yeah I never really understood what was breaking the mac version other than that the interface doesn’t support .bmp icons on the mac side but even after I changed them all to .png and then when in and changed every reference to point to the correct .png file it still doesn’t work.
I thought that was the whole point of python was that it was cross platform. I have never had python scripts break between windows and mac before. unless some idiot hard codded a windows path.
This was covered in the recent live stream and I don’t recall ever ignoring the question. I’ve been pretty open about not having an exact eta yet, due to our game project work currently.
Livesteam here: https://www…com/watch?v=Z-wwhrcFEFU&list=UUBobmJyzsJ6Ll7UbfhI4iwQ
It’s more involved than you think, as you’ve clearly already found out. As I’ve said before on the forums, these tools were an extra to the community(hence the extras folder!). We hoped people would find it useful but it had only ever been tested on Windows and only in Maya 2013 and 2014 when it was released. My number one priority is making sure the Epic animation teams’ needs are met, and none of us use Mac. That being said, we thought the best course of action was to make V2 of the tools have the cross compatibility between Win, Mac, and Linux. It’s being worked on as much as possible and should hopefully have a release early next year. I’ll continue to keep the dev blog updated (which I forgot to do the last 2 Fridays) so everyone can track the progress there.
In your script editor, can you turn on line numbers and stack trace and report back the results? Doesn’t actually look like you’re in the build rig phase here, as the joint mover is still visible. In the Build Rig phase, you should only see the mesh and bones. Did you mean Deformation Setup?
hmm, no actual errors there, just warnings. Check the name of anything in your scene(making sure no objects are named something like a bone that will get created. “head” for example). make sure there aren’t any joints before going into deformation phase. Lastly, if you open this file, relaunch the UI by choosing character rig creator again in the menu, and then try, does it work? I’m wondering if you had the UI left up while working on a new character and it needed to be refreshed.
Also, do you have any namespaces in the scene? Go the window->general editors->namespace editor and make sure only the root namespace is in there. if there is anything else, delete them and choose merge with root as the option.
Build Control Rig–>Create Project–>Name Character–>Build–>Snapshot–>…
Then a new scene opens with the following error and hangs:
File read in 0 seconds.
currentTime 1 ;
currentTime 1 ;
Error: The namespace name ‘:’ contains no legal characters.
Traceback (most recent call last):
File “C:/Program Files/Epic Games/4.5/Engine/Extras/Maya_AnimationRiggingTools/MayaTools/General/Scripts\ART_skeletonBuilder_UI.py”, line 8643, in screenshot_take
File “C:/Program Files/Epic Games/4.5/Engine/Extras/Maya_AnimationRiggingTools/MayaTools/General/Scripts\ART_skeletonBuilder_UI.py”, line 7441, in publish
So I’m still trying to get ART working for me in Maya2012.
Since the last error… I went ahead and changed the line 7441 in the ART_skeletonBuilder_UI.py from** …namespace = “:”,** to** …namespace = “”,** That seemed to allow it to continue.
Now it returns the following errors.
File read in 0 seconds.
Error: No object matches name: Rig_Pose.notes
Traceback (most recent call last):
File “C:/Program Files/Epic Games/4.5/Engine/Extras/Maya_AnimationRiggingTools/MayaTools/General/Scripts\ART_skeletonBuilder_UI.py”, line 8643, in screenshot_take
File “C:/Program Files/Epic Games/4.5/Engine/Extras/Maya_AnimationRiggingTools/MayaTools/General/Scripts\ART_skeletonBuilder_UI.py”, line 7454, in publish
self.setRigPose_JM()
File “C:/Program Files/Epic Games/4.5/Engine/Extras/Maya_AnimationRiggingTools/MayaTools/General/Scripts\ART_skeletonBuilder_UI.py”, line 6530, in setRigPose_JM
info = cmds.getAttr(“Rig_Pose.notes”)
ValueError: No object matches name: Rig_Pose.notes
Not sure I’ll be able to debug this one easily.
Anyone have it running in 2012? If so, how?
I’m literally just using the defaults, and just trying to get the scripts to build, export, re-import, and setup for animation the default rig-guy.
Nothing custom yet.
Maya 2012 sadly doesn’t seem to work well with the tools. 2013+ though is fine. As you noticed, some of Maya 2012’s command are different. If I change them to work in 2012, they break the other versions
Ok, that makes sense. I was wondering, because the Docs and the OP say works with 2012.
Say, is there an older version of ART that was known to work with 2012? perhaps with less features, but basic functionality?? Just curious.
An upgrade to Maya puts me into 2015, which also isn’t fully supported yet eh?
I’m mainly looking for a way to setup rigged characters to move into UE4.5. ART seemed to be the ideal candidate since it was your in-house toolset.
Well thanks again. I appreciate you guys releasing and supporting ART. I’m eager to conform and getting it integrated into my workflow.
And, if you have a depreciated version known to work with 2012, I’d certainly love to get my hands on it.
Cheers!
I would like to know if there is an estimated release date for the new ART (the one that you release small updates in your blog). The problem is that the current version is not fully compatible with maya 2015 and cannot be trusted for anyone aiming to use it as something more of a hobby project (not talking about ART itself but rather about the compatibility with maya 2015, the product is amazing).
Are you considering, since you’re developing the rig to be modular, to add something similar to what the guys at Naughty dog did?
I mean be able to add some kind of “helpers” controls like shown here http://youtu.be/myZcUvU8YWc?t=16m10s
Not sure if its doable right now by dividing the arm and forearm into “sections” and control them dinamically as shown in the video, but that would be great for quick fixing of the skin bind
It should all be working with Maya 2015 now. There’s just some goofiness with the UI resizing, but everything is functional. The tools used to work in 2012, but admittedly hadn’t been tested in 2012 in some time.
I’m hoping Feb/Mar time frame. What compatibility issues are you having with 2015? The dropbox files should have all of the UI stuff functioning again, unless I missed something. Let me know!
Currently, you can achieve this by inserting leaf joints into the setup. We’ve done this extensively on our Fortnite characters. However, I do usually add some code with a post script to have it be driven by whatever it needs to be driven by (for example, adding a leaf for a bicep and writing a quick post script to setup that set driven key). Depending on what you’re trying to do, the current twist controls on the arms and legs have all attributes unlocked, so you can rotate, translate, and scale.