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

Hey guys,

Maybe I missed it, but has anyone figured out how to resolve this issue that is crashing my Maya 2014 (not student edition) This is on the initial skeleton creation (first step of art tool).

https://www.dropbox.com/s/mctmfeywzgsmi2d/maya2014ARTERROR.jpg

can you turn on line numbers in errors in the script editor window? also, can you turn on stack trace as well and then repost the error you get with that information turned on?
117b40aa65d6420123f6bec7040944a8860767d3.jpeg

I thought I had answered this in a separate answerhub thread. Try commenting out line 508 in the ART_skeletonBuilderUI.py file (the line that has self.listView_ScriptJob())
When I first started using the tools in 2014, that particular scriptJob was giving me crashes. I changed it though and it’s been working fine for months now, so it’d be odd if that was the culprit for you, but it’s worth trying. Are you running 64 bit or 32 bit maya?
Wh

So I solved my issue! Im not sure what was wrong with my model but I exported it as a OBJ, re-imported it in to a new scene, reloaded the rig, reskinned, and then built the rig and it worked! Yay

So I guess the moral of the story is check your models? I just don’t know what to look for…

I’m very disappointed that there are no plans to add this to Blender (or independently). I understand that Maya is considered the industry standard, but it’s not feasible for small development teams at $195 USD monthly per license. To make matters worse for Australians, Autodesk has inflated our regional pricing considerably to $325 AUD monthly per license. So whilst Epic have made the effort to adjust the Unreal Engine licensing cost to be competitive with Unity, the same can’t be said regarding the integration of supplementary software.

has the animation/rigging toolkit that comes with UE4.1 been updated or do we update it with the dropbox link.

Is there a control mirror feature some where that I didn’t see inside ART?

1440x900 so yeah, I’m pretty sure that is the issue.

Thanks for looking into the issue.

Absolutely!


# Error: The namespace name ':' contains no legal characters.
# Traceback (most recent call last):
#   File "G:/Unreal/4.0/Engine/Extras/Maya_AnimationRiggingTools/MayaTools/General/Scripts\ART_skeletonBuilder_UI.py", line 8477, in screenshot_take
#     self.publish(project, characterName, handCtrlSpace)
#   File "G:/Unreal/4.0/Engine/Extras/Maya_AnimationRiggingTools/MayaTools/General/Scripts\ART_skeletonBuilder_UI.py", line 7371, in publish
#     cmds.file(exportPath + characterName + "_Export.mb", r = True, type = "mayaBinary", loadReferenceDepth = "all", mergeNamespacesOnClash = True, namespace = ":", options = "v=0")
# RuntimeError: The namespace name ':' contains no legal characters. # 
C:/Users//Documents/maya/2012-x64/scripts/
C:/Users//Documents/maya/2012-x64/prefs/
C:/Users//Documents/maya/2012-x64/scripts/mayaTools.txt
Custom Maya Menu: SetupScene


EDIT: Forgot to turn on stack trace, updating error message.

Hi . Loving the toollkit.
A few questions:
-I love the “copy opposite” feature. Does is work with the spine controls? It would be really cool if you could select all the controls and quickly mirror the entire pose, without having to make a pose inside the pose editor and mirror that one.
-If I add features to the rig in the “rig file” and then I realise I need to fix the position of a joint and rebuild the rig, will it overwrite my “rig file” with the changes I made?
-Does the “scale selected controls” option work with the finger controls? It’s not working for me.

Thanks!

I cant seem to even be able to install the toolkit. I copied the file over to the scripts section of maya and nothing happened on load.

How to fix the “Create Rig Pose” and “Publish Character” windows not expanding correctly (!)

Hi all

A few days now i was not able to use the Animation and Rigging Toolset because of a “bug” or better, “bad” code.
The original code resulted in some UI windows, within Maya, that just would`nt expand enough for correct use
making it impossible for me to get work done. Two windows were actually affected, the “Create Rig Pose”,
and the "Publish Character"window. Now i figured out how to solve the issue.

Go to your UE4 Build path and navigate to the toolsets scripts folder
e.g. …\Unreal Engine\4.0\Engine\Extras\Maya_AnimationRiggingTools\MayaTools\General\Scripts

(!) be sure to make a backup (!)

Open the ART_skeletonBuilder_UI.py. I opened the script with Microsoft Visual Stuio 2012 (similar software should work just as fine)

Once you opened the script navigate to the entry where it says:
window = cmds.window(“rigPoseCreationUI”, w = 200, h = 300, sizeable = True, titleBar = True, titleBarMenu = True, mnb = False, mxb = False, title = “Create Rig Pose”)

→ using a search tool within the software helps a lot! Try searching for “Create Rig Pose”.

once you find the line, change the “sizeable” value from “False” to “True”.
You could also change the size by changing the “h =” value to “whatever you like”.

The same goes for the “Publish Character” window and this line you are looking for:
self.widgets"publishUIWindow"] = cmds.window(“publish_ui_window”, w = 300, h = 800, mxb = False, mnb = False, sizeable = True, title = “Publish Character”)

Change the “sizeable” value and/or the “h =” value

Save the script and overight the existing (!) be sure to have a backup before you save (!)

Start or restart Maya

You should now be able to resize the former affected windows.

I hope this helped.

WeepingAngel make sure the userSetup.py file is in your C:\Users\WeepingAngel\Documents\maya\scripts folder then create a txt file in maya\20whatever-x64\scripts name it mayaTools open it up and paste the path to your mayatools in my case its D:\Unreal Engine\Maya_AnimationRiggingTools/MayaTools, hope that works for you.

[REQUEST] An option to mirror the control keys would be nice. For example, I am making an animation with the hands. So, I set the right hand control at his new position, than I would click on the mirror control button, and it would search for the left hand control and mirror the right one position.

are the fk_orient_world_loc_l and fk_orient_world_loc_r supposed to be animatable?

I was doing a test animation and something wasn’t moving right. Then I realised I had keys on those 2 controls. Should I just lock those 2 controls attributes or will I break something?

Thank you. I was putting it under the scripts section of the main Maya install directory.

I think I know what is the issue and it is due to the line end of your text files. If you using a source control like perforce, in the pdf that show you the installation of the tool it warn you that you have to switch the LineEnd to unix. I think if you do this and you force sync after you shouldn’t have any more problem.

If you right click on the pose editor icon, there are copy/paste/paste opposite options. It only copies the pose and not keys, but it should get you halfway where you want.

Copy/paste opposite doesn’t currently work with the spine controls, but I can add that to the list of things to add!
You are correct on making modifications to the rig file. If you were to need to rebuild, they would get squashed. How we deal with this at work is wrap all custom modifications into a script and add it to the post script slot when you go to publish your character under the advanced section.
I’ll take a look at the finger control scaling. It seems to be broken for me as well (I swear it used to work!).

as for those locators, in the latest code drop these have been hidden so they do not accidentally get selected. Keying them has unfortunate effects as you’ve found out :slight_smile:

I’m sorry, but it’s just not feasible for me to also do a blender port, keep up with adding new features that are needed, and support our internal projects as well :confused:
I’m glad the tools have been getting some use, but they do come under an ‘Extras’ folder :slight_smile:

awesome! appreciated. I’ve added a bug to my list and I’ll be making some test scenes to solve this. Sorry for your inconvenience, sir!