Psiphoon
Sergeant

Creating a replacement skeleton with new bones works perfectly, animating those bones is fine...
But when I rig any part of a mesh to the new bones I get a runtime error when starting warband with ironlauncher. In fact, I get a runtime error whenever warband loads a brf containing any mesh that has vertices skinned to the new bones. The new skinnings are obviously recorded in the smd because they play without a hitch in openbrf when the correct reference animation is selected. Has anyone ever encountered this before? What mistake could I have made?
But when I rig any part of a mesh to the new bones I get a runtime error when starting warband with ironlauncher. In fact, I get a runtime error whenever warband loads a brf containing any mesh that has vertices skinned to the new bones. The new skinnings are obviously recorded in the smd because they play without a hitch in openbrf when the correct reference animation is selected. Has anyone ever encountered this before? What mistake could I have made?




