BadVertexData in NPC Model with flexcontrollers

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BadVertexData in NPC Model with flexcontrollers

Postby peegee on Wed Mar 02, 2011 7:50 am

Hi interlopers, :smt039

after settings up the customized rig and the customized flexfiles for my NPC model all looked alright.
Only the model viewer's "BadVertexData" indicates a Vertex in the middle lower lip region. :shock:
I did some testing on compiling with several .qc options. So far i can say, that this error only appears
when flexfiles and flexcontrollers are involved. Compiling the same model without flexes
the error won't appear any more.

What "BadVertexData" really means? UV settings? Position of the vertex?
And the most important question: How i can fix it?

Thank you for any help

Image
Left: The BadVertexData area .................... Middle: Shaded View with strange reflexion ................... Right: Say AHHHH
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Re: BadVertexData in NPC Model with flexcontrollers

Postby srredfire on Wed Mar 02, 2011 7:57 am

Someone with much better modeling experience is bound to come around, but, is the face that has the red marked on it, corrupt? Are the normals on it correct? Maybe you accidentally flipped the normals on it by accident or something isn't connected right? From my -limited- experience that's usually what the issues was, something went screwy in the model.


Here's a link as well that probably won't help at all!

http://forums.steampowered.com/forums/s ... ?t=1177044
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Re: BadVertexData in NPC Model with flexcontrollers

Postby peegee on Wed Mar 02, 2011 11:49 am

Thank you srredfire,

but the normals are correct. I proofed it by switching it on in the modelviewer.
They are directed outbound as they should.

They link you mentioned i have seen yesterday.
That's why I tested a reduced model, only with the head.
But with flexfiles and even very simple
uv datas: same result of BadVertexError.

But i guess: It's more about the uv datas than normals or mesh structure or bones.
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Re: BadVertexData in NPC Model with flexcontrollers

Postby stoopdapoop on Wed Mar 02, 2011 2:02 pm

Bad vertex data isn't a big deal in the slightest. Valve shipped many models with bad vertex data. Basically anything that has long-thin-windy parts (which is alot of stuff) has this "problem" I think you're right in assuming that it has something to do with UV's, that's the only time I've ever seen it on my models.

Just don't worry about it.

(but that's an odd flex for a metal part, shouldn't it be made of two separate pieces, not one piece that flexes?
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Re: BadVertexData in NPC Model with flexcontrollers

Postby peegee on Wed Mar 02, 2011 5:04 pm

stoopdapoop wrote:(but that's an odd flex for a metal part, shouldn't it be made of two separate pieces, not one piece that flexes?

Thank you stoopapoop,

You might be right, but it's an odd character ;-)
It looked more funny to me,
A second metal part only can move up an down,
the flexed mouth has more variety of emotional expressions.

The character gets an strange reflexion on the lower lip,
thats why I can't ingore this error.
OK, more testing tonight.
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Re: BadVertexData in NPC Model with flexcontrollers - Fixed

Postby peegee on Thu Mar 03, 2011 7:49 am

Heureka :D

with several tests by changing the UVs on this model it was obvious,
that "BadDataVertex" indication is related to UVs.
I had a look at UV-datas in the texture editor of XSI (Alt-7)
but did not found anything unusual. I assume, that the reason
lies in the realtionship of the edge of two polygons, which caused the UV problem for the source engine.

The solution to "heal" my model was to change them not by dragging UVs (which i tried without success),
but to replace the inner part of the mouth with a curved element, which is not connected to the lips.

Have a look!

Image

Image

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Re: BadVertexData in NPC Model with flexcontrollers

Postby stoopdapoop on Thu Mar 03, 2011 9:31 am

excellent! glad to hear it.
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