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Mesh Rigging Malfunction [MDLVIS]

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Hello there!
I have been trying to replace the skeleton on Happycockroach's CryptRider
model with the Priest Model by Blizzard, I.E replacing the geosets and rig the new mesh using MDLVIS onto the bones already in place by Happycockroach. However, I believe either there's something I'm missing in the rigging, or there's something which I do not know about reagrding how bones interact with vertices, because the mesh does not follow the movement of the bones... Or well they do move, but not as "much" as they should/I would like them to.

The most obvious example is the Animation "death", as it has the most drastic movement.
 

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Level 10
Joined
May 28, 2009
Messages
223
I checked which bones the geoset I imported were refering to in The MatrixEater. Turns out MDLVIS had assigned the imported mesh to an invisible bone called "Bone_Null", which caused the deformaties.

Edit: Any time you assign a vertice to a bone in MDLVIS 1.40, the phenomenon described above occurs.
 
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