I am having a very annoying issue when I try to build the control rig for a character. I am met with the following error and google is no help
Error: RuntimeError: file D:/Epic Games/4.8/Engine/Extras/Maya_AnimationRiggingTools/MayaTools/General/Scripts\Modules\ART_Core.py line 129: Object is already connected.
If I go into “Edit character” I can see the rigs I have named and so on, trying to edit the rig file brings up another error but I can edit the file it creates. This is super frustrating and I have no idea how to fix it :(. Any help quickly is appreciated
Error: ValueError: file C:/Program Files/Epic Games/4.9/Engine/Extras/Maya_AnimationRiggingTools/MayaTools/General/Scripts\ART_poseEditor.py line 945: could not convert string to float
Apologies for my absence. I was away at Siggraph last week.
I’ll be catching up on this thread sometime tomorrow. Thank you so much and sorry for the delay.
Cheers!
Also, created a mailing list for anyone that wants updates without having to check the forums:
Today I have a problem that I don’t know how to solve it. I can export the character and the skeleton without problems, but when I use the plug-in to export the animations, the fbx becomes in a box. Twice I could do it but the Morph Targets didn’t work. (The Morphs appear in the Persona Window but the values don’t change).
Definitely not a known issue and I was unable to reproduce with 4.8.3. One thing that will cause Maya to crash with regards to the tools and the UI is if the UI has no icon for the character. That’s the most common reason for maya crashes when interacting with the UI.
Is that possibly your issue?
I don’t recall if we cleared this up in our email conversation, but with regards to having a custom fbx build, we do not. We’re using 2014.1 Release(214447) in Maya 2014.
Also, as far as importing goes, I believe it will import according to the FBX version of the file being imported. So, if you try to import a 2016 fbx into 2014, you’ll end up with a blank scene. If you imported using the import motion tool, it would have done the timeline adjustment and brought in nothing (at least, that’s what happened to me when I just tested a 2016 FBX in 2014)
Global scaling isn’t in V1, but it’s already in V2: ARTv2: Leg and Root Rigging on Vimeo
I know it’s not ideal, but what we do on Fortnite is create a template for one of the female classes, and make a new rig for the other female classes, starting from that template. That way, all of the orientations are correct and we can change the height. We do it that way precisely for the reason you described, with regards to interactions.
Second question!
You’ll notice on importing motion that a warning gets printed talking about toes and custom control importing not implemented yet. However, and I kid you not, I just implemented this today, along with root motion importing. I’m looking into a way to update that as soon as possible for everyone. I created a mailing list for updates if you want to be notified when that change is available: Redirecting to Google Groups
Third:
Interesting! I guess we’ve never really done that. I will look into it. Added: Trello
Really sorry for the delay. With Siggraph and Oculus Connect, it’s been crazy busy.
So, I just downloaded the engine on my mac, and confirmed this. It seems the mac version for some reason doesn’t have the mac version of the tools, but the windows version has both…
It’s hard to explain, but I basically put all my updates in one central location that all releases are supposed to be built from. However, it seems mac releases must be different. , who did the Mac port, has a post on another of getting it here: Animation and Rigging Tools: FAQ, Known Issues and Feature Roadmap - Character & Animation - Epic Developer Community Forums
I’ll ask around work and figure out why the mac version is doing something different from the windows version, as I thought they were built from the same location.
If you want, join the mailing list and I’ll put out an update when I have some information: Redirecting to Google Groups
that is very strange. Possibly an issue with student version? I know it likes to prompt a million times, and I force through prompts in the code, so maybe it does something weird to the FBX? I have no real way of testing that theory unfortunately.
For the saving issue, is this only after you’ve exported? I wonder if that’s related.
Haha, I do the same, and somehow I am so lazy that I just manually zero the rotateX out everytime instead of updating the code (which is clearly more work). I will add it, as it would help us too.
Adding the issue for tracking to Trello: Trello
If you want an update when it’s available, join the mailing list here!: Redirecting to Google Groups
I don’t see why they wouldn’t be, as long as maya files are normally compatible between the operating systems. Nothing about the tool should cause an issue there.
You are correct about the group thing, those changes are not remembered. Not sure if I mentioned it before, but the best place to do that change would actually be on the JointMover.mb file, that way it always has it. I would update it myself, but I think I said before, that would really screw a lot of people (including us) over, as templates would now be invalid. However, if you update your local copy, then you’ll be good.
Do you have a video/example or something showing the IK issue? We’re not having any issues here. I imagine there must be an error happening somewhere. Anything printing out in the script editor?
I looked at the videos and see what you mean, but I’m not sure if this is anything I can help with. Seems like this is more of an UE4 issue? You mention the animation plays fine, it’s just if it’s in a montage. You may want to post this exact question on answer hub so something with more experience in that area can help you out!
I looked at that line of code, and it reads as follow: cmds.orientConstraint(joint, exportJoint)
What that means, is that an orientConstraint is trying to be made from the driver joint to the regular joint (driver_head, head). That error sounds like your regular joint (head for example) must already have a connection, either keyframes, or an existing constraint. Check your export file and make sure your joint channels aren’t constrained or keyed.
Do you have any images/videos/or files illustrating the issue?
For the box part, I believe you’re referring to when you open the FBX, correct? That is expected. The export motion tool creates a cube with a blendshape node and manually copies all of the morph targets and their values onto that node. The reason for this is that baking down the actual morph targets would disconnect them from the rig.
Unreal doesn’t care about the actual shape of the morph target animation being brought in, it only cares about the curve name and the values, so as long as the curve name matches the name of the morphs in Unreal, it will import
When you talk about Persona, do you mean that if you move the sliders, nothing happens? Or is it that when you play an animation, the sliders aren’t changing? If the latter, I don’t believe they ever have, but you should still see the morphs kicking off in the viewport. If you want to verify the curves and values, check them out here:
HI . first of all thanks for your good plug-in it works find but i have another problem i didn’t know where should i ask sorry if its out of topic.
how can i edit my character ? when i go to menu and i click on my character name for edit it doesn’t show me button to accept my character it my issue how can i solve this problem ?
Man, you’re not making the wait for V2 any easier. Sounds like it’s going to have everything an animator could wish for! Right now we can still work around the lack of scaling, but it’s definitely going to be great having that feature in the future. The addition of custom controller animation export and import is going to make life a whole lot easier for us as well, so I’ll definitely keep my eyes peeled for future updates!
In short: Thanks as always for the stellar support and tools,
HI everyone I saw no one answer my question I myself go and solve it in script code .
If anyone have the same problem that edit character UI dont show complete menu then you should go to MayaTools–>General–>Scripts–>customMayaMenu.py open it with visual studio in line 411 there it is change
and then save customMayaMenu.py in visual studio and rest maya and go to maya manu and change size after that back and change
this help menu bug solve it doesn’t need change the size of menu by number the size itself is good and reset maya close and open maya again and your and my problem is solved .
Warning: The -bs/-borderStyle flag is obsolete and should not be used.
Every time you open the Character Rig Creator, the above warning comes up twice. I’ve culled through every line of code in A.R.T. and Maya’s MEL and python libraries. I see no uses of it anymore.
Just trying to clean-up my scriptEditor output and this is one that keeps popping up.