Troubleshooting Import Errors

This page lists common import-time error messages in Sansar and possible fixes.

Related FAQs: General FAQ | Error Message FAQ

General import errors

Upload Failed - [item name]

Solution: Try the import again. If it fails again, use the more specific error shown in the importer or log to identify the actual cause.


Opening Material Editor Failed - [item name]

Solution: Deselect the object and reselect it again, then try.


Something went wrong during the upload. Please try again.

Solution: Retry the upload. If it repeats, check the specific importer message or log entry shown with it.


Failed to import the item in Sansar.

Solution: Check the more specific importer error or log entry, correct that issue, then re-export and import again.


Unable to load resource Id

Solution: A confirmed solution has not been documented for this error yet.


Upload failed

Solution: Retry the upload. If it fails again, use the more specific error shown in the importer to find the actual cause. Can be VPN related or size of the object is large, trying again will continue from current progress.


Failed to add item to inventory

Solution: Check the specific importer error that appeared with the failure, correct that issue, then reimport.


Compile status unknown

Solution: The servers may be having issues, try again.

Converter and pipeline errors

Loading filters failed

Solution: A confirmed solution has not been documented for this error yet.


Unable to set the Havok tools root directory environment variable

Solution: A confirmed solution has not been documented for this error yet.


Can't load FilterManager '[path]'

Solution: A confirmed solution has not been documented for this error yet.


Loding option file failed

Solution: A confirmed solution has not been documented for this error yet.


Errors happened during option filters processing

Solution: A confirmed solution has not been documented for this error yet.


Can't find processed scene after running filters

Solution: A confirmed solution has not been documented for this error yet.


Unable to load oodle library, error code [code] (0x[code])

Solution: A confirmed solution has not been documented for this error yet.


Can't resolve path for '[path]'

Solution: Make sure the referenced file path is valid and that the file still exists in that location, then retry the import.


Failed to load hko file '[path]'

Solution: Make sure the referenced file exists and can be opened, then retry.


Failed to acquire filter interface

Solution: A confirmed solution has not been documented for this error yet.

Thumbnail and inventory image errors

Invalid image file format: [ext]. Valid image file formats are: [list].

Solution: Use one of the listed image formats and reselect the image file.


Invalid image file format: [ext]. The only valid image file format is [ext].

Solution: Convert or re-export the image to the required file format, then try again.


File does not exist.

Solution: Browse to an image file that still exists on disk or check the path exists, check path is correct.


Could not open file.

Solution: Make sure the file can be opened normally, is not locked by another app, and that you still have access to its location.


File size mismatch.

Solution: Re-export the image file and try again.


File size must be less than [size] MB

Solution: Reduce the image file size so it is under the limit, then upload it again.


Could not load PNG image data

Solution: Use a valid PNG file and re-export it if needed before uploading again, Image file may be corrupted, try a fresh copy.


Could not decode PNG image data

Solution: Re-export the image as a standard PNG and try again.


Unsupported image size: [width] x [height]. Your image must be between [min] x [min] and [max] x [max].

Solution: Resize the image so it falls within the allowed width and height range, then retry.


Unsupported aspect ratio: [width]:[height]. Your image must have an approximate aspect ratio of [width]:[height].

Solution: Crop or resize the image to match the required aspect ratio, then upload it again.


Failed to upload Thumbnail

Solution: Use a valid thumbnail image that meets the format, file size, size, and aspect-ratio requirements, then retry, Can be connection related.

Avatar, clothing, accessory, and animation import errors

Multiple skeletons ([count]) found. Character imports require a single skeleton!

Solution: Re-export the file with only one skeleton or armature in it, Make sure only one armature modifier is present, make sure to only export selected and not an entire scene.


This item is missing information on the avatar skeleton. Please ensure that the skeleton data is included.

Solution: Re-export the file with the skeleton included and make sure it is rigged against Sansar's current reference skeleton.


This item could not be added to the inventory because its AABB extends beyond the Avatar's AABB. Refer to the Knowledge base for guidelines.

Solution: Resize or reposition the mesh and skeleton so they stay inside the current AABB limits. Use the AABB reference files to check your bounds before exporting, Toggle the experimental Apply Transforms tickbox in blender.


This item could not be added to the inventory because its AABB is over the maximum AABB limit for custom Avatars. Refer to the Knowledge base for guidelines.

Solution: Scale the avatar down so it fits inside the maximum AABB, then re-export, Make sure no stray verts are outside the limit, Toggle the experimental Apply Transforms tickbox in blender


This item could not be added to the inventory because its AABB is below the minimum AABB limit for custom Avatars. Refer to the Knowledge base for guidelines.

Solution: Scale the avatar up so it is above the minimum AABB, then re-export.


This item could not be added to the inventory because it has [count] triangles. Attachments may only have [count] triangles.

Solution: Reduce the accessory mesh to 5,000 triangles or fewer, then re-export.


This item could not be added to the inventory because it has [count] triangles. Clothing may only have [count] triangles.

Solution: Reduce the clothing mesh to 8,000 triangles or fewer, then re-export.


This item could not be added to the inventory because it has [count] triangles. Hair may only have [count] triangles.

Solution: Reduce the hair mesh to 12,000 triangles or fewer, then re-export.


This item could not be added to the inventory because it has [count] triangles. An imported avatar mesh may only have [count] triangles.

Solution: Reduce the avatar mesh to 40,000 triangles or fewer, then re-export. If needed, use decimation on the mesh before exporting.


This item could not be added to the inventory because it contains no avatar mesh data.

Solution: Re-export the avatar with the mesh included, then import it as an avatar item.


This item could not be added to the inventory because it contains no accessory data.

Solution: Make sure the file contains the accessory mesh and import it from the Accessories tab.


This item could not be added to the inventory because it contains no clothing data.

Solution: Make sure the file contains the clothing mesh and import it from the Clothing tab.


This item could not be added to the inventory because it does not contain an animation

Solution: Re-export the FBX with an animation clip included.


This item could not be added to the inventory because it contains more than one animation

Solution: Export one animation per FBX file, then import the clip you want.


This item could not be added to the inventory because the animation is [length]s long. An imported animation must be less than 30s long.

Solution: Shorten the animation so it is under 30 seconds, then re-export.


This item could not be added to the inventory because the animation is [length]s long. An imported animation must be greater than 0.6s long.

Solution: Lengthen the animation so it is longer than 0.6 seconds, then re-export.


This item could not be added to the inventory because animation's AABB extends beyond the Avatar's AABB. Refer to the Knowledge base for guidelines.

Solution: Keep all animated bones inside the animation AABB, then re-export. Use the AABB reference files to check the animation bounds.


The following bone is missing with respect to the reference skeleton. Please check Sansar skeleton and skinning details on the help center for more information: [bone]

Solution: Rig the item to Sansar's current reference skeleton and make sure the listed bone is present before exporting again.


The following bones are missing with respect to the reference skeleton. Please check Sansar skeleton and skinning details on the help center for more information: [bones]

Solution: Rig the item to Sansar's current reference skeleton and make sure all listed bones are present before exporting again.


The following bone is not following the correct hierarchical order with respect to the reference skeleton. Please check Sansar skeleton and skinning details on the help center for more information: [bone]

Solution: Rebuild the rig so the bone hierarchy matches Sansar's reference skeleton exactly, then re-export.


The following bones are not following the correct hierarchical order with respect to the reference skeleton. Please check Sansar skeleton and skinning details on the help center for more information: [bones]

Solution: Rebuild the rig so the listed bones follow Sansar's reference hierarchy exactly, then re-export.


The mesh is skinned to the following bone which is not present in Sansar's reference skeleton. Please check Sansar skeleton and skinning details on the help center for more information: [bone]

Solution: Remove weights from bones outside Sansar's reference skeleton and re-skin the mesh to the supported bones only.


The mesh is skinned to the following bones which are not present in Sansar's reference skeleton. Please check Sansar skeleton and skinning details on the help center for more information: [bones]

Solution: Remove weights from bones outside Sansar's reference skeleton and re-skin the mesh to the supported bones only.


The AABB for the asset's skeleton is below the minimum AABB limit for rigged assets. Refer to the Knowledge base for guidelines.

Solution: Scale the rigged asset up so the skeleton is above the minimum AABB, then re-export.


The AABB for the asset's skeleton is over the maximum AABB limit for rigged assets. Refer to the Knowledge base for guidelines.

Solution: Scale the rigged asset down so the skeleton fits inside the maximum AABB, then re-export.


The item was created against the old avatar skeleton that is no longer supported. Please check out Avatar Reference Files on the help center to get the latest files.

Solution: Rebuild the item against the current Avatar 2.0 reference files and re-export it.


Failed to load reference skeletons

Solution: Make sure the file contains the skeleton and try again.


animation file contains no animations data

Solution: Re-export the file with animation data included, make sure to click bake on export.


animation file contains no animation binding

Solution: Re-export the animation with the Sansar animation skeleton binding included. If you are using Mixamo, download the FBX with Skin.


animation file contains no animation pose

Solution: Re-export the file with keyed pose data in the animation.


Animation data not found

Solution: Re-export the file with animation data included.


Animation bindings not found

Solution: Re-export the animation so the skeleton binding data is included.


Animation for skeleton [name] has [count] bones which exceeds the 256 bone limit.

Solution: Retarget or simplify the animation so it uses 256 bones or fewer. If possible, use Sansar's low-resolution animation skeleton for emotes.

Rig, skeleton, and animation-conversion errors

Cannot open supplied rig file to create bone list

Solution: Make sure the supplied rig file exists and the path to it is correct, then retry.


Can't load file '[path]'

Solution: Make sure the referenced file still exists at that path and can be opened, then retry.


Unable to open arguments file '[path]', Error: [error]

Solution: Make sure the referenced file exists and is accessible, then retry.


Please check the position of the following bones and ensure that they are in the right position with respect to the reference skeleton:

Solution: Move the listed bones back to the positions used by Sansar's reference skeleton, then re-export. Do NOT rotate or scale any bones.


[bone] has position ([x], [y], [z]). Expected position ([x], [y], [z])

Solution: Match that bone's position to the reference skeleton, then re-export. Do NOT rotate or scale any bones.


Please check the rotation of the following bones and ensure that they are in the right rotation with respect to the reference skeleton:

Solution: Reset the listed bones to the same rotations used by Sansar's reference skeleton, then re-export. Do NOT rotate or scale any bones.


You can only change the position of the bones. You cannot change the rotation of the bones. Please check the rotation of the following bones and ensure that they are in the right rotation with respect to the reference skeleton:

Solution: Reset the listed bones to the reference skeleton rotations. Bone rotations should not be changed. Do NOT rotate or scale any bones.


[bone] has rotation ([x], [y], [z]). Expected rotation ([x], [y], [z])

Solution: Reset that bone's rotation to the reference value, then re-export.


Please check the scale of the following bones and ensure that they are in the right scale with respect to the reference skeleton:

Solution: Reset the listed bones to the same scales used by Sansar's reference skeleton, then re-export.


You can only change the position of the bones. You cannot change the scale of the bones. Please check the scale of the following bones and ensure that they are in the right scale with respect to the reference skeleton:

Solution: Reset the listed bones to the reference skeleton scales. Bone scale should not be changed.


[bone] has scale ([x], [y], [z]). Expected scale ([x], [y], [z])

Solution: Reset that bone's scale to the reference value, then re-export.


No scene container found.

Solution: Re-export the file and make sure it contains actual scene data.


No scene data found.

Solution: Re-export the file and make sure the mesh, skeleton, or animation data is actually included.


No scene data found

Solution: Re-export the file and make sure the mesh, skeleton, or animation data is actually included.


No bones or float slots in this skeleton.

Solution: Re-export the file with a real skeleton included. Make sure you used an actual armature and not placeholder mesh.


No bones in this skeleton - using only float slots.

Solution: Re-export the file with a real skeleton included.


Rig file path is empty

Solution: Provide a valid rig file path before retrying the import.


Couldn't open rig file: [path]

Solution: Make sure the rig file exists at that path and can be opened, then retry.


Skeletons not present

Solution: Re-export the file with the skeleton included.

Mesh and geometry import errors

Mesh '[name]' is missing 'Vertice' channel

Solution: Re-export the mesh with vertex position data included.


Mesh '[name]' is missing 'TexCoord' channel

Solution: UV unwrap the mesh and re-export it with texture coordinates included.


Mesh '[name]' is missing 'Normal' channel

Solution: Re-export the mesh with normals included.


Mesh '[name]' is missing 'Tangent/Binormal' channel

Solution: Re-export the mesh with tangents and binormals included.


Unsupported index buffer type, expected triangles

Solution: Triangulate the mesh before exporting, then reimport it.


Mesh Data is not valid!

Solution: Make sure to export with valid mesh and not geometry nodes or particles.

Material and texture import errors

Edit failed: one texture source could not be fetched from the cloud. If your edit was a normal map, try assigning a roughness map as well (or vice-versa)

Solution: Retry the edit. If you are editing a normal map, also assign a roughness map, or do the reverse if you are editing roughness.


Edit failed: the path [path] could not be resolved to an actual disk location.

Solution: Make sure the referenced texture path is still valid and points to a real file on disk.


Edit failed: couldn't write to temporary image file [path]. The disk might be full, or writing to this location disallowed.

Solution: Free disk space or use a location your account can write to, then try again.


Unable to locate material mapping named '[name]'

Solution: Use a valid material mapping or re-create the material setup and retry.


Unable to load material type descriptors, no path provided

Solution: No path was given.


Unable to load material type descriptors from file: [path]

Solution: Make sure the referenced descriptor file exists and can be opened, then retry.


Unable to get [texture field] abstract path: [path]

Solution: Make sure the referenced texture file path is valid and still exists.


Unable to load texture resource: [texture field]

Solution: Reassign that texture field to a valid texture file and retry.


Error processing texture field '[field]' for material

Solution: Remove and reassign that texture, then retry the import.


Unable to locate texture field thought to have existed: '[field]'

Solution: A confirmed solution has not been documented for this error yet.


Duplicate value for '[field]' will be ignored

Solution: Remove the duplicate field entry from the material setup or layout file.


Unable to get texture field name for '[field]' in material type '[type]'

Solution: Use a supported material type and valid texture field names for that shader.


Unable to get float field name for '[field]' in material type '[type]'

Solution: Use a supported material type and valid float field names for that shader.


Unable to get vector field name for '[field]' in material type '[type]'

Solution: Use a supported material type and valid vector field names for that shader.


Unable to get color field name for '[field]' in material type '[type]'

Solution: Use a supported material type and valid color field names for that shader.


Unable to get bit field name for '[field]' in material type '[type]'

Solution: Use a supported material type and valid bit field names for that shader.


Unable to create material descriptor - no instance of qualified material type found

Solution: Use a supported Sansar material type and retry.


Unknown material type - [type]

Solution: Change the material to a supported Sansar material type, then retry.


No material layout file provided

Solution: Provide a material layout file if your import depends on one, or rebuild the material setup and retry.


Invalid material layout file - texture file ([count]) and texture resource ([count]) count do not match texture layer count ([count])

Solution: Fix the material layout so the texture files and texture resources match the number of texture layers.


Invalid material layout file - texture file name '[name]' does not match texture layer name '[name]'

Solution: Rename the texture file entry so it matches the texture layer name exactly.


Invalid material layout file - texture resource name '[name]' does not match texture layer name '[name]'

Solution: Rename the texture resource entry so it matches the texture layer name exactly.


Unable to locate material type descriptor: '[shader]'

Solution: Use the correct shader identifier for a supported Sansar material type.


Ensure you use the system not descriptive name of the shader required

Solution: Use the shader's system name instead of its descriptive display name.


Primary file resource for '[resource id]' is missing or invalid.

Solution: Reassign the missing primary file resource to a valid file, then retry.

Script import errors

Cannnot initialize Asset Store with output file path [path]

Solution: A confirmed solution has not been documented for this error yet.


Cannot finalize Asset Store for serialization

Solution: A confirmed solution has not been documented for this error yet.


Cannot serialize to import file '[path]'

Solution: A confirmed solution has not been documented for this error yet.


Cannot load input file '[path]'

Solution: Make sure the referenced script or project file exists at that path and can be opened.


Importing [script]: Could not load file

Solution: Make sure the file exists and is still in the location you selected.


Importing [path]: Could not read file

Solution: Make sure the file is readable, not locked by another app, and that you still have permission to access it.


Cannot serialize to source file '[path]'

Solution: A confirmed solution has not been documented for this error yet.


Importing [script]: Compilation failed: [error]

Solution: Import the script while editing a scene, open the Log tab to review the compile error, fix the script, and try again. Supported script imports are .cs files and .json script project files.

Behavior project import errors

Could not load [path] as a Behavior project.

Solution: Make sure the selected file is a valid Behavior project and that its referenced files still exist.


Could not load Behavior Project [path]

Solution: Make sure the project file exists and can be opened, then retry.


No characters found in project file [path]

Solution: A confirmed solution has not been documented for this error yet.


Cannot load character file: [path]

Solution: Make sure the referenced character file exists and can be opened.


Rig filename for character [name] is null in project [path]

Solution: Set a valid rig file for that character in the project, then retry.


Could not load Behavior Graph: [path]

Solution: Make sure the referenced Behavior Graph file exists and can be opened.


Could not load Character [path]

Solution: Make sure the referenced character file exists and can be opened.


Cannot load skeleton file: [path]

Solution: Make sure the referenced skeleton file exists and can be opened.


Skeleton file does not have a valid animation container: [path]

Solution: A confirmed solution has not been documented for this error yet.


Could not load Behavior Graph:

Solution: Make sure the referenced Behavior Graph file exists and that its dependencies are valid.


Behavior graph has circular dependencies.

Solution: Remove the circular references in the Behavior Graph, then retry.


The asset in the animationBundle doesn't have a corresponding fixed animation filename..

Solution: A confirmed solution has not been documented for this error yet.


Animation bundles are not supported: [path]

Solution: Import the animations as supported individual animation files instead of an animation bundle.


Cannot parse character filename into character name.: [path]

Solution: A confirmed solution has not been documented for this error yet.


Cannot load project file: [path]

Solution: Make sure the project file exists and can be opened, then retry.

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