.DrawUserIndexedPrimitives<VertexPositionColor> ( PrimitiveType.TriangleList, new VertexPositionColor[] { render.Points[render.Indexes[i]], render.Points[render.Indexes[i+1]], render.Points[render.Indexes[i+2]] }, 0, 3, new int[] { 0, 1, 2 }, 0, 1 ); } or the method that should work: device.DrawUserIndexedPrimitives<VertexPositionColor> ( PrimitiveType.TriangleList, render.Points, 0, render.Points.Length, render.Indexes, 0, render.Indexes.Length / 3, VertexPositionColor.VertexDeclaration ); No matter what method I use this is the "typical" result from my Editor (in Windows Forms with XNA) It should show a filled shape, because the indexes are right (I've checked a dozen of times) I simply click the screen (gets the world coordinates, adds a point from a color, when there are 3 points or more it should start filling out the shape, it only draws the lines (different method) and only 1 triangle). The Grid isn't rendered with "this" shape. Any ideas?

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  • For normal mapping, why can we not simply add the tangent normal to the surface normal?

    - by sebf
    I am looking at implementing bump mapping (which in all implementations I have seen is really normal mapping), and so far all I have read says that to do this, we create a matrix to convert from world-space to tangent-space, in order to transform the lights and eye direction vectors into tangent space, so that the vectors from the normal map may be used directly in place of those passed through from the vertex shader. What I do not understand though, is why we cannot just use the normalised sum of the sampled-normal vector, and the surface-normal? (assuming we already transform and pass through the surface normal for the existing lighting functions) Take the diagram below; the normal is simply the deviation from the 'reference normal' for any given coordinate system, correct? And transforming the surface normal of a mapped surface from world space to tangent space makes it equivalent to the tangent space 'reference normal', no? If so, why do we transform all lighting vectors into tangent space, instead of simply transforming the sampled tangent once in the pixel shader?

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  • 3ds Max error dialog: "Instancing not supported for this action"

    - by monsto
    "Instancing not supported for this action” is the dialog I get. My favorite part is that, according to google and yahoo, apparently i am the only person in the history of mankind to experience these words together in this order, let along get this message from Max. Thanks, autodesk, for putting this dialog in special for me! So I’ve created my model (nws) and was setting up a Skin Wrap. Selected "Face Deformation", added the base-skin for weight, checked “weight all points”. . . clicked “convert to skin” and got that dialog. My model doesn’t have a whole lot of elements to it, I had a left and right appendage that came from a base model (skyrim). so, i did a clonecopy of all 3 of my elements, just to be sure nothing was instanced… and VOILA! Same error message. the only other elements are an imported NIF mesh and skeleton. Any idea where this is coming from or how I can make it go away so that I can export my mesh?

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