"Bad Bone Weight" (7.4) and "Object Too Small" (6.1) Errors

I am having two strange errors when I export an animated object in blender.

Exporting using FBX 7.4 Binary gives me a bad bone weight error, even though all the weights are normalized and (if I didn't miss any) the combined weights on all vertices sum to one.

Exporting using FBX 6.1 ASCII gives me an object too small error, even though the mesh dimensions (1.167m,2.4634m,1.0944m) and the armature dimensions (90.722cm, 77.075cm, 2.2791m) are within Frontier's boundaries.
 
I don't know how to solve the Bad Bone Weight error exporting as Binary but the error doesn't occur when exporting as ASCII.
You need to go through a few extra steps to do so though:
Set scale to metric and centimeters, scale your object x 100( making it the same size it was before changing the scale.)
Rotate all LOD's, Armature and, if you made 1, the Hitcheck -90° on the X axis and 180° on the Y axis. Apply rotation and scale.
Export as ASCII setting Y forward, Z up when exporting.
 
I don't know how to solve the Bad Bone Weight error exporting as Binary but the error doesn't occur when exporting as ASCII.
You need to go through a few extra steps to do so though:
Set scale to metric and centimeters, scale your object x 100( making it the same size it was before changing the scale.)
Rotate all LOD's, Armature and, if you made 1, the Hitcheck -90° on the X axis and 180° on the Y axis. Apply rotation and scale.
Export as ASCII setting Y forward, Z up when exporting.

Tried this, but still getting the model too small error. This did (somehow) manage to fix the bad bone weight error, but I am now getting a ugcArtifactNotFound error. :/

I'll post the steps I took to fix the bad bone weight error anyway, but if someone could help me with this new error before I send a support ticket to Frontier, that would be great.

1) If you have completed your animation already and build your LODs, delete all LODs except for LOD_0.
2) Unparent the mesh from the armature (object > parent > clear parent)
3) Set scale to 1 and rotation to 0 degrees xyz for both the armature and mesh.
4) Change units to centimeters
5) Scale model and armature up by 100, and rotate mesh and armature -90° on the X axis and 180° on the Y axis (I am not making a hitcheck for this model)
6) Hit control+a, then click all transforms to deltas
7) Recreate LODs by copying mesh and decimating respectively
8) On each LOD, enter weight paint mode then limit totals to 4 and normalize all
9) Export the FBX in 7.4 Binary [SUB](and somehow still get a ugcArtifactNotFound error after all this) [/SUB]
 
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