One more thing, a little “bug” report for the A.R.T. on Maya 15.
When exiting the A.R.T., Maya keeps using Z=up, which is totally fine. But when I set it to Y=up again, the orthographic cameras are all messed up, having weird rotation values. Made a shelf button though
How about the option to choose if you want to set maya back to Y=up or keep Z=up when exiting the A.R.T.? Or maybe have an option to set an exit strategy in the A.R.T. settings?
Error on Windows 8.1 and Maya 2015 when I try to edit an existing character. Can’t actually edit it, theres no button to confirm my selection. Cannot resize window. Pretty serious bug, prevents the plugin from being useful.
I Am Very New and need some help with the Installation of the Animation Rigging tools. Do I have to buy MAYA first or does it come with Unreal 4? I can not what so ever install it. I see it in the files but i do not know what to do to get it into my Unreal 4. Please bare with me I am very new at everything.
This is a plugin for Maya, its not a plugin for the unreal engine editor. In order to use it you must have maya installed. Its probably better to have maya 2014 rather than a newer version, because I’ve had issues with the plugin using 2015.
I have run into another issue while trying to animate with the Rig.
While blocking out animations/poses, I often like to animate with stepped tangents on the keys. I find whatever I try to do, the rotation on the controls simply do not obey the step tangents. Translation is fine thought.
I quickly tested in the same scene by animating a sphere and converted the tangents to stepped and it works fine, its only the rig controls which are having issues. Anyone else run into this issue?
Sorry, the UIs in 2014 and 2015 get all messed up since Autodesk changed their UI code and removed some flags I was using. The buttons are there, just hidden. Simply resize the window by selecting the bottom and dragging down to reveal them.
I’ve seen this before! Try this: Select all of your rotation curves in the graph editor, and change their rotation interpolation to Independent Euler. I think somehow they were converted to Quaternions.
I’ve been scouting both the internet and this forum. Is there anywhere where the adding of a weapon to your character is discussed or shown ? Im having a real hard time finding out how this works. The documentation says its possible X_X
It seems Python is included however not able to get Epic Games> on toolbar to show or is there a step we are missing besides placing the Maya Tools folder in the script folder in Maya LT?
Unless there was an update I’m missing (and I would love to hear about an extension 3 !), I don’t think LT supports python right now. I think I read it also lacks support for file referencing, which could pose an additional problem for the ART tool.
On a different topic, how on earth do you go about selecting/moving leaf joints at the skeleton placement stage? I can only see preview bones for them - and changes to those don’t ‘stick’.
//solved my own problem, but for anyone else wondering: leaf joints can be selected in the ART tool’s internal outliner!
I am getting a problem with using ART inside of Maya 2015 student version.
I will get a ART rig ready to play with and I cannot open the “animation interface” tab. It just prompts me that it doesn’t detect a character in the scene, would I like to add one (even thought there is one in the scene).
Is this a conflict with 2015 and ART? Is it possible to have IK/FK control with out the animation interface menu?
Edit: This happen in Maya 2014 as well. Even after I create a new control rig using the proxy mesh.
So i ended up subscribing to get this today, ive been using it for a few hours to no avail. Constantly getting errors when i reach the build controle rig stage, found a work around in a search but didnt do anything for me, if im not getting an unknown node error im getting the following **"/Scripts\ART_skeletonBuilder_UI.py line 7959: ‘NoneType’ object is not iterable and \ART_skeletonBuilder_UI.py line 6530: No object matches name: Rig_Pose.notes" **im using maya 2015 student version, used the files in the dropbox folder in the original post. Im at a loss.
So here is how i fixed the above, First go to the auto-desk website, second search for maya 2014, third install 2014 then finally the fourth thing enjoy. Edit and scrap that it worked once and no matter what i do it crashs soo… dont sub if your just looking to get a.r.t like i did.
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 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.