id Tech Forums

id Tech 4 (Doom3/Prey/Q4) => id Tech 4 Models and Animations => Topic started by: bitterman on November 22, 2017, 11:00:08 AM

Title: Two root bones and invalid joint
Post by: bitterman on November 22, 2017, 11:00:08 AM
There is two problems:

1. Don't see any bone with name "master" in rig (28 bones total, not 29 as writed in .md5) but after export Blender adds this bone as root. It get an error "Two root bones not allowed" or same. Fixed via commented "master" and change 29 to 28.

2. Error about invalid joint at pic. below.

Any ideas?

Thanks.
Title: Re: Two root bones and invalid joint
Post by: motorsep on November 22, 2017, 01:31:41 PM
You can not have 2 root bones. Only one root bone is allowed (called "origin").
Title: Re: Two root bones and invalid joint
Post by: bitterman on November 23, 2017, 01:06:15 PM
Yes, thanks.

I deleted "master" vertex group which was created for "master" bone and then deleted. It fix the problem. Looks like exporter compiled md5 based on vertex groups.

Not sure about correct placement of origin, legs and knees control bones (1,2,3 on pic.).

How much tris/bones in your blue android's model from video?
And how complex af model for it?
Title: Re: Two root bones and invalid joint
Post by: bitterman on November 24, 2017, 11:48:29 PM
1. Check vertex groups.
2. Check smooth.
3. Check export's options.
4. Good naming for bones, bodies and constraints.
5. Avoid complex multidirectional chains of bones (bad for containedJoints).
Title: Re: Two root bones and invalid joint
Post by: bitterman on November 25, 2017, 05:53:11 AM
These articulated figures must just lie on the floor.

Instead of this some parts of models (e.g. legs) falls through the floor and other parts keep haotic moving. Looks scary.

Why is this happens?

************** upd


QuoteThe articulated figure is jumpy and energy seems to enter the system.
Make sure there are no contact points fighting with joint like constraints. When for instance three bodies are connected with two universal joints, and the bodies are relatively close to each other. The outer two bodies might be considered in contact. The figure will be pulled apart at the contact points while the universal joints try to keep the bodies together. Jumpy behaviour is often the result. Disabling self collision on the whole figure or on certain bodies can fix the problem.