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...
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.
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.
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
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.
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?