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

One of my guys is working on it right now :slight_smile: It’s looking pretty badass.
Current internal ETA for our own projects is early Sept. Would probably get tested a bit then released publicly.

Hmm, I don’t recall seeing tons of warning, though I may have warning turned off in my script editor output. V2 is being tested in 2014, 2015, and 2016 on all 3 platforms as I write it, so I know that will work! Until 2017 comes out… (hopefully not the case haha)

Not sure on quad rigs. We have our own internal tool for it (old) that we still use when necessary, which isn’t that often anymore. V2 will have non-human/quad support. That rig you posted looks promising though! Something is better than nothing!

I should add, if you want, feel free to send me a file that is giving you trouble and I can test in 2016 on my end. (.@epicgames.com)

Hey there!

You have the right of it, that rig creator UI only works within the export file, and not on the rig file. I don’t really make that clear anywhere, apologies.
Our internal workflow is that we export to engine from the export file. It doesn’t really matter which pose you export in, as long as it’s consistent. We tend to export in model pose, as that’s what the artists like to see, but t pose is nicer for using the engine retargeting features!

What you can do to get the rig in model pose though, is an awesome hack using the import mocap feature. Just export out an animation of the character standing in model pose from the export file (exporting only the joint hierarchy), and then import that onto the rig, using the import mocap. Once the mocap comes in (use FK method to import), you could then save that pose to the pose editor :slight_smile:

For the templates, you’re right. I’ll get those in the proper folders. It was a quick thing I put in for another forum user and never followed up on actually putting them in the released toolset. I’ll add that to the board.

I’m glad you’re finding it useful! Sorry there are some rough edges to work through. I’m stoked though about V2. I’m making that thing bulletproof. If you haven’t seen it, I have an (outdated) blog I keep here that has the progress up to May. I’ll get a new post up soon with everything that’s been done lately!
http://jeremyernst.com/devblog/

that makes total sense. I’m probably making a dumb assumption that the biped is symmetrical and not doing correct checks when building. Sorry!
(But thanks a ton for narrowing that down!)
Added:

haha what the!?

You are not having the best luck, are you? Sorry man :frowning:

awesome! Thank you for working through that. Sorry I wasn’t able to respond quicker. Hope all is well!

Hey ,

I’m having some trouble with the latest version of the character rig creator. After updating my Maya Tools I can no longer use the aim mode and symmetry at the same time during joint placement. Turning on aiming always turns off symmetry and I get a bunch of cycle errors. It’s still working fine in an older version of ART though.

Any chance you could look into it for the next update? :smiley:

edit: Oh, and I’m using Maya 2015!

I’m try learning how to use this tool and i have a little problem, everytime i add a character for animation (and i always choose the sample mannequin) i have this message

I browse for the correct path and i check both checkbox but seems the two options not work because everytime i have to do the same process, any suggest? Happen both with Maya 2014 and 2015 student versions.

Hi ,

Thank you very much for taking the time to answer my questions. If I run into the build rig crash again I will record any information I can and pass it along to you here.

Cheers!

Heh, it’s all good :slight_smile: It’s got to be a Maya/Autodesk thing. Hoping they get back with some response. Not a showstopper by any means.

Hi ,

thanky for your reply and adding the sorting of the *.txt files to your trello board.

Maybe you could also package the post-script.py for the 4.8 mannequin with the download updates?

When trying a re-export of the 4.8 mannequin, A.R.T. will pop-up a warning for a missing post-script, I guess it´s the one you
shared earlier in this thread.

Having those extra IK bones by default (or as post-script option) seems to be very desireable for pulling off things like adjusted hand positions
on weapon grips per weapon/character and the likes. I think there is a tutorial outlining the process, probably a snippet from a Fortnite stream?

I can´t find the link anymore but there is also a good chance I mix things up…

Cheers,

Here´s another error for Maya 2015sp6Ext1, win7x64:

Error: RuntimeError: file [Drive]:/UNREAL_database/Epic Games/4.8/Engine/Extras/Maya_AnimationRiggingTools/MayaTools/General/Scripts\ART_exportMotion.py line 791: Invalid file type specified: FBX export

It seems something in the Maya FBX import/export options has changed.

If I try to import Mocap (like from an *.fbx exported from Unreal, any of the animation pack samples) onto the 4.8 Mannequin, instead of getting the animation onto the character like in your learning video,
the Maya fbx import pops up and hitting import there just results in a new rig in the scene with the animation on that.

no (re-)mapping like in your import/export video happens.

Maybe I get it wrong but I had thought importing animation via “mocap” onto a character first pulled in via “add character for animation” would let me import animation sequences exported from unreal into Maya?

Somehow, the whole import and export of animation via *.fbx (using your import and export buttons, generally, writing *.fbx via export or export selected works) seems broken?

Hey ,
I know you can move the clavicle by linking it to the hand controls, but I wanted to move the clavicle independently. Are there options for moving joints independently.

Hi ,

there seems to be a problem with the rig´s left arm and the left hand bone at least. There´s flipping/twist introduced somewhere, either in export to *.fbx or the rig itself?

Examples where this affects resulting animation would be the Death_1, Death_2, Death_3 Animations from the Animation Starter pack.

Is there a way to get ART to create a T-Pose that will work for HIK? HIK is ******** about the arm bones not parallel to x even when using the ART T-Pose?

Is there any chance you could consider not forcing Z up for at least the ART 2.0 update?

Motionbuilder (2015) doesn´t support working in Z up. It seems actually hardcoded to Y up. It´s difficult to constantly switch Maya between Z up and Y up depending on project or task at hand
or manage multiple environments for the same user easily, e.g. 30fps/Zup, 24fps/Yup, etc.

Maybe, a future version of UE will support alembic, quads, subdivision, Y up, customized fps settings and the likes to cater to requirements/limitations outside the games realm so it would be nice to have Z not hardcoded.

Cheers,

-----------edit---------------

The HIK mapping problem for the rig created using the 4.8 mannequin template settings (+.txt files) and an auto T-Pose inside Maya 2015sp6Ext1 does not show in Motionbuilder 2015.
The exact same rig (the skeleton) will not map to HIK/Maya but a *.fbx export from that will map to HIK in Motionbuilder for me?

There is a good chance I miss something or there is a setting in the way preventing Maya from completing properly.

In any way, this clouds my joy and once again helps me believe Maya´s primary function is to torture, by generally stopping just short enough of solving any type of problem at all in an easy way.

This must be hell :slight_smile:

Have another problem here, i can’t save after import or export an animation.

Getting an error using the Ghost Pose functionality. When I try to snap the new ghost pose, it gives me this error (stack trace included). The pose deletes ok when I hit ‘close’.


// Error: Could not add constraint or connections.
# Traceback (most recent call last):
#   File "C:/Projects/MyProj/MayaTools/General/Scripts\ART_poseEditor.py", line 2021, in ghostPose_snap
#     constraint = cmds.pointConstraint(loc, self.character + ":" + control)[0]
# RuntimeError: Could not add constraint or connections. //

I’m using 2016 so that could be the issue.

We looked at this over email and I’m a dork. I should’ve read the post more carefully. The problem was, in order to edit joint placement, you actually want to edit the export file, not the rig file. When I try to edit the rig file, and use the rig creation tools, and go back to placement, I get the exact same error.
Hope that helps others!

confirmed this is the case. I think I know what might have happened here. I’ll add it to the trello board and let you know when it’s been addressed.
Thanks!

This is a Maya thing unfortunately. For some reason, Maya uses hard-coded paths to references instead of relative paths.
The checkbox should keep those changes, but in cases where it doesn’t, I’ll go to the reference editor and make sure the resolved and unresolved names are the same, which will fix the issue: