OgreXMLConverter error with skeleton over 256 bones

Anything and everything that's related to OGRE or the wider graphics field that doesn't fit into the other forums.
Post Reply
phuvinh1408
Kobold
Posts: 25
Joined: Tue Aug 09, 2022 7:55 am
x 1

OgreXMLConverter error with skeleton over 256 bones

Post by phuvinh1408 »

Hi guys, I got an error when I try to convert *.skeleton file to *.xml using OgreXMLConverter. The picture below will display the error that I got in. Does any one know how to solve that problem, so I can use the tool for converting skeleton file >256 bones. And I am using the version 13 rightnow, but When I export mesh file from the tool, that version header was v_1.100, my application cannot load that version, so how can I export the mesh file with v_1.40 or v_1.30 like the old version can does...

Image

paroj
OGRE Team Member
OGRE Team Member
Posts: 1791
Joined: Sun Mar 30, 2014 2:51 pm
x 937
Contact:

Re: OgreXMLConverter error with skeleton over 256 bones

Post by paroj »

reminds me of this one: viewtopic.php?f=1&p=552121

header v_1.100 means Ogre 1.10+. If you use an older version in the engine, you can downgrade with OgreMeshUpgrader -V.

phuvinh1408
Kobold
Posts: 25
Joined: Tue Aug 09, 2022 7:55 am
x 1

Re: OgreXMLConverter error with skeleton over 256 bones

Post by phuvinh1408 »

So I am not sure what is the version of my game engine using right now, but I was looked at all the mesh and skeleton files, the header was display v1.10 - v1.40, and the binary structure look totaly different from the v1.100. So like you said I can use the OgreMeshUpgrader to downgrate the version, but will the binary structure will be the same as the v1.100 had?

Last edited by phuvinh1408 on Sun Aug 14, 2022 9:05 pm, edited 2 times in total.
paroj
OGRE Team Member
OGRE Team Member
Posts: 1791
Joined: Sun Mar 30, 2014 2:51 pm
x 937
Contact:

Re: OgreXMLConverter error with skeleton over 256 bones

Post by paroj »

that flag will use the Serializer for the chosen version - it does not merely change the header.

phuvinh1408
Kobold
Posts: 25
Joined: Tue Aug 09, 2022 7:55 am
x 1

Re: OgreXMLConverter error with skeleton over 256 bones

Post by phuvinh1408 »

So I already got It. I am still have 1 issue about using OgreXMLConverter to convert skeleton with over 256 bones. I tried to change the number of bones from 256 to 4096, but It still did not work and display the error message: 12:25:39: Error: handle < OGRE_MAX_NUM_BONES failed. Exceeded the maximum number of bones per skeleton. So do you have any solution for this one.

paroj
OGRE Team Member
OGRE Team Member
Posts: 1791
Joined: Sun Mar 30, 2014 2:51 pm
x 937
Contact:

Re: OgreXMLConverter error with skeleton over 256 bones

Post by paroj »

you should be able to just remove these assertions without getting any crashes.

phuvinh1408
Kobold
Posts: 25
Joined: Tue Aug 09, 2022 7:55 am
x 1

Re: OgreXMLConverter error with skeleton over 256 bones

Post by phuvinh1408 »

I already did like you said. I did remove that line out, but I still got this error message: 19:50:13: Error: A bone with the handle 41943 already exists

so what I need to do for that?

User avatar
dark_sylinc
OGRE Team Member
OGRE Team Member
Posts: 4971
Joined: Sat Jul 21, 2007 4:55 pm
Location: Buenos Aires, Argentina
x 1164
Contact:

Re: OgreXMLConverter error with skeleton over 256 bones

Post by dark_sylinc »

It sounds like the mesh file is corrupted or invalid (i.e. not a standard Ogre mesh) because having +41943 bones is extremely rare and the fact that it's referenced more than once is not valid.

phuvinh1408
Kobold
Posts: 25
Joined: Tue Aug 09, 2022 7:55 am
x 1

Re: OgreXMLConverter error with skeleton over 256 bones

Post by phuvinh1408 »

I don't know what exactly the structure in the skeleton is, but the game engines of that game I have in hand was built in Ogre3d or maybe the factory re-coding the lib so that they can load in a different way?

Post Reply