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  1. #1

    Default 3Ds Max - Bone as Parent Error

    I'm new to the world of 3D's Max. I've read the tutorials & seen the videos etc. At the moment I'm merging components from 3 different models to create a new one. I have the following componets:

    1: Head with bone & scene root
    2: Weapon & Shield with right & left hand bones & scene root
    3: Main body. I have just deleted the Head & weapons.

    I merge the head & the weapons to the body. No problems. I then attempt to export as a .cas & get an error message as follows:

    Mesh Cloak Must have a bone as it's parent

    How do I do this? I didn't delete any bones from the main body, just the head & weapon 'elements'

    Thanks in advance guys

  2. #2
    Lusted's Avatar Look to the stars
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    Default Re: 3Ds Max - Bone as Parent Error

    It means that you've removed the skin modified from the body which dicatates which vertices are wieghed to what bones.
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  3. #3

    Default Re: 3Ds Max - Bone as Parent Error

    Quote Originally Posted by Lusted
    It means that you've removed the skin modified from the body which dicatates which vertices are wieghed to what bones.
    Thanks for your help Lusted. I have no idea how I done this or how to fix it, but I'll give it a go.

  4. #4

    Default Re: 3Ds Max - Bone as Parent Error

    1: Head with bone & scene root
    2: Weapon & Shield with right & left hand bones & scene root
    3: Main body. I have just deleted the Head & weapons.
    Well I'm a bit confused so let us back up. First, I suggest going through all my video tutorials, the link is in my sig, if you haven't already. Second, go into schematic view, and make sure you only have one skeleton (you should only have 1 right hand bone, 1 pelvis bone, etc). Now, select all your non-deforming mesh objects, name them correctly ("shield" "primary weapon" etc). 'Link' each of these to the proper bone (weapons to right hand, shield to left hand, helmet to head, etc).
    Now, your deformable meshes. Select the body, and attach the head. Apply a Skin modifier and weight it. Now, select the cloak, apply a skin modifier, and weight it.

    All objects in the scene must be EITHER the child of a bone (such as the weapon is a child of the right hand bone), OR have a Skin modifier applied. If an object doesn't have one or the other it'll give you the error, such as you received.

    If you are confused, go back through my Tutorial 6. I go through the entire process there. Hopefully you will be able to follow the videos, but if you still have questions or errors... go back through the videos again. They are much better at explaining and showing you what to do than a non-graphical forum post is. But if indeed you have any questions we'll do our best to answer.
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  5. #5

    Default Re: 3Ds Max - Bone as Parent Error

    Ok - I've watched the Tutorial 6 a few times now & all makes perfect sense, however you are using 3Ds Max V.8 I have V.7 - which has no Weight Tool?



    In V.8 the tool button is located next to 'Weight Table' button. I can't locate the weight tool in V.7?

    I've tried using the weight table & lets say I select the bone_torso & give all it's Vertices a weight of 1.0 & then I select bone_abs - when I give the vertices a weight of 1.0 I notice the bone_torso has now reverted back to a weight of 0.0?

    Everything has a skin modifier, I cant seem to work around the weight issue.

    Thanks for any help you can offer guys.

  6. #6
    vikrant's Avatar The Messiah of innocence
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    Default Re: 3Ds Max - Bone as Parent Error

    well
    u can use a tutorial for
    skinnig {vertex weighting}
    by using weight table
    http://www.twcenter.net/forums/showthread.php?t=43205




    and follow the video tutorials very closely :

    {u will also need to link the static meshes {swords ,shileds}to bones {without the use of vertex weighting} }
    Last edited by vikrant; October 08, 2006 at 12:03 AM.
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