Error reporting in exporting from blender to a Babylon file—— ERROR: UN-EXCEPTED NODE TYPE(SHADERNODENORMALMAP). CANNOT CONTINUE. processing begun of material: TopBack

Exporter version: 6.2.0, Blender version: 2.80 (sub 75)
========= Conversion from Blender to Babylon.js =========
Scene settings used :
inline textures : false
Material Type : PBR
Positions Precision : 4
Normals Precision : 3
UVs Precision : 3
Vert Color Precision: 3
Mat Weight Precision: 2
texture directory : C:\Users\Administrator\Desktop\2
Python World class constructor completed
processing begun of skeleton: Armature, id: 0
processing begun of bone: mixamorig:Hips, index: 0
processing begun of bone: mixamorig:Spine, index: 1
processing begun of bone: mixamorig:Spine1, index: 2
processing begun of bone: mixamorig:Spine2, index: 3
processing begun of bone: mixamorig:Neck, index: 4
processing begun of bone: mixamorig:Head, index: 5
processing begun of bone: mixamorig:HeadTop_End, index: 6
processing begun of bone: mixamorig:LeftShoulder, index: 7
processing begun of bone: mixamorig:LeftArm, index: 8
processing begun of bone: mixamorig:LeftForeArm, index: 9
processing begun of bone: mixamorig:LeftHand, index: 10
processing begun of bone: mixamorig:LeftHandThumb1, index: 11
processing begun of bone: mixamorig:LeftHandThumb2, index: 12
processing begun of bone: mixamorig:LeftHandThumb3, index: 13
processing begun of bone: mixamorig:LeftHandThumb4, index: 14
processing begun of bone: mixamorig:LeftHandIndex1, index: 15
processing begun of bone: mixamorig:LeftHandIndex2, index: 16
processing begun of bone: mixamorig:LeftHandIndex3, index: 17
processing begun of bone: mixamorig:LeftHandIndex4, index: 18
processing begun of bone: mixamorig:LeftHandMiddle1, index: 19
processing begun of bone: mixamorig:LeftHandMiddle2, index: 20
processing begun of bone: mixamorig:LeftHandMiddle3, index: 21
processing begun of bone: mixamorig:LeftHandMiddle4, index: 22
processing begun of bone: mixamorig:LeftHandRing1, index: 23
processing begun of bone: mixamorig:LeftHandRing2, index: 24
processing begun of bone: mixamorig:LeftHandRing3, index: 25
processing begun of bone: mixamorig:LeftHandRing4, index: 26
processing begun of bone: mixamorig:LeftHandPinky1, index: 27
processing begun of bone: mixamorig:LeftHandPinky2, index: 28
processing begun of bone: mixamorig:LeftHandPinky3, index: 29
processing begun of bone: mixamorig:LeftHandPinky4, index: 30
processing begun of bone: mixamorig:RightShoulder, index: 31
processing begun of bone: mixamorig:RightArm, index: 32
processing begun of bone: mixamorig:RightForeArm, index: 33
processing begun of bone: mixamorig:RightHand, index: 34
processing begun of bone: mixamorig:RightHandThumb1, index: 35
processing begun of bone: mixamorig:RightHandThumb2, index: 36
processing begun of bone: mixamorig:RightHandThumb3, index: 37
processing begun of bone: mixamorig:RightHandThumb4, index: 38
processing begun of bone: mixamorig:RightHandIndex1, index: 39
processing begun of bone: mixamorig:RightHandIndex2, index: 40
processing begun of bone: mixamorig:RightHandIndex3, index: 41
processing begun of bone: mixamorig:RightHandIndex4, index: 42
processing begun of bone: mixamorig:RightHandMiddle1, index: 43
processing begun of bone: mixamorig:RightHandMiddle2, index: 44
processing begun of bone: mixamorig:RightHandMiddle3, index: 45
processing begun of bone: mixamorig:RightHandMiddle4, index: 46
processing begun of bone: mixamorig:RightHandRing1, index: 47
processing begun of bone: mixamorig:RightHandRing2, index: 48
processing begun of bone: mixamorig:RightHandRing3, index: 49
processing begun of bone: mixamorig:RightHandRing4, index: 50
processing begun of bone: mixamorig:RightHandPinky1, index: 51
processing begun of bone: mixamorig:RightHandPinky2, index: 52
processing begun of bone: mixamorig:RightHandPinky3, index: 53
processing begun of bone: mixamorig:RightHandPinky4, index: 54
processing begun of bone: mixamorig:LeftUpLeg, index: 55
processing begun of bone: mixamorig:LeftLeg, index: 56
processing begun of bone: mixamorig:LeftFoot, index: 57
processing begun of bone: mixamorig:LeftToeBase, index: 58
processing begun of bone: mixamorig:LeftToe_End, index: 59
processing begun of bone: mixamorig:RightUpLeg, index: 60
processing begun of bone: mixamorig:RightLeg, index: 61
processing begun of bone: mixamorig:RightFoot, index: 62
processing begun of bone: mixamorig:RightToeBase, index: 63
processing begun of bone: mixamorig:RightToe_End, index: 64
processing action Armature|mixamo.com|Layer0: in[0 - 1], out[0 - 1]
processing action Armature|mixamo.com|Layer0.001: in[0 - 1], out[10 - 11]
processing begun of camera (UniversalCamera): Camera
processing begun of camera (UniversalCamera): Camera.001
processing begun of mesh: eyelashes
processing begun of material: EyeMoisture1

ERROR: UN-EXCEPTED NODE TYPE(SHADERNODENORMALMAP). CANNOT CONTINUE.

	processing begun of material:  Eyelashes

ERROR: UN-EXCEPTED NODE TYPE(SHADERNODENORMALMAP). CANNOT CONTINUE.

		WARNING: Metal channel baking required, but not possible, ignored
		WARNING: Roughness channel baking required, but not possible, ignored
		WARNING: Refraction channel baking required, but not possible, ignored
		Baking texture, type: DIFFUSE, mapped using: BakingUV
		processing texture eyelashes_baked_DIFFUSE
			texture type:  diffuseTexture, mapped using: "BakingUV"
		Baking texture, type: GLOSSY, mapped using: BakingUV
		processing texture eyelashes_baked_GLOSSY
			texture type:  specularTexture, mapped using: "BakingUV"
		bake time:  0 min, 5.0703 secs
	Custom split normals with tangents being used
	num positions      :  1053
	num normals        :  1053
	num tangents       :  1053
	num uvs            :  2106
	num uvs2           :  0
	num colors         :  0
	num indices        :  1530
	Skeleton stats:  
		Total Influencers:  2106
		Avg # of influencers per vertex:  2
		Highest # of influencers observed:  2, num vertices with this:  1053
		exported as 2 influencers
		num skeletonWeights and skeletonIndices:  4212
processing begun of mesh:  hair
	processing begun of material:  Cap

ERROR: UN-EXCEPTED NODE TYPE(SHADERNODENORMALMAP). CANNOT CONTINUE.

	processing begun of material:  Neck

ERROR: UN-EXCEPTED NODE TYPE(SHADERNODENORMALMAP). CANNOT CONTINUE.

	processing begun of material:  TopBack

ERROR: UN-EXCEPTED NODE TYPE(SHADERNODENORMALMAP). CANNOT CONTINUE.

	processing begun of material:  Top

ERROR: UN-EXCEPTED NODE TYPE(SHADERNODENORMALMAP). CANNOT CONTINUE.

	processing begun of material:  SidesUnder

ERROR: UN-EXCEPTED NODE TYPE(SHADERNODENORMALMAP). CANNOT CONTINUE.

	processing begun of material:  Sides

ERROR: UN-EXCEPTED NODE TYPE(SHADERNODENORMALMAP). CANNOT CONTINUE.

	processing begun of material:  Thin

ERROR: UN-EXCEPTED NODE TYPE(SHADERNODENORMALMAP). CANNOT CONTINUE.

		WARNING: Metal channel baking required, but not possible, ignored
		WARNING: Roughness channel baking required, but not possible, ignored
		WARNING: Refraction channel baking required, but not possible, ignored
		Baking texture, type: DIFFUSE, mapped using: BakingUV
		processing texture hair_baked_DIFFUSE
			texture type:  diffuseTexture, mapped using: "BakingUV"
		Baking texture, type: GLOSSY, mapped using: BakingUV
		processing texture hair_baked_GLOSSY
			texture type:  specularTexture, mapped using: "BakingUV"
		bake time:  0 min, 11.1926 secs
	Custom split normals with tangents being used
	num positions      :  19233
	num normals        :  19233
	num tangents       :  19233
	num uvs            :  38466
	num uvs2           :  0
	num colors         :  0
	num indices        :  55200
	Skeleton stats:  
		Total Influencers:  38695
		Avg # of influencers per vertex:  2.0119
		Highest # of influencers observed:  3, num vertices with this:  229
		exported as 3 influencers
		num skeletonWeights and skeletonIndices:  76932
processing begun of mesh:  body
	processing begun of material:  Face

ERROR: UN-EXCEPTED NODE TYPE(SHADERNODENORMALMAP). CANNOT CONTINUE.

	processing begun of material:  Lips

ERROR: UN-EXCEPTED NODE TYPE(SHADERNODENORMALMAP). CANNOT CONTINUE.

	processing begun of material:  Teeth

ERROR: UN-EXCEPTED NODE TYPE(SHADERNODENORMALMAP). CANNOT CONTINUE.

	processing begun of material:  Torso

ERROR: UN-EXCEPTED NODE TYPE(SHADERNODENORMALMAP). CANNOT CONTINUE.

	processing begun of material:  Ears

ERROR: UN-EXCEPTED NODE TYPE(SHADERNODENORMALMAP). CANNOT CONTINUE.

	processing begun of material:  Legs

ERROR: UN-EXCEPTED NODE TYPE(SHADERNODENORMALMAP). CANNOT CONTINUE.

	processing begun of material:  EyeSocket

ERROR: UN-EXCEPTED NODE TYPE(SHADERNODENORMALMAP). CANNOT CONTINUE.

	processing begun of material:  Mouth

ERROR: UN-EXCEPTED NODE TYPE(SHADERNODENORMALMAP). CANNOT CONTINUE.

	processing begun of material:  Arms

ERROR: UN-EXCEPTED NODE TYPE(SHADERNODENORMALMAP). CANNOT CONTINUE.

	processing begun of material:  Pupils

ERROR: UN-EXCEPTED NODE TYPE(SHADERNODENORMALMAP). CANNOT CONTINUE.

	processing begun of material:  EyeMoisture

ERROR: UN-EXCEPTED NODE TYPE(SHADERNODENORMALMAP). CANNOT CONTINUE.

	processing begun of material:  Fingernails

ERROR: UN-EXCEPTED NODE TYPE(SHADERNODENORMALMAP). CANNOT CONTINUE.

	processing begun of material:  Cornea

ERROR: UN-EXCEPTED NODE TYPE(SHADERNODENORMALMAP). CANNOT CONTINUE.

	processing begun of material:  Irises

ERROR: UN-EXCEPTED NODE TYPE(SHADERNODENORMALMAP). CANNOT CONTINUE.

	processing begun of material:  Sclera

ERROR: UN-EXCEPTED NODE TYPE(SHADERNODENORMALMAP). CANNOT CONTINUE.

	processing begun of material:  Toenails

ERROR: UN-EXCEPTED NODE TYPE(SHADERNODENORMALMAP). CANNOT CONTINUE.

		WARNING: Metal channel baking required, but not possible, ignored
		WARNING: Roughness channel baking required, but not possible, ignored
		WARNING: Refraction channel baking required, but not possible, ignored
		Baking texture, type: DIFFUSE, mapped using: BakingUV
		processing texture body_baked_DIFFUSE
			texture type:  diffuseTexture, mapped using: "BakingUV"
		Baking texture, type: GLOSSY, mapped using: BakingUV
		processing texture body_baked_GLOSSY
			texture type:  specularTexture, mapped using: "BakingUV"
		bake time:  0 min, 9.9576 secs
	Custom split normals with tangents being used
	num positions      :  36987
	num normals        :  36987
	num tangents       :  36987
	num uvs            :  73974
	num uvs2           :  0
	num colors         :  0
	num indices        :  92334
	Skeleton stats:  
		Total Influencers:  84045
		Avg # of influencers per vertex:  2.2723
		Highest # of influencers observed:  7, num vertices with this:  13
		exported as 7 influencers
		num skeletonWeights and skeletonIndices:  295896
	WARNING: # of 0 area faces found:  32
processing begun of light (POINT):  Light
Output cancelled due to data error

========= end of processing =========
elapsed time: 0 min, 55.3252 secs

1 Like

pinging @JCPalmer

Good that you posted the log file, without me even having to ask. Will look at this by tomorrow, EOD. In the meantime, I am going to need a picture of the nodes layout of one of the materials. Just change one of your windows to Shader Editor, then select a material. Drag / zoom as necessary & capture snapshot. Adding this will also allow others to look at the material definition you are using.

Your snapshot of the character is of no meaning for this issue.

Also, if you edit your first post and put 3 back-quotes alone on separate lines above & below the log, it will display much better.

1 Like

@xiaohuangyu, may help @JCPalmer if you could also provide the Blender .blend file.

What I need is one of these.

I don’t quite understand what you need? I can’t understand this picture(English is not my native language)

我解决了这个问题,只需要把材质组的法线移除掉就可以成功导出了,因为 我没有给材质组添加法线图,所以会报错,谢谢您!

Translation:

I solved this problem, I only need to remove the normals of the material group to successfully export, because I did not add a normal map to the material group, so I will report an error, thank you!

4 Likes

Hello @JCPalmer

Thanks , for Fixing this Issue , I am still getting same error , I am using 2.82a . When will we receive the latest fix in the git hub.

Your effort is deeply appreciated .

Thanks
Regards
Siddharth

@JCPalmer Sorry I did not realize , you were referring to change the material property in Blender .

Thanks
Regards
Siddharth