Complete newbie here. Will there ever be an animation and rigging tool inside the engine? Not to sound unappreciative by any means, you guys have made it so much easier and have done such a great job. I just wonder if, it might be easier and we might have less problems with importing the skeletons and making the bone structures work inside the engine with it being right there in our laps. To be completely honest i don’t have maya (due to lack of funds) so my ability to animate is stuck to using blender, not that blender is a bad program in any regard its just having to learn both blender animation and then i couldn’t even begin to learn things about animations here in UE4(blendspaces, and animsets). If there is an easier way that i’m missing or maybe some documentation that shows how to do this more efficiently please let me know and ill try to spread the word so maybe people having the same problems that i am can achieve the things that they are envisioning as well.
I installed Art on Maya 2016 and it seems to be throwing a wobbly here and there. Is there a later version of the ART Tools I can grab somewhere or do I need to wait for the next Engine Update?
Small helper if you need… I imported the character for scale into a buildings scene, thinking it was just a mesh but it had the jointMover locked set from the ART. If you want to delete the jointMover group, like I did I basically ran this on all nodes in the hierarchy (select them all including shapes)
string $objs] = ls -sl
;
for($obj in $objs) {
lockNode -lock off $obj ;
delete $obj;
}
I am using ART to export Morphs, but when import the fbx to UE4, it turn that there is no skeleton information in the FBX
Yes Bartlett20 I certainly feel the same way about ART, and I really wanna get my hand on an updated Maya 2016 OS X version “ART”.
Hi guys!
I’m not a 3D artist or modeler, but I want to recommend this tool to my team artists.
I have a question, sorry if it sounds too much noobish:
Is it possible to rig and animate a 4 arms (requirement) or 4 legs (optional) character with this tool? If not, it will be possible in the next future?
Thanks in advance!
Skeleton won’t bind to mesh
Very new to rigging here
I’m trying to bind this skeleton to a character I have. All history is deleted. However, whenever I try to smooth bind the skeleton to the mesh, the skeleton shows up colored as if it’s bound to something, but when I move it, it’s apparent that nothing in the scene has bound to it. Trying to detach skin doesn’t do anything, so I have to step back in history to the point before I tried binding the mesh.
I’ve attached the file I’m working with if that will help.
This problem possibly already were discussed but i could not find it. After placing all bones during skeleton placement i found out my “skeleton creation” and “deformation setup” are inactive and i could not go further. What am i doing wrong? Plz, help.
Hey all!
Sorry for my absence. I will catch up on this thread tomorrow. Thank you for your patience!
We’ve been super busy (aka crunch!) lately working on an unannounced project we teased at TwitchCon
Indeed! They are much more stable now. The current version in V1 uses a ribbon, which works pretty well in most cases, but can break.
hey!
You can either resize them manually by going into component mode, grabbing the CVs and scaling, or in the animation tools, there is a CV scale tool. Check out under the descriptions under the toolbar header:
FOr some reason, I can’t view the attachment. The site must be acting up.
Was there originally an Idle pose section? If so, that must’ve been by mistake!
Yeah, I need to talk to whoever makes the builds. For some reason, it only comes with the Windows version, which clearly makes NO SENSE!
Here ya go:
Dropbox - ArtToolsOSX - Simplify your life?
There is no automated process for this, however, if your goal is just to be able to get a character rig from the tools, I can walk you through it
In short:
You’d want to create an ART character with the same settings as your skeleton. If it’s just the UE4 skeleton, there are already templates for those that come with the tools. This will get you all the nodes you need to move forward.
From here, go forward to the deformation setup phase. Joint placement doesn’t really matter if you’ve done that work, though if it is the same as the epic skeleton, there is a joint placement template for that as well
Then, once in deformation stage, delete the skeleton it created, and import your character (remove namespaces if it gets imported with any. Just go to general editors->namespace editor and remove the namespace it brought in)
Now you should be able to build the rig.
Let me know if you need any assistance with that.
Thanks for posting that solution! I should have read through the thread before replying
That’s a mighty tall order!
Maya has such a robust API for just rigging, that I can’t imagine it would be any time soon before the engine starts breaching into that territory. To think about it, Maya has been around for 17 years, and it still isn’t perfect. Unreal doesn’t have any concepts yet of doing even simpler rigging operations like constraints, or driven keys. It’s been talked about, but I’m sure it’s a long, long ways off.
Let me update the dropbox location with the absolute latest.
Here’s the link with the latest/greatest:
I believe we carried this discussion on via email. Let me know if my last reply solved everything for you.
http://udn.unrealengine.com/questions/264781/animation-rigging-tools-failed-to-export-morph-tar.html
Dropbox - Link Disabled - Simplify your life?
OSX is in there as well, though since it is a community port, it won’t be the exact same as the official one.
It will definitely be possible in the future, but it would be a bit of a pain right now. You could do it by adding extra joints and creating a post-script rig, but that definitely takes a lot more technical know-how
Check out the upcoming version/progress here: