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https://drive.google.com/open?id=0BxENF50YVgXoS2dIMVhXb2pZemc (SMD)
https://drive.google.com/open?id=0BxENF50YVgXoMjNPME5hTnh5MFU (DMX)
PICTURES ↓
https://drive.google.com/open?id=0BxENF50YVgXoLTYxeXA2WmdSWTQ (SMD)
https://drive.google.com/open?id=0BxENF50YVgXobEo0MGhDUUk2VUE (DMX)
The smd and dmx files include shape keys. Also, the animation was exported in the process.
Likewise for $Sequence in the DMX QC, I suggest using head.dmx and not anims\ragdoll.dmx.
It is a port from Overwatch
https://drive.google.com/open?id=0BxENF50YVgXob2duWmZRdS1sbG8
Also I don't understand why I should use head.smd/dmx for the sequence as it is not an animation file.
I have code in the exporter to cull the excess links and redistribute their weight across the survivors, and I'm sure you've noticed the warnings. But that isn't enough for your "head" mesh because even though the individiual vertices are within the limit, the mesh overall is stil weighted to too many bones. 11 bones, to be precise. Evidently the engine doesn't like this.
You need to convert the face bones to shape keys until the head is within the limit. You should be fine once it's just the head, neck, and possibly jaw bones.
I'll add an error message to the exporter to explain that the model is invalid.
What I'm not experiencing issues with are edited Team Fortress 2 models (which are often split up into several parts and never need to be "culled" to be exported as DMX) and edited custom My Little Pony models (which are often not split up, and is what I'm talking about in this case). I'm compiling for Source FilmMaker and ocassionally Team Fortress 2, using their respective versions of StudioMDL... but the pony models don't seem to have any vertices with over 5 or 6 linked bones (pre-"cull"), though, and are usually weighted in big regions, rather than lots of bones affecting close and neighbouring vertices (like on a face, such as in this case).
Again, I just personally don't think it affects everything in general, but if it also applies to a test plane you just made, then I'm not really sure anymore...
Either way, I'm confident that this is a bug in the compiler, not the exporter.