Help "illegal Parent Bone Replacement"

rammseinrammsein Join Date: 2002-11-18 Member: 9267Members
edited January 2004 in NS Customization
I am trying to add daza400s glowing eyes to other NS models but everytime i try to compile no matter what I add it to it tells me:

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illegal bone replacement in sequence "(sequence file name)"
      "(bone name)" has ("bone name)", reference has ("bone name")
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on some models it will give me quite a few of these errors on others it may only give me one

anyone know how to fix this? please help

Comments

  • JamilJamil Join Date: 2002-11-02 Member: 4829Members
    It's something with the bone assignments. Host file and I'll take a look at it.
  • rammseinrammsein Join Date: 2002-11-18 Member: 9267Members
    I figured out how to solve it, i have to import the reference smd then import the animation smd and it will ask me if i want to append it to the model i do it and problem solve, but there are over a hundred animation smds to append is there a quick way to do this?
  • PanzerOxPanzerOx Join Date: 2003-04-22 Member: 15754Members
    edited January 2004
    reference bone names differ from animation bone names.

    Just change the reference bone names to correspond with the animation ones.
  • ObstObst Join Date: 2003-03-12 Member: 14436Members, Constellation
    If you just want to add the glowing eyes then simply add these eyes to the model WIHTOUT ADDING NEW BONES!!!! Then Assign the eyes to the head bone and compile it.
  • rammseinrammsein Join Date: 2002-11-18 Member: 9267Members
    omg i figured it out i am so retarded i do this all the time, but i reinstalled milkshape a while ago and it kept importing the bones when i usually have it just import everything else, sorry my bad i figured it out, should be a good set coming up now
  • fury_l6lfury_l6l Join Date: 2003-12-27 Member: 24795Banned
    for future reference, its pretty much when the skeleton doesnt match up with the animation. animations are matched up with their own skeletons, and if you try and force it to compile with a altered skeleton, it will not work because the bones are different, so instead of giving you a horribly garbled model, it just tells you your bones need to be either renamed, or a new reference/animation needs to be made. it will usually list which animation is incompatible with the template
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