Hey Guys ! We recently updated our facial rigs here at BHG nad i am getting a problem when loading the FaceFX actor i get a problem with the rendering asset not loading.
this is the message i get from the console
Ogre failed to find and load either a .scene file or a .mesh file: Cannot derive root bone as this skeleton has no bones!
postloadactor.fxl file executed
exec -f "OnPostLoadActor.py" ;
exec -file "C:\Program Files (x86)\FaceFX\FaceFX 2010\postloadactor.fxl";
loadActor -file "\\fnogueira\RnD\Rigs\FaceRig\Female\FaceFx\Alynshir.facefx";
now I am doing exactly what i always did before but the rig is built a little different but over all same idea behind it
all of the skin bones are linked to the head boned and constrained to a control rig. I cannot for the life of me figure out what is wrong with it and why it keeps giving me this error.
I have tried naming it exactly like the nodes on the Rigs that used to export just fine.
The rig is on top of a biped rig.
I have the proper Biped bones in the skin modifiers, all the nodes load fine with the actor and all the shapes I created load fine i just cant get the render asset to show up, all of the skin node are actual BONES linked to the Biped head or the Jaw bone which is then linked to the Biped Head.
There is no difference as far as how the skin modifiers is set-up on the heads that did work and on this new head. I Reset the Xforms on the meshes all meshes have the same bones in the skin modifier.
The only difference is that the old rigs Use Dummys as the skin nodes I use bones and the other difference is how rig was set-up.
I think what is happening is that your skeleton has more than 256 bones, which Ogre does not support. Because you are using FaceFX 2010, the exporters do not pop a warning message, but instead write it to the log, then fail to write a skeleton file out. In 2012 you get a message box telling you the problem so it is easier to spot.
There isn't anything we can do about the Ogre restriction, but perhaps that gives you enough info to come up with a workaround.
Let me know if it isn't the 256 bone limitation.