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  1. #1
    Skaarj
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    Gamertag: P1roman1ac

    Angry Blender to UDK psk/psa issue mesh too complex ?

    Ok so i made char, rigged it and when i try to export it trough build in PSK export add on i get this error:

    RuntimeError: maximum recursion depth exceeded in comparison

    As far as i managed to figure it out, it is problem with mesh it self having too many polygons. Unfortunetly i was unable to find solution.
    I already tried:
    -using hard edges to define smoothing groups
    -divide mesh too smaller parts (worked once, however imagine how it looked in UDK)
    -deleted most of mesh (worked too but again whats the point)
    -FBX export is working but the root bone problem apears
    Need solution for this because i love blender for animating stuff, 3ds is good but rigging and animation is pain.


    Thanks in advance
    Last edited by p!roman; 06-02-2012 at 10:20 AM.

  2. #2

    Default

    Root bone problem with FBX?
    Kris Redbeard
    GROUND BRANCH
    Mature Classic Tactical First Person Shooter
    Rule #11: Always cheat, always win. The only unfair fight is the one you lose.

  3. #3
    Skaarj
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    Gamertag: P1roman1ac

    Default

    Yes i tried creating additional bones but none solution works, sadly some people had this problem an they seem to be unable to solve it
    I want to use my character for animation not for a game so it is crap that i cant move it freely. As a root bone i meant bone highest in hierarchy and even if i connect it to different one, whole rig is "pinned" on in, yes its weird as it sound.
    Last edited by p!roman; 06-02-2012 at 10:45 AM.

  4. #4
    Marrow Fiend
    Join Date
    Jul 2006
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    UT40k
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    Default

    try using the unreal tools in blender and not the fbx exporter, might be an idea to tell us the poly count of your character, don't forget there are limits on everything, with good reasons
    UT40K:The Chosen - Warhammer 40,000 for UDK
    ut40kgeodav - UT3 Tutorials - Characters - Weapons - Vehicles - FaceFX
    UDK Tutorials - Basics - Vehicles - Characters - Weapons

  5. #5
    Skaarj
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    Gamertag: P1roman1ac

    Default

    something around 25k and as i found out limit is set over 30k


    And yes i do use unreal tools and that's where the problem starts
    Last edited by p!roman; 06-02-2012 at 04:14 PM.

  6. #6

    Default

    Quote Originally Posted by p!roman View Post
    Yes i tried creating additional bones but none solution works, sadly some people had this problem an they seem to be unable to solve it
    I want to use my character for animation not for a game so it is crap that i cant move it freely. As a root bone i meant bone highest in hierarchy and even if i connect it to different one, whole rig is "pinned" on in, yes its weird as it sound.
    Ahh, yeah, I had this when exporting as FBX.
    Didn't bother me much - I just renamed the armature to 'root' and moved on.
    Exported as FBX <what ever version Blender 2.6x has>, converted to FBX 2012 and imported to UDK with only one issue - wrong rotation.
    I don't see that as a biggy, since you can adjust that in editor.

    No clue how animations will fair, but the model/skeleton are fine.

    I found that you can export as Collada (.dae) and convert that too (FBX Converter)
    It didn't have the rotation issue, but I hadn't set any smoothing groups, so the UDK import complained about that.
    Kris Redbeard
    GROUND BRANCH
    Mature Classic Tactical First Person Shooter
    Rule #11: Always cheat, always win. The only unfair fight is the one you lose.

  7. #7
    Skaarj
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    Gamertag: P1roman1ac

    Default

    Quote Originally Posted by slowJusko View Post
    Ahh, yeah, I had this when exporting as FBX.
    Didn't bother me much - I just renamed the armature to 'root' and moved on.
    Exported as FBX <what ever version Blender 2.6x has>, converted to FBX 2012 and imported to UDK with only one issue - wrong rotation.
    I don't see that as a biggy, since you can adjust that in editor.
    Frend you saved a lot of my life, after conventering fbx file everything imported correctly in udk. Even the rotation was good (Z as Z) with no need to tweak. Root of my mesh kept being broken, however i managed to fix it in animset options by turning translation on.
    And the fbx conventer lets me split animations in separate fbx files super useful. One more time thanks XD
    Last edited by p!roman; 06-04-2012 at 02:12 PM.

  8. #8
    MSgt. Shooter Person
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    Epic Games HeadQuaters (England-UK)
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    274

    Default

    Yeah geodav is right, follow through with what he said, it works perfectly. Thanks for the help, and btw your tutorials are amazing!
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