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	<updated>2026-07-28T12:59:43Z</updated>
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		<id>https://wiki.secondlife.com/w/index.php?title=Mesh/Troubleshooting&amp;diff=1188934</id>
		<title>Mesh/Troubleshooting</title>
		<link rel="alternate" type="text/html" href="https://wiki.secondlife.com/w/index.php?title=Mesh/Troubleshooting&amp;diff=1188934"/>
		<updated>2014-03-30T18:17:20Z</updated>

		<summary type="html">&lt;p&gt;Vlinder Reitveld: /* Import Errors */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Multi-lang}}&lt;br /&gt;
{{Navbox/Mesh|tech}}&lt;br /&gt;
&lt;br /&gt;
To troubleshoot your model, please make sure your model complies with these guidelines. &lt;br /&gt;
&lt;br /&gt;
If the problem you&#039;re having isn&#039;t covered here, please check the tool-specific pages on [[:Category:Mesh|this wiki]] and the [http://blogs.secondlife.com/community/forums/mesh mesh forum]. &lt;br /&gt;
&lt;br /&gt;
Help with finding your viewer log file for info on errors can be found here:  http://wiki.secondlife.com/wiki/Debug_Help#Where_do_I_find_my_SecondLife.log_file.3F&lt;br /&gt;
&lt;br /&gt;
===COLLADA file format===&lt;br /&gt;
We support the COLLADA 1.4 specification.&lt;br /&gt;
&lt;br /&gt;
===Export triangles===&lt;br /&gt;
We support triangles and polygons, not nurbs, surface patches, etc.&lt;br /&gt;
&lt;br /&gt;
===Import Errors===&lt;br /&gt;
Errors upon importing a mesh usually result in the high level of detail being blank and the message &amp;quot;missing required level of detail&amp;quot; appearing in the importer window.  Details about the error can usually be found in the SecondLife.log file. &lt;br /&gt;
&lt;br /&gt;
Below is a list of error messages:&lt;br /&gt;
* &amp;quot;Error with dae - traditionally indicates a corrupt file.&amp;quot; -- the COLLADA file is not compatible with the COLLADA DOM used by Second Life&lt;br /&gt;
* &amp;quot;can&#039;t find internal doc&amp;quot; -- the COLLADA file parsed successfully, but contains no data&lt;br /&gt;
* &amp;quot;document has no root&amp;quot; -- the xml provided has no &amp;quot;root&amp;quot; node&lt;br /&gt;
* &amp;quot;No visual scene - unable to parse bone offsets&amp;quot; -- bone offsets for joints could not be loaded because no visual_scene node exists, bone offsets will be ignored&lt;br /&gt;
* &amp;quot;The found element is not a translate node&amp;quot; -- an odd transformation was used for a joint.  Some joint positions may not be correct&lt;br /&gt;
* &amp;quot;Partial jointmap found in asset - did you mean to just have a partial map?&amp;quot; -- some joints from the default avatar skeleton are missing from the COLLADA file.  Skin information may not import properly.&lt;br /&gt;
* &amp;quot;Tried to apply joint position from .dae, but it did not exist in the avatar rig.&amp;quot; -- a joint from the COLLADA file could not be matched up to the Second Life avatar rig&lt;br /&gt;
* &amp;quot;Possibly misnamed/missing joint [&amp;lt;joint_name&amp;gt;]&amp;quot; -- the named joint is missing from the COLLADA file or is misnamed&lt;br /&gt;
* &amp;quot;document has no visual_scene&amp;quot; -- visual_scene node absent, COLLADA file cannot be interpreted&lt;br /&gt;
* &amp;quot;Negative scale detected, unsupported transform.  domInstance_geometry: &amp;lt;instance_name&amp;gt;&amp;quot; -- the named instance has a negative scale, which is unsupported by Second Life&lt;br /&gt;
* &amp;quot;Unable to resolve geometry URL.&amp;quot; -- a geometry URL from the COLLADA file could not be resolved, likely indicating a corrupt file.&lt;br /&gt;
* &amp;quot;WARNING: load_face_from_dom_triangles: Out of range TC indices&amp;quot; from log file after &amp;quot;Error: element is invalid&amp;quot; and &amp;quot;Missing required level of detail.&amp;quot; -- The importer doesn&#039;t like it if you have more than one UV map.&lt;br /&gt;
&lt;br /&gt;
===Skin weights===&lt;br /&gt;
We support up to 4 influences per vertex.&lt;br /&gt;
&lt;br /&gt;
===Rigging===&lt;br /&gt;
Your skeleton names and hierarchy must match the [[Avatar_Appearance#Linden_skeleton_definition_file|Second Life avatar skeleton]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Note: The following was pulled directly from the XML file mentioned in the above link. It includes an extra &amp;quot;head&amp;quot; bone (mSkull) which is, I believe, where the avatar&#039;s hair rest and the &amp;quot;skull&amp;quot; attachment point resides, and the mToeLeft and mToeRight bones, which are more than I expected to exist on the foot as I&#039;ve been wanting a toe bone for years. I haven&#039;t tested if these are usable, animating bones yet.&#039;&#039; -[[User:Stickman Ingmann|Stickman]] 18:21, 20 June 2011 (PDT)&lt;br /&gt;
&lt;br /&gt;
That is, your skeleton should include the following bones:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Torso and Head&#039;&#039;&#039;&lt;br /&gt;
*mPelvis (root)&lt;br /&gt;
*mTorso (child of mPelvis)&lt;br /&gt;
*mChest (child of mTorso)&lt;br /&gt;
*mNeck (child of mChest)&lt;br /&gt;
*mHead (child of mNeck)&lt;br /&gt;
*mSkull (child of mHead)&lt;br /&gt;
*mEyeRight (child of mHead)&lt;br /&gt;
*mEyeLeft (child of mHead)&lt;br /&gt;
&#039;&#039;&#039;Arms&#039;&#039;&#039;&lt;br /&gt;
*mCollarLeft (child of mChest)&lt;br /&gt;
*mShoulderLeft (child of mCollarLeft)&lt;br /&gt;
*mElbowLeft (child of mShoulderLeft)&lt;br /&gt;
*mWristLeft (child of mElbowLeft)&lt;br /&gt;
*mCollarRight (child of mChest)&lt;br /&gt;
*mShoulderRight (child of mCollarRight)&lt;br /&gt;
*mElbowRight (child of mShoulderRight)&lt;br /&gt;
*mWristRight (child of mElbowRight)&lt;br /&gt;
&#039;&#039;&#039;Legs&#039;&#039;&#039;&lt;br /&gt;
*mHipLeft (child of mPelvis)&lt;br /&gt;
*mKneeLeft (child of mHipLeft)&lt;br /&gt;
*mAnkleLeft (child of mKneeLeft)&lt;br /&gt;
*mFootLeft (child of mAnkleLeft)&lt;br /&gt;
*mToeLeft (child of mFootLeft)&lt;br /&gt;
*mHipRight (child of mPelvis)&lt;br /&gt;
*mKneeRight (child of mHipRight)&lt;br /&gt;
*mAnkleRight (child of mKneeRight)&lt;br /&gt;
*mFootRight (child of mAnkleRight)&lt;br /&gt;
*mToeRight (child of mFootRight)&lt;br /&gt;
&lt;br /&gt;
===Model size===&lt;br /&gt;
If the model you&#039;re importing is too small or too big, please check the unit settings in your modeling software.&lt;br /&gt;
&lt;br /&gt;
===Axis===&lt;br /&gt;
In Second Life, the Z-axis is the vertical axis.&lt;/div&gt;</summary>
		<author><name>Vlinder Reitveld</name></author>
	</entry>
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