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Warning error: bind shape is not x forward orientation


VirtualKitten
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Hi everyone hope you are all well, I am getting this error Warning error: bind shape is not x forward orientation and the following lines in the log:

LOD3 Model Circle.001 loaded
non-identity bind shape rot. mat is { -0.00184739, 0.98352, -0.023854, 0; -0.718584, -0.00283397, 0.0144517, 0; 0.0043182, 0.011366, 1.75656, 0; -0.236098, 0.565306, 0.92719, 1 } bind_rot { 0.00772389, -0.00937261, -0.70818, 0.705928 }
non-identity bind shape rot. mat is { -0.00184741, 0.983531, -0.0238543, 0; -0.718584, -0.00283398, 0.0144517, 0; 0.00431819, 0.011366, 1.75656, 0; -0.234056, -0.52004, 0.953525, 1 } bind_rot { 0.00772388, -0.00937261, -0.70818, 0.705928 }
non-identity bind shape rot. mat is { -0.00391972, 2.0868, -0.0506127, 0; -3.03033, -0.0119511, 0.0609442, 0; 0.00557627, 0.0146774, 2.26833, 0; -0.858715, 0.0207075, 1.03553, 1 } bind_rot { 0.00772389, -0.00937261, -0.70818, 0.705928 }

 

Now I was experiencing problems with bento Angel armature as when auto weighted my mesh it put all the bones in all of the links   and did not split them with regard to the parts they connected to this said I managed to select vector and use the vector tab in lower right hand area to select and delete bones with '-' button. This got me into mesh upload working with the above error and the armature makes the mesh look like a scumbled up paper or plastic bag:

9e2b1a2c4ae479413e108b167fbb688f.png

I did the obvious and placed the mesh in x orientation but this didn't solve it at all. I am still learning how to do this so please hep as its hard to learn thank you for looking xD have a great day  D

Edited by VirtualKitten
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I really don't know what this message or the log means my blender group didn't either I am hooping someone here has a fix which will work. I was surprised that Blender 2.93.2 was putting the same bones of the other items links in all three identical this makes no sense at all.

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27 minutes ago, VirtualKitten said:

I really don't know what this message or the log means my blender group didn't either I am hooping someone here has a fix which will work. I was surprised that Blender 2.93.2 was putting the same bones of the other items links in all three identical this makes no sense at all.

This has to do with Blender standardized - Y forward and x axis along the character's left/right. That is useful because skeletons in edit mode allow mirroring only across the yz plane, AKA along x axis. If not using Avastar, which does everything for you to ensure compatibility with SL, before you export you should rotate the skeleton around the Z axis, so that the character faces +Z, then apply rotation on both skeleton and mesh and finally switch the skeleton to pose mode, select all bones, and then apply the pose as rest pose. At this point the bind matrix should be compliant and your issues should be gone.

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1 minute ago, VirtualKitten said:

Um @OptimoMaximo So you mean to have the face of the meshed animal  pointing upward ? then apply scale and rotations to zero? Cant afford Avastar 11K hugs  then reset default pose?

 

18bb73ae7444ffcb7676e7ab56c72367.png

I did not say to make it face upwards. It was: rotate around the z axis so it faces the +x axis. In your picture, it already looks like it is oriented in the right direction. Then, the last steps: select both skeleton and mesh, Apply Rotation (I think it was ctrl+a), then switch the skeleton to pose mode, select all bones and ctrl+a again but this time Apply Pose as Rest Pose.

Last time I used blender was oh so many years ago, shortcuts might have changed in the meantime

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