Help: Problem with custom character mesh

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Demon_333

FNG / Fresh Meat
I have a few custom character models, that are using the animations: Soldier_Animations_Trip

Problem is, when someone is that character and dies, they always get this crash error below:

Spoiler!



On my server.log it shows these when it happens.

Code:
PlayAnim: Sequence 'DeathF' not found for mesh

This shouldn't happen as i have this in the code right?: PRE.Ragdoll = "British_Soldier1"; // Should be this only.
Code:
AttachToBone: No bone named 

[WeaponR_Bone] found in actor KFHumanPawn's skeleton
 
Last edited:

FluX

Grizzled Veteran
Oct 26, 2010
5,395
234
63
www.fluxiserver.co.uk
Just so you know that Death error occurs even to the TWI's characters. The "bone not named" is probably what you want to look at. I've never had any problems like this so far.
 

MetalMedved

FNG / Fresh Meat
Feb 22, 2011
144
38
0
Russia
Code:
PlayAnim: Sequence 'DeathF' not found for mesh
This is refular error even for twi chars. I think it's because of bad inheritance from unreal engine base classes. Don't worry it's not important and you can't see anything wrong in game because of it.

Code:
AttachToBone: No bone named 

[WeaponR_Bone] found in actor KFHumanPawn's skeleton

It's a serious mistake. You need to rebounded regular KF skeleton to your char or recreate that bone separately. It may causes to wrong animation play. If skeleton haven't this bone you may see uncorrect 3rd person view of weapons in char hands
 

ro_sauce

FNG / Fresh Meat
Sep 26, 2007
3,135
329
0
bwhgaming.com
oh, i thought psa's just said to move bonename this to coordinates that.

or maybe you can just take those animation calls out of the pawn's class?

besides, i didnt know there were any, "death animations" i thought they just reverted to ragdolls.
 

Demon_333

FNG / Fresh Meat
Code:
PlayAnim: Sequence 'DeathF' not found for mesh
This is refular error even for twi chars. I think it's because of bad inheritance from unreal engine base classes. Don't worry it's not important and you can't see anything wrong in game because of it.

Code:
AttachToBone: No bone named 

[WeaponR_Bone] found in actor KFHumanPawn's skeleton
It's a serious mistake. You need to rebounded regular KF skeleton to your char or recreate that bone separately. It may causes to wrong animation play. If skeleton haven't this bone you may see uncorrect 3rd person view of weapons in char hands
So what should i do because whenever i pick this custom character and die, this error appears on the log, making it the cause of the crash

Edit: i've also rebounded the skeleton but still getting that bone issue. All the other custom meshes work except one where it gets the DeathF error and crashes but with the other skins they get a warning about DeathB but doesn't crash.
 
Last edited:

braindead

FNG / Fresh Meat
Aug 22, 2009
918
346
0
Merry Ol' England
Hey Demon

The code uses a mixture of bone names and Socket aliases, so check to see you have the correct amount according to the pic.

To see if you have the correct bones and have set the rig up properly look here:

Char_Aliases.jpg
 

Marco

Active member
May 23, 2009
645
232
43
Finland
Easiest way to setup the requires mesh properties is through (at the menubar at top of the window): Mesh > Copy mesh properties (at an original TWI model) then Mesh > Paste mesh properties (at your own mesh).