Author Topic: [Solved]Bad Allocation  (Read 2667 times)

-Archmage-

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[Solved]Bad Allocation
« on: 4 March 2012, 08:16:25 »
Made a model from scratch in Blender 2.61. Exported and MG throws me "bad allocation". All faces are triangles. I exported a different model last night with no problem.
« Last Edit: 8 March 2012, 02:01:12 by -Archmage- »
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tomreyn

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Re: Bad Allocation
« Reply #1 on: 8 March 2012, 01:46:59 »
Please file a bug report and provide the model file, instructions to reproduce and the general information requested in the sticky thread there.
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-Archmage-

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Re: Bad Allocation
« Reply #2 on: 8 March 2012, 02:00:58 »
Sorry guys, this is solved. I had assigned a texture without unwrapping the model in any way. All I had to do was u>unwrap and boom exported fine.
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Omega

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Re: [Solved]Bad Allocation
« Reply #3 on: 8 March 2012, 23:39:27 »
Perhaps the export script could be expanded to detect when the model was not unwrapped and a texture has been assigned; notifying the user. Or perhaps the assigned texture should be ignored if the model has not been unwrapped. Or at the most basic level, a more accurate error when a crash occurs because of this reason, to prevent further problems with future users.
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Re: [Solved]Bad Allocation
« Reply #4 on: 13 March 2012, 02:22:59 »
I've had this happen to me several times and it's not because of unwrapping. It's because you weren't in object mode and/or didn't have an object selected.

I've noticed that the new script doesn't give the user any warning about that. I remember the script for 2.4 saying that no object was selected... ie no g3d