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

No date announced yet.

aiming for 4.9.

Try unloading and reloading your fbx plugin. Does the fbx file size seem reasonable and import into engine?
I’ve seen this when the plugin just stops working and sometimes a maya restart is needed. Someone at work just had this like 2 days ago and restarting maya fixed it. That’s if the problem is importing and not the actual fbx that got exported. The file size should clue you in there.

Oh snappppp. :slight_smile:

Hey everyone,
I’m trying to figure out what I’m doing wrong.
Here’s the Skeleton placement step

Here’s the Deformation setup

And finally the Built Control Rig

So basically the final placement of the joints is wrong but I don’t understand why. Is there a specific way I should do the skeleton placement? Or I forgot to press something?

If I go to Edit Existing Character and open it it’s all correct again

whoa. Only thing I could think of is that your rig pose fingers are different from the model pose. That differentiation confuses people, but the model pose is the pose the model came with and the pose you tend to place your joints in. The rig pose gets created when you move to deformation setup. The rig pose is the pose the rig will get built on. The ideal rig pose is a T-Pose, which there is an option to auto-create for you. My only guess is that the rig pose fingers must have gotten shifted, or maybe the whole hand. You can check by going to edit character-> edit export file, and in the UI under reference pose manager menu, choose assume rig pose and see if anything changes. If it does, you can do reset rig pose, assume model pose (to assure both are the same), and then if you want (recommended), you can hit the auto world space button (or whatever I called that thing).

Maya Epic Games (Edit Existing Character)

I’ve been following the video tutorials and when i got to the part (Editing Your Character) I am not able to open the edit existing character menu. How can i open this?

Hello, I started to learn how to use Unreal Animation and Rigging Tool and I have some questions because I do not understand why that happens or how to solve it.

  1. If I have a tail that divides in the end in two new chains, Is there a way to do all the tail with dinamics including the final chains? (I ask this because when i tried to create a new chain, I can not parent the new chain to the last joint of another and if I parent with the first joint, the Rigging Tool does not work).

  2. Can I create another joints and parent them to the skelleton after the Tool creates one to modify the rig?

Thank you very much ^^.

It is the first time that I ask for something in the forum, so if I am mistaken with the place to post this question I am sorry.

Is it because there is no button? Or does it error when you try?

Hey there!

1.) Man, that’s a toughie. Will be possible in V2, but in V1, it could be hard. I can think of some hacky ways to do it. You could create your primary chain (chain A). Then you could create a leaf module with the same parent as chainA, placed in the same spot as the last joint of chainA. Then you could create your final two chains under that leaf joint. When the rig is built, the leaf joints get rigged with space switching capabilities. You can put the leaf joint in the space of the last control on chainA. That should do it.

2.) You can! Here’s the catch though. Anything you add after the rig is built would be lost if you decide to rebuild for any reason. If you’re confident your rig won’t need to be rebuilt, then you’re all good. Otherwise, you may want to take whatever custom things you want to do and wrap them in a mel or python script and add that as a post-script in the publish character interface. If you’re not script savvy, you could turn on echo all commands and just copy everything it outputs that you do into a mel script.

Hope that helps!

I’ll do it to see how it works. Thank you very much for your help. ^^

Hello .

Thanks for your help before. I have a new question for you if you have not problem with that.

I did 3 leaf joints before I needed a chain for a fringe, the tool did the rig perfectly but when I used the reference to animate and chage the settings of that chain to dynamics, those did not work. Do you know the reason of this? (The FK, and IK system works perfectly). FIXED: I thought that i had the joints with skin weight in that areas but no, so… :rolleyes:, time for paint weights… I am sorry.

Ah, I tried to creat a leaf joint after a chain to create later a new chain since the leaf but that did not work. The Skelleton panel did not change to the Proxy Panel. (But finally i did not need that double chains after another, so its ok ^^).

Thank you very much. ^^

I am trying to use the ART, but unfortunately it does not seem to work…

I created the skeleton, have positioned all the joints (or joint movers) but that’s all I can do. Then I click on “Deformation Setup”, click on “Create Rig pose”, click on “no” because my character already is in a T-Pose, click on “Save Rig pose” and then I get this:

The buttons of the ART UI then are greyed out:

60810719fa.png

I am using the ART from the 4.7 files with Maya 2016… Is the ART not compatible to 2016?

In response to

“Try unloading and reloading your fbx plugin. Does the fbx file size seem reasonable and import into engine?
I’ve seen this when the plugin just stops working and sometimes a maya restart is needed. Someone at work just had this like 2 days ago and restarting maya fixed it. That’s if the problem is importing and not the actual fbx that got exported. The file size should clue you in there.”

Before I had this response I reset my computer and then yes it was importing again, however in some cases if I scrubbed past frame 0 on the timeline the mesh and skeleton from the FBX import would disappear and be no longer visible in the view-port but was still in the out-liner. Also after importing, the mesh is always only wire-frame, I can’t view the mesh as smooth shaded (no big deal because it shows up shaded in UE4 and other applications, just not when importing into maya).

Hello everyone. I’m new on this forum and using this amazing too.

You guys have more expirience and probaly can help me. Do you know if there is no problem using this in Maya 2015 anymore?

I’m trying to do it but it is too much heavy and it crashes when I try do builde the rigging.

I’m know this could be such a dumb question but I tried to find this answer here and didn’t find it.

Could you help me, please?

Thanks a lot.

I have found that using Maya 2014 is the best way to go about solving most issues. hopefully you can get access to it.

Hello!
I have 2016 working on Windows & Student Version (very oddly, as it hated past versions).
So I went all the way to the end without any problems just now - I didn’t mess with anything at all, and you might have accidentally changed a name without knowing. What it’s looking for is the root bone, which is the top level of the skeleton. Mine is set up with the namespace of the character as well, so it says “william:root” in the outliner. Have you done anything to mess with the name of the root bone? If you look in my image, the highlighted bone is what it’s looking for.

I found that using Maya 2014 or earlier was the best way to not run into any weird results or bugs (like the reversed normals in view port 2.0 as you have in your image). 2015 and above are not fully tested or stable I don’t think, but A.R.T 2.0 will probably be compatible with the latest version of Maya when released.

Yeah, same here for 2014 - I know that 2015 & above is not tested(I was the one that ported it to OS X if you were around for earlier threads back in March), I was just illustrating to the person that I was replying to about their “root” question. I just didn’t have 2014 on my home computer last night when I did that screen shot and tested out for that person. My statement of "I have 2016 working on Windows & Student Version (very oddly, as it hated past versions). " was illustrating that I thought it was weird that it actually worked. :slight_smile:

My port of the ART Tools (Animation & Rigging Toolkit) for Mac OS X is now included. Unfortunately I couldn’t find it on the OS X version, but it’s in the Windows version underneath UnrealFolder/4.8/Engine/Extras/Maya_AnimationRiggingTools If you have any questions, please feel free to reach out to me, as I’ll be updating it in the github repository for Unreal.

ALSO: It APPEARS to work on Windows fully, I tested it last night and didn’t have any problems. Not to say that you won’t, but as I recommend in the readme file, I would run through creating a really rough rig first.

Thanks . :slight_smile: