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Healisoulus 16 Nov, 2022 @ 2:51pm
Compilation error: 3216 "WARNING: too few bones/vert (0) : it has no bones!"
Good day, I've been stuck with this problem for a few days now. Allow me to explain:

I am trying to compile a model in Blender in order to use it in SFM. The model itself is an MDL which has been imported into Blender via SourceIO, and I am exporting its assets and compiling them with Blender Source Tools. My Blender version is 3.3.1, BST is 3.2.4.

I've already complied it a few times before without any trouble - the model would work fine in SFM. This time, however, I merged hands and feet with the body and also merged some vertices together. The reason why I did that is because there were seams/"fractures" and I wanted to fix those.

I've tried seeking help in the SFM hub and while I did get a response, the only solution we've come to so far is to select all vertices and Merge By Distance. I tried that, got 1953 vertices removed, and IIRC the model itself appeared the same, but when I tried to compile it, I got the same 3216 warnings.

Please, would someone know how to fix this or at least what exactly caused the issue? Unfortunately the model itself is a private NSFW model and I cannot share it, nor can I show it here on Steam. But I will gladly provide any additional information.

Also I apologize for such a long post, but here is the full console log (albeit somewhat simplfied for readability):
DMX Model [path].dmx [...] DMX Model [path].dmx Marking bone [name] as a jiggle bone [...] Marking bone [name] as a jiggle bone WARNING: model has too many verts, cutting into multiple models Processing LOD for material: [name] [...] Processing LOD for material: [name] Max flex verts 16959 --------------------- writing [path]: bones 49404 bytes (168) animation x y ips angle animations 116 bytes (1 anims) (1 frames) [0:00] sequences 888 bytes (1 seq) ik/pose 14268 bytes eyeballs 344 bytes (2 eyeballs) flexes 2702832 bytes (118 flexes) eyeballs 0 bytes (0 eyeballs) flexes 0 bytes (118 flexes) [...] eyeballs 0 bytes (0 eyeballs) flexes 0 bytes (118 flexes) eyeballs 0 bytes (0 eyeballs) flexes 140632 bytes (118 flexes) eyeballs 0 bytes (0 eyeballs) flexes 0 bytes (118 flexes) eyeballs 0 bytes (0 eyeballs) flexes 0 bytes (118 flexes) eyeballs 0 bytes (0 eyeballs) flexes 44444 bytes (118 flexes) eyeballs 0 bytes (0 eyeballs) flexes 0 bytes (118 flexes) textures 1932 bytes textures 1932 bytes keyvalues 0 bytes bone transforms 22912 bytes bone flex driver 0 bytes collision 0 bytes total 2992476 --------------------- writing [path].vvd vertices [amount] bytes ([amount] vertices) [...] vertices [amount] bytes ([amount] vertices) tangents [amount] bytes ([amount] vertices) [...] tangents [amount] bytes ([amount] vertices) total 3608896 bytes --------------------- Generating optimized mesh "[path].dx90.vtx": [3126 warnings] ERROR: 'EXCEPTION_ACCESS_VIOLATION' (assert: 1) ERROR: Aborted Processing on 'experimental/wowhumanfemale/Human2F_test.mdl' ERROR: Compile of human2f.qc failed. Check the console for details 1 Errors and 0 Warnings Error: Compile of human2f.qc failed. Check the console for details Compiled 0 Source Filmmaker QCs with 1 Errors and 0 Warnings Info: Compiled 0 Source Filmmaker QCs with 1 Errors and 0 Warnings
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Healisoulus 17 Nov, 2022 @ 5:55pm 
Turns out, the problem was this: before I joined the limbs with the body, the body's vertex count was at 15k and the limbs' count was at 7k. Then, as you've probably guessed, the body's vertex count went up to 22k. And as I learned about an hour ago, StudioMDL's vertex limit is roughly 15-16k. It's no wonder I was getting these weird warnings which eventually would lead to an access violation error.

Here is the discussion that helped me: https://steamhost.cn/steamcommunity_com/app/1840/discussions/0/1696043806564326649/
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