So it seems the file was likely made in a different version of maya, or a version that had plugins loaded that you don’t. No biggie there, especially if everything comes in.
The error you are getting is actually because the rig must have been built on a fairly old version of the code. You’ll want to rebuild the rig with the latest. To do this, you can open a new scene, go to EpicGames menu, select edit existing character, choose the character and select edit export file. From here, simply hit the Build button to overwrite and you’ll get the latest version of the rig, and that error will go away
Let me know if you need any assistance getting through that.
Cheers!
So, as some found out, I messed up and when I updated dropbox, I forgot to include a module that’s about 90% done. It’s the face rigging module. No documentation yet, still some polish to be done, still WIP, but it’s functional. We’ve created several faces with it now and are using them on our latest announced game, Paragon.
It should be nice and polished by the end of the year, so in the meantime, sorry for the rough edges!
So I have done all your advices, and when I hit the “Build Control Rig” button it doesn’t work.
I have got that message :
Error: ValueError: file C:/…/Extras/Maya_AnimationRiggingTools/MayaTools/General/Scripts\ART_skeletonBuilder_UI.py line 10989: invalid literal for int() with base 10: ‘Nothing counted : no polygonal object is selected.’
I would need to see a file at this point. line 10989 in the latest in dropbox is a line of comments. Sounds like you’re not up to date, but that may not be the actual issue here. If you turn on show stack trace in your script editor, it will print out a more robust error statement that I can use to narrow it down.
I’m trying to install in a notebook without unreal 4 installed, I downloaded the dropbox file, I installed it into Maya 2016, It worked fine, but the zip file from Dropbox does not have any project file or template for skeleton or joint, only have two Maya scenes “JointMover_test.mb and JointMover.mb” into ART folder. In this way the plugin is not able to initiate any project here. Why?
@: Is this newer version going to be compatible with 2016 and newer releases? My systems Has a 4K monitor and using 2015 and previous are huge pains in the ***** due to all of the interface issues. mainly the not supporting HiDPI and things of that nature. Also in about March 2017 is due out.
Nicholas3D that is incredible work you have, I’m a KS backer for Perception Neuron also, unfortunately I’m in this final batch which is “E”. So I have no clue how soon mine will arrive.
Do you have a site or anything, I’ve subscribed to your channel in order to follow you.
I turned on Stack trace, and Maya gave me this when I do an “Edit Existing Rig” :
Error: line 1: Plug-in, “physx”, was not found on MAYA_PLUG_IN_PATH.
Traceback (most recent call last):
File “<maya console>”, line 1, in <module>
Then when I push the “Build Control Rig” button, I don’t know why, it’s worst than ever.
I got that error message : Model Pose not found for joint mover. Going back to Edit mode to create model pose.
Followed by this one (I have ever had this before) : Depending on the magnitude of your edits, you may lose skin weighting information. The tool saves out skin weight information and tries to restore if for you after your edits are completed.
And in the script editor I got this : # Warning: ‘spine1_shapes.spine_1_bust’ is already connected to ‘spine2_shapes.spine_2_bust’.
It seams to be simple, but I don’t really understand what happened !
Hey again!
sorry it’s not working out for you. Would you be ok sending me the export file you’re working with? (.@epicgames.com). It will help me get this solved for you much faster than debugging via forum
Only one doubt! I can’t find where to set rigging for tails, digilegs, tentacles, quadrupeds, creature with more than two arms or legs, spiders and wings. I realized on a topic that you have described this tool able to work with interchangeable and configurable modular members or parts, such thing are programmed to be implemented into Animation Rigging Toolset yet?
Can’t wait for the facial rigger! Hair shading + facial rig coming soonish to UE4- next year will be fun
I guess the ART tool will be more or less complete/fully featured after the facial rig gets added? UE4 keeps getting more and more robust as time goes on!
I dunno about the different legs, they would need to be custom I bet, but for things like tails and wings and other additional bits you can add extra bones from within the tool.