correct. Currently, there isn’t a way to have your rigs saved outside of the MayaTools directory. This is so to the tool, everything is a relative path to wherever your mayatools are installed. Makes getting all of the poses, rigs, animations, icons, etc a breeze!
It’s super hard to put dates to things right now, with all of the projects we have going on here. If I was dedicated to tools, it’d be a lot easier! I set up a dev blog DevBlog — Jeremy Ernst where you can track current progress of all tool developments.
Yeah, ended up having to save out everything. shoulda checked around a little more. Thanks though. it wasn’t perfectly reliable and I had to re-do all of the skinning. Oh well.
This tool is actually more convenient than way I used to rig. It’s actually kinda tempting to just use it by default for portfolio work.
I’m using Maya 2013, Win 7 and am getting an error trying to build a control rig for a character I’ve done. (Right after spending ages making a nice skin weight map as well, oh well)
The progress bar stops at 20% and the project clears as if it has successfully created a character (but it hasn’t, there is nothing in the list)
Error: RuntimeError: file [COLOR="#D3D3D3"](my folder)/MayaTools/General/Scripts\ART_autoRigger.py line 3934: Freeze Transform was not applied because result_leg_ball_l.rotateX has incoming connection. # [/COLOR]
It is preceeded by a fairly long list of errors along the following lines:
Warning: The node ‘invis_legs_blendColors1’ still clashed with a node in the main scene. Renaming to ‘invis_legs_blendColors3’.
Warning: Edits on ‘invis_legs_blendColors1’ may have been lost as a result of renaming. We strongly recommend the use of Namespaces to resolve Name Clashes.
I’m not entirely sure where to begin fixing or circumventing this issue. Any insights would be greatly appreciated!
I’m not quite sure if it’s me who does things in the wrong order or if there is an error, but after loading one of my character with ‘Edit Character’, I get this error message when I try to press Skeleton Placement. (Maya 2015)
# Error: TypeError: file …/MayaTools/General/Scripts\ART_skeletonBuilder_UI.py line 10831: ‘NoneType’ object is not iterable
Hello all,
I pulled down the latest UE4 code 4.3.1, does this code for A.R.T. currently trump the code in the DropBox repository or is the DropBox code always newer?
My reason for asking is that I was having some interface issues, and read through everything I could find, and it seems the common answer is to pull down the DropBox code.
Upon doing so, I found that the files I pulled down from DropBox were dated sometime before the ones I pulled down in UE4 4.3.1… I didn’t know if the UE4 4.3.1 code got created upon installer request, or if it’s actually newer.
This is the first time I’ve ever dealt with UE, and A.R.T.
Please advise.
In your script editor, can you turn on show stack trace under History I believe, and then repaste the error with the new info? It should give a run down of what it was trying to do and that will help narrow it down.
One thing you could check real quick is see if in your export file your joints have any keyframes. If they do, go ahead and delete those and see if that would fix it.
hmm, so the code here is trying to cache the weights of your weighted objects. This is the code up until the line it errors out:
#find geo by looking at skinclusters
skinClusters = cmds.ls(type = 'skinCluster')
self.characterGeo = ]
for skin in skinClusters:
weightedJoints = cmds.skinCluster(skin, q = True, weightedInfluence = True)
for joint in weightedJoints: <--- ERRORS HERE
so, it found a skinCluster in your scene, and then tried to get the weighted joints for that skinCluster, but it returned None. That seems pretty weird. Can you confirm if you have anything skinned and what the influence list is like?
Unfortunately, I’m not notified when they are about to put together a new installer to make sure they have the latest everything in there. My guess is the files in 4.3.1 are dated newer but are actually older than the dropbox versions. I keep the dropbox updated anytime I make any changes at all. I’ll try to make sure 4.4 has the most up to date code though. I have to figure out who to talk to, to make that happen
Hi everyone,
Whenever I try to save/load/copy a pose it gives me this # Error: IOError: file C:/…/MayaTools/General/Scripts\ART_animationUI.py line 5634: 13 #
What should I do?
I’m using the 64 bit version of Maya 2015 with a student license
First of all thanks for all the effort on the ART, it pretty **** cool!!!
I already asked about the facial rig and its progress, but right now I’m testing my own facial rig and I would like to ask you one specific question:
What I did is to import my bones-based facial rig into Maya and parent it to the head bone of the ART skeleton…
The problem comes when I try to build the rig, since ART wont recognize the added facial bones, and so the rig can’t be build…
Is there a way to “tell” ART to ignore those facial bones so that the rig can be build?
I also tried a workaround, that is to add the facial bones after the rig is done ( basically I’m editing the rig after has been created ) but in that case I have all the meshes in read-only ( because of the reference to a file ) and basically I can’t add my facial mesh to the full rigged body, so in the end I have my facial rig parented to the head, but the bones that influence the mesh itself are only the facial bones, thats why I wanted to add the facial bones before the rig is built, so then I can easily paint the necessary weights…
In the end what I need to do is to retain the envelope weights on my character face, but adding the neck bone, so that I can easily paint the neck bone influence on my facial mesh
Hey there!
You can totally use morph targets! That’s actually what I’m doing on Fortnite. And you can actually create the animation in engine if you want by adding a float curve in persona, and then typing in the name of the morph target you want that curve to drive. Then you can animate away!
For your second question, I have no idea. I’m sure it is, but you may want to post up an answer hub thread and have one of our shader dudes give you the best answer. I’m definitely not the best person for that question
Is this only with the poses that come with the download or your own poses? If it errors on your own poses, then that is cause for concern, as it shouldn’t. However, it seems like the poses that come with the download are run through git and it screws up the text file by adding different line endings.
So we’ve actually had to work around a similar situation. What I ended up doing was adding in the bone based rig after the rig was built, but in the export file. That export file is referenced into the rig file, so everything will work great. You of course, will need to edit your weights then if you want to include bones that the body rig is using, but that’s no biggie in the export file.
Let me know if that makes sense of if you need a demo of that. Sorry for the hack workarounds. I’m definitely working on getting all these features in as soon as I can!