Export Error You Must Specify At Least One Bone Node
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Max Terms of Service View New Content Javascript Disabled Detected You currently have javascript disabled. Several functions may not work. Please re-enable javascript to access full functionality. you must specify at least one bone node Started by duude98 , Apr 05 2015 12:52 AM Page 1 of 2 1 2 Next Please log in to reply 11 replies to this topic #1 duude98 Posted 05 April 2015 - 12:52 AM duude98 Fan Members 313 posts I am new to 3ds max for modding Skyrim, however I do have the hang of it somewhat. Right http://niftools.sourceforge.net/forum/viewtopic.php?f=31&t=2116 now I am trying to rig a model to the flame atronach's skeleton using the skinwrap modifier, and deleting everything but the new model and the skeleton afterwards, but when I try to export to a nif, I get the error "you must specify at least one bone node". I actually don't get this when I delete the skeleton, but then it just crumples into a https://forums.nexusmods.com/index.php?/topic/2739329-you-must-specify-at-least-one-bone-node/ ball when using it in Skyrim. I have seen numerous suggested fixes for this on the internet (model too high poly, bones not weighted, etc.) but none of them have proved helpful. Does anyone here have any wisdom on the subject? Back to top #2 Kiwi-Hawk Posted 05 April 2015 - 01:34 AM Kiwi-Hawk Faithful poster Premium Member 1,026 posts How many parts in the list I get this if I have a number of parts and miss one when skinning, its easy when theres 5 or 6, or more parts to miss the small part Back to top #3 duude98 Posted 05 April 2015 - 01:41 AM duude98 Fan Members 313 posts The model I am skinning is one part, but the flame atronach has three or four. All of them are rigged to the entire skeleton, so I thought it would not make that much of a difference How many parts in the list I get this if I have a number of parts and miss one when skinning, its easy when theres 5 or 6, or more parts to miss the small part Back to top #4 Kiwi-Hawk Posted 05 April 2
comes up on export. No clue what it wants me to do. I've read that http://www.gamesas.com/you-must-specify-least-one-bone-node-huh-t173173.html it's because of too many polygons but when I optimize the same thing happens. Anybody have any clue? Laura Tempel Posts: 3474Joined: Wed Oct 04, 2006 4:53 pm » Tue May 08, 2012 4:14 am What are you exporting? Lew.p Posts: 3418Joined: Thu Jun 07, 2007 5:31 pm » Tue May 08, 2012 4:22 am Meshes that are rigged export error to a skeleton/ armature/ bones need to be weighted properly. Those meshes get deformed ingame depending on the influence certain bones have on different areas of that mesh. You didn't optimize that mesh, you most likely killed the existing weights. You should do some basic tutorials on rigging and weightpainting in max for a better overall understanding. This is not ment export error you offensive. I ran into the same dead ends back in the past. Do basic non modding related max tutorials and you'll be able to figure what is wrong by yourself on the run. Angelina Mayo Posts: 3422Joined: Wed Jan 24, 2007 4:58 am » Tue May 08, 2012 3:17 am Ok, so no quick and easy solution then? I'll just file this one under 'too complicated for me' and move on. Thanks for the reply! Scarlet Devil Posts: 3403Joined: Wed Aug 16, 2006 6:31 pm Display posts from previous: All posts1 day7 days2 weeks1 month3 months6 months1 year Sort by AuthorPost timeSubject AscendingDescending Post a reply 4 posts • Page 1 of 1 Return to III - Morrowind Jump to: Select a forum ------------------ The Elder Scrolls V - Skyrim IV - Oblivion III - Morrowind The Elder Scrolls Series Discussion Fallout Fallout 4 Fallout: New Vegas Fallout 3 Fallout Series Discussion Crysis Othor Games Board index Contact Admin • The team • Delete all board cookies • All times are UTC