#Export error - Array index out of bounds

114 messages · Page 1 of 1 (latest)

wicked sapphire
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Guys, I am desperate for any suggestions!

so I have this humongous model with it’s original size 8000x16000. When I tried to output it, nothing would happen after a long time “saving” window would just disappear and an error will pop up in log.
My best guess is that the model is simply too big. I tried to size it down to 60% and also sized down all the textures to 60%, in total I have 22 4k x4k textures (i know it is a LOT but the model has so many pieces) and 3 4k x 8k ones. Still same error.
Model also has a lot of clippings - 97 as it has a lot of hair and clothing parts that are animated to be burning 🫥
Any ideas on how to fix it?

mild eagle
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that is an extremely huge model...

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how many layers does it have?

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actually just screenshot the model statistics window and post it

wicked sapphire
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the amounth of layers is also huge, which is partially due to artist preparing unnescessarily many detailed parts, that generally are only used for stuff like metal glare on a tiny part of accessory

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So I can probably merge some items to lower it, if it were to help 😭

mild eagle
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I would merge things down if you really think it's unnecessary to have it split
Your texture size is enormous and it might genuinely make the model hard to run even if you do manage to export it
For comparison, a model I made that used 4 8kx8k (equivalent to 16 4kx4k) was using up to 3GB of RAM when being ran in VTS and you're trying to make almost double that

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layer number itself is not really an issue though as I've worked on stuff at like 850 count before

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generally I do think the issue is caused by the model being too big but I'm not exactly sure whether it's too big in terms of "your PC cant handle the output" or "Live2D cant handle the output" or something else

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is this all using one PSD source file or were you adding multiple or swapping them?

wicked sapphire
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thank you for the input! I will try to size it down further

tame mortar
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are you doing the atlases manualy or are you doing them with autoplacement? [[can you take a picture only of the previews??

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also check on vts whats the limit of clipping just to make sure everything is fine [[i know is higher than the limit of live2d but i dont know if its "unlimited"]]

wicked sapphire
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I did them manually to squish as much as possible

tame mortar
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mmm, im not sure if its because the preview but a lot of them look to have a lot of empty space

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im not sure if a rearrange would reduce some couples

wicked sapphire
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It is mostly because even sized down to 60%, some parts are so big, only a few fit on 4x4 sized atlases so it looks like this

tame mortar
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oh, no that one i could see it was particles on the previe

wicked sapphire
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there are also parts like this one, with a scale pattern and each scale is separated by artist, so I gave them all the big mesh of the sleeve so they move all together

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but in fact its 90% empty mesh

tame mortar
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wait, so that mesh is like, you made it like that so all moved te same but the mesh is almost empty?

wicked sapphire
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yep

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there are only small pieces inside of it

tame mortar
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try to delete the empty space and only leave the area where the scale is [[as that part will be the same as the rest it should move the same with or without the extra mesh

wicked sapphire
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that will save a lot of space acutally

tame mortar
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i think in the worst case you would had to reduce even more the model
i would suggest

First: Check if you can reduce the clipping permutation as possible
second: If you are using glue check the id's to reduce them too
3rd: check if the deformers that are empty you can delete them
4rd: see if there is any mesh you can clean if its possible
5: i would let at the end any movement on atlas so you dont had to edit it a lot until you are sure there is no more to do on the model itself 🤔

wicked sapphire
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yeah, that makes sence! I just thought that the outside dots give a bit of weight?? to the neighbouring ones, so thought it would still mess up the movement, but lemme try that!

tame mortar
tame mortar
wicked sapphire
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so instead I could just wipe out all the middle meshes of the "face line" and keep the same identical edge, where line is visible

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that would be a lot lot of space saved indeed!

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thanks! I'll try your suggestions and let you know if it worked 🙏 🙏 🙏

tame mortar
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good luck on it, i hope it helps to make all easier

wicked sapphire
sweet jewel
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yeah unfortunately this is a problem on your workflow, you went way overboard with rigging there kspMelt

wicked sapphire
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Hi, I am back with an update! I resized model down to 50% on atlas and redid every possible item to make meshes only go around the objects, also got rid of masks to 87 and ended up with 11 4x4 atlases (was 25 and 66 before posting) 🫠 but the problem persisted

short ermine
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I tried searching the error to understand why its thrown and with my surface level knowledge of java, it kinda seems like an issue with the code processing.

wicked sapphire
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I have also tried to reduce the mask number to the recommended 65 just now, by deleting a part that contained a lot of clipping and yet, it wouldn’t export

short ermine
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And to confirm, its the same error?

wicked sapphire
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Here is the latest log update

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seems same to me

meager rivet
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there is just that in red? like if look in the log before the export error do you find any other red lines?

wicked sapphire
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Since I just started the programm, it is the only red, but previosly (just now when editing the meshes to reduce the size), I had some errors pop in log when mesh edited.

meager rivet
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hm i would judge there is something bugged in the model causing the export error

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now what is the issue

wicked sapphire
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by checking the log file, I find so many errors through out the work progress 😭 but the latest would be

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This one is common through out the process:
2023.09.14 at 15:59:00 ICT ERROR java.lang.Throwable$WrappedPrintStream -1 println - at

short ermine
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Would it be possible to upload the log file?

wicked sapphire
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absolutely

short ermine
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So this parameter is an issue already

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@ signs dont play nice in ID values

wicked sapphire
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Yep, I deleted this one

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there are no more weird signs parameters

short ermine
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Do you have any other parameter ids with non standard alphabet/numbers?

wicked sapphire
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let me check

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I had the >< in name as well, got rid of it, let me try saving

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it is interesting how the signs in names returned as I removed and cleaned up all the parameter names a week ago, as with them animations wouldn’t export

short ermine
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I am not sure if the names matter so much as the ID does

wicked sapphire
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I deleted weird signs in both of them to be sure

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only leaving alphabet, numbers and _

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looking at the ram usage, live2d runs 44000/62000 and shows a lot of red spikes here and there.
could it still be the size? cmo3 file size is still 2G, even after sizing things down 50%. 2G is the heaviest file I had so far

meager rivet
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2gigs? have you deleted any extra psds from reimports?

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thats a lot

short ermine
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Its definitely heavy and youve only sized it down in the program right? Not in photoshop or an art program. (otherwise you would have to rerig)

wicked sapphire
meager rivet
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wow

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where the model was drawn?

wicked sapphire
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do i Have to rerig tho? If say I size down psd itself to 50%, live2d won’t be able to hook on that?

wicked sapphire
meager rivet
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ok just making sure it wasnt procreate, as procreate create each layer on the size of the canvas

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so it would bloat the size

wicked sapphire
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the actual psd size was not actually too big, only 440 mb

short ermine
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I honestly dont know if one rotation deformer over the entire thing to resize the other deformers to a smaller size will work and then any mesh deformations will have to be redone, pretty sure.

wicked sapphire
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this model is in general my nightmare with the amount of stuff the client wanted and amounth of unmerged unnecessary items artist prepared, such as blurry shading on the clothing that won’t be moving

viscid badger
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Say, have you tried merging the stuff that won't be moving in photoshop?

wicked sapphire
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nope! that is one thing I haven’t tried yet

viscid badger
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I remember watching a video on rigging models and it warned about artists sometimes either separating stuff that is unnecessary or separating things the wrong way, meaning that the rigger should do some touch-ups personally

wicked sapphire
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oh yeah I do touch ups usually every time to adjust to my personal preference and to be honest there is no other artist that perfectly separated things I had worked with yet, but usually it is underseparating and minor things. This time I inspected the file, but didn’t realise that almost every item artist had separated: lineart, highlight, shade, sparkles, pattern, base

viscid badger
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Oh my!

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I know that some things need to be separated as a rule, but what is that model even supposed to be if it had to be broken up to this degree?

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The client didn't ask you to rig them a biblicaly-accurate angel, did they?

wicked sapphire
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they asked for a model that has flaming hair, flaming sleeves and flaming collar in two positions and a flowing japanese style wavy lines within kimono patterns across sleeves

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also all of those items have to sparkle and have fishscales to glitter…

viscid badger
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Oh

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My

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God

wicked sapphire
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and as for hair it is a huge lion like ponytail with 30 hair strands to flame 🔥🫠

viscid badger
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This reeks of "baby's first OC, don't steal!"

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I hope they promised to pay well

wicked sapphire
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hahah, this model version 1 was quite good design wise, I even have a showcase, but the version two is a pure rigger nightmare

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this is the v1 showcase

viscid badger
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is the hair supposed to be burning like a bonfire, or just a little? Because it's unnecessary to put this much effort into something that is hidden behind the body anyway

wicked sapphire
viscid badger
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If that's so, then the remaining 20% could be faked

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Just need to merge some unnecessary strands together

wicked sapphire
viscid badger
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Everyone makes mistakes, especially when sleep-deprived

short ermine
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Muting for now but if youre system can handle it, you can try to copy and paste the objects and parameters to a new file and export and see if it gives the same error but I think the issue might be the shear size of the model

wicked sapphire
tame mortar
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i believe that in the worst scenario if it really became impossible to export because the file is too big, even the fact you had already reduced to 50% everything and deleted all you could delete.... there is a posibility that if you can not found a way to export [[as is too big 2GB for a model, even for rig, even for use]]
the worst scenario would be had to re-scale and rerig everything that is rigged directly on mesh

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did you made sure yo clean the project tab? its pretty common people dont touch that tab