Animation and Rigging Tools: FAQ, Known Issues and Feature Roadmap

Thanks for the amazing tool. I have some feedback and bugs to report. I just updated from your dropbox before testing and re-checking these.

Feedback

  • Joint Placement: The default rotations for the objects correlating to joint placement should be oriented to world space! This makes my process of placing the joints take literally over 10x longer than it should and I’m not exaggerating :slight_smile: There doesn’t seem to be a way to zero out all their rotations and I actually have to eyeball them, then go from there… Other things I have tried break symmetry. Ideally this would be the default (0,0,0 rather than -5.132, 9.1, 0.093 for example). Fingers / Thumb is the major one here. There is an ‘auto world space’ option but it doesn’t help much.

Bugs - Occur with Maya 2013

  • When you need to make a change you can’t actually go back and do it. I forgot a leaf joint I needed and now I have to start from square 1 just to add it in. It says depending on the change some weight may not be restored and so forth but when I click OK it gives this error:

# Traceback (most recent call last):
#   File "D:/Development/UnrealEngine-4.5.0-release/Engine/Extras/Maya_AnimationRiggingTools/MayaTools/General/Scripts\ART_skeletonBuilder_UI.py", line 7103, in unlock
#     continueProc = self.cacheWeights()
#   File "D:/Development/UnrealEngine-4.5.0-release/Engine/Extras/Maya_AnimationRiggingTools/MayaTools/General/Scripts\ART_skeletonBuilder_UI.py", line 10868, in cacheWeights
#     for i in range(int(verts)):
# ValueError: invalid literal for int() with base 10: 'Nothing counted : no polygonal object is selected.' # 

  • Using the OS File Dialog instead of the Maya File Dialog causes a crash without any error or warning when saving templates. A lot of people thought 2011 replaced it, it just made an alternative the default option, find it here: Preferences → Settings → Files/Projects → File Dialog.

  • Sometimes the shape nodes are named _Shape instead of _DeformedShape for no transparent reason and it prevents me binding to it, have to go back to export file and duplicate the mesh and I can no longer use the original name. This happened in an entirely new file, too.


// Error: line 0: No object matches name: Facial|UV_Grps|Hair|Hair_Geo|Hair_GeoShapeDeformed // 

The name of the object I’m trying to bind and it’s hierarchy starting from world are like this: UV_Grps -> Hair -> -> Hair_Geo (-> Hair_GeoShape).

  • Using an Ascii file results in an error that is unrelated to the issue, using Binary solves it - I don’t have the message on hand. Occurs near the end of the process.