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'INVALID_ASSET_MULTIPLE & MAV_FOUND_DEGENERATE_TRIANGLES


Audra
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Hello! I'm hoping I can have a little general help with uploading a rigged mesh (or figuring out what a general error message usually means)

Ok, here's the deal.. 

I'm trying to make a mesh item that attaches to another mesh avatar. The creator has graciously given their customers the blender files so we can make mod items for it. So I made the item on the (animal) avatar mesh and rigged it to the bones provided, then I tried to upload. It wouldn't even show the preview. So, then I deleted all of the items except for my one clothing item, saved the file as a .obj and then imported it onto the SL Avatar Skeleton, rigged it, tested the bone posing and attempted to upload it. It gives me the following error message: 

2014-07-08T16:12:33Z WARNING: LLMeshUploadThread::onCompleted: Fee request failed.  Not in expected 'upload' state.
2014-07-08T16:12:33Z WARNING: log_upload_error: Error in stage:  fee, Reason:   (Http_200)
2014-07-08T16:12:33Z WARNING: log_upload_error: error: {'error':'INVALID_ASSET_MULTIPLE','errors':[{'BlockName':'physics_mesh','Context':'validateDecompressedPhysicsMeshData','ErrorCode':i21,'FaceIndex':i0,'MeshIndex':i0,'TriangleIndex':i549,'Vertex0':[r0.047108,r-0.118086,r0.162833],'Vertex1':[r0.039273,r-0.118086,r0.165961],'Vertex2':[r-0.049237,r-0.118086,r0.165137],'message':'MAV_FOUND_DEGENERATE_TRIANGLES'},{'BlockName':'physics_mesh','Context':'validateDecompressedPhysicsMeshData','ErrorCode':i21,'FaceIndex':i0,'MeshIndex':i0,'TriangleIndex':i550,'Vertex0':[r0.047108,r-0.118086,r0.162833],'Vertex1':[r-0.049237,r-0.118086,r0.165137],'Vertex2':[r-0.057050,r-0.118086,r0.162673],'message':'MAV_FOUND_DEGENERATE_TRIANGLES'},{'BlockName':'physics_mesh','Context':'validateDecompressedPhysicsMeshData','ErrorCode':i21,'FaceIndex':i0,'MeshIndex':i0,'TriangleIndex':i552,'Vertex0':[r0.055249,r-0.118086,r0.159583],'Vertex1':[r-0.057050,r-0.118086,r0.162673],'Vertex2':[r-0.064870,r-0.118086,r0.160208],'message':'MAV_FOUND_DEGENERATE_TRIANGLES'},{'BlockName':'physics_mesh','Context':'validateDecompressedPhysicsMeshData','ErrorCode':i21,'FaceIndex':i0,'MeshIndex':i0,'TriangleIndex':i650,'Vertex0':[r-0.066495,r-0.118795,r-0.160483],'Vertex1':[r0.054898,r-0.118086,r-0.162428],'Vertex2':[r0.062718,r-0.118086,r-0.159964],'message':'MAV_FOUND_DEGENERATE_TRIANGLES'},{'BlockName':'physics_mesh','Context':'validateDecompressedPhysicsMeshData','ErrorCode':i21,'FaceIndex':i0,'MeshIndex':i0,'TriangleIndex':i651,'Vertex0':[r-0.066495,r-0.118795,r-0.160483],'Vertex1':[r-0.058484,r-0.118711,r-0.162886],'Vertex2':[r0.054898,r-0.118086,r-0.162428],'message':'MAV_FOUND_DEGENERATE_TRIANGLES'},{'BlockName':'physics_mesh','Context':'validateDecompressedPhysicsMeshData','ErrorCode':i21,'FaceIndex':i0,'MeshIndex':i0,'TriangleIndex':i652,'Vertex0':[r-0.058484,r-0.118711,r-0.162886],'Vertex1':[r0.047078,r-0.118086,r-0.164893],'Vertex2':[r0.054898,r-0.118086,r-0.162428],'message':'MAV_FOUND_DEGENERATE_TRIANGLES'},{'BlockName':'physics_mesh','Context':'validateDecompressedPhysicsMeshData','ErrorCode':i21,'FaceIndex':i0,'MeshIndex':i0,'TriangleIndex':i653,'Vertex0':[r-0.058484,r-0.118711,r-0.162886],'Vertex1':[r-0.050458,r-0.118620,r-0.165290],'Vertex2':[r0.047078,r-0.118086,r-0.164893],'message':'MAV_FOUND_DEGENERATE_TRIANGLES'},{'BlockName':'physics_mesh','Context':'validateDecompressedPhysicsMeshData','ErrorCode':i21,'FaceIndex':i0,'MeshIndex':i0,'TriangleIndex':i654,'Vertex0':[r-0.050458,r-0.118620,r-0.165290],'Vertex1':[r0.039265,r-0.118086,r-0.167365],'Vertex2':[r0.047078,r-0.118086,r-0.164893],'message':'MAV_FOUND_DEGENERATE_TRIANGLES'},{'BlockName':'physics_mesh','Context':'validateDecompressedPhysicsMeshData','ErrorCode':i21,'FaceIndex':i0,'MeshIndex':i0,'TriangleIndex':i655,'Vertex0':[r-0.050458,r-0.118620,r-0.165290],'Vertex1':[r-0.042424,r-0.118528,r-0.167685],'Vertex2':[r0.039265,r-0.118086,r-0.167365],'message':'MAV_FOUND_DEGENERATE_TRIANGLES'},{'BlockName':'physics_mesh','Context':'validateDecompressedPhysicsMeshData','ErrorCode':i21,'FaceIndex':i0,'MeshIndex':i0,'TriangleIndex':i690,'Vertex0':[r0.023312,r-0.118086,r-0.170661],'Vertex1':[r0.015187,r-0.118086,r-0.171492],'Vertex2':[r0.007038,r-0.118093,r-0.172332],'message':'MAV_FOUND_DEGENERATE_TRIANGLES'},{'BlockName':'physics_mesh','Context':'validateDecompressedPhysicsMeshData','ErrorCode':i21,'FaceIndex':i0,'MeshIndex':i0,'TriangleIndex':i691,'Vertex0':[r0.031445,r-0.118086,r-0.169829],'Vertex1':[r0.023312,r-0.118086,r-0.170661],'Vertex2':[r0.007038,r-0.118093,r-0.172332],'message':'MAV_FOUND_DEGENERATE_TRIANGLES'}],'identifier':'Upload_InvalidAsset','message':'Multiple errors while validating asset.'}
2014-07-08T16:12:33Z WARNING: log_upload_error:   mesh upload failed, stage 'fee', error 'INVALID_ASSET_MULTIPLE', message 'Multiple errors while validating asset.', id 'Upload_InvalidAsset'

 I'm going to take a wild guess and assume that 

 

'INVALID_ASSET_MULTIPLE 
MAV_FOUND_DEGENERATE_TRIANGLES

are the major issues here, but i have no idea what they really mean or how to fix them. Can anyone point me in the general direction of a solution? 

I apologize if I'm simply making a "noob mistake' or if this question has been answered elsewhere. I wasn't able to find one that I really understood, so I figured I would ask. 

Thank you in advance. 

 

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Degenerate triangles are triangles that have zero area. Te test for this actually test for very small area rather than actually zero. So it looks like the two vertices mentioned were considered to be too close for the triangle using them to have an acceptable area. You pobably need to find and eliminate small triangles from your mesh. You may also need to eliminate any free edges that aren't part of triangles. I suppose they just might be arising in the LOD generator if you are using that, but I never found that to hasppen. Not sure what byou do then. Probably you would have to provide the LOD meshes.

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Thanks! I wasn't able to locate the "Clean-up" menu that the previous tutorial/helper thingy mentioned, but removing "duplicate verticies" let me upload. Its great to know that verticies that are deemed too close will throw an error though. It will help greatly in the future!

Thanks again! Your explanation was great!

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  • 5 years later...
2 minutes ago, Pamela Galli said:

Hopefully she will go through all the old threads and notify us of links to ignore when we go back through those threads.

Nah, I think I'll spend the night going through all my posts from 2012 to check if my links are still OK and fix them if needed... 

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4 hours ago, OptimoMaximo said:

Nah, I think I'll spend the night going through all my posts from 2012 to check if my links are still OK and fix them if needed... 

I still read your posts from 2005. Good thing you are a feathery, else my jaw would get sore.

 

Oops wrong decade. Massages her jaw

 

Edited by Desiree Moonwinder
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On 12/30/2019 at 2:17 AM, Desiree Moonwinder said:

I still read your posts from 2005.

Ah! See? My time machine script for posting in the past over the internet must have worked in the end if you can read posts of mine from 2005, since this avatar rezday dates back to 2011 and currently i'm still writing that code 😎

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