Do the latest ART files in the dropbox link work in Maya 2016, or is that an upcoming change?
(Thanks for clarifying)
And thanks again for your work creating this!
Do the latest ART files in the dropbox link work in Maya 2016, or is that an upcoming change?
(Thanks for clarifying)
And thanks again for your work creating this!
the tools are in python so they will work even on Maya 2017
Hi ,
Thanks for making this awesome rigging and animation tool! We are animating at 60fps and having issue when trying to import fbx animation. It appears as if fbx’s always import at 30fps, even if the file was authored at 60fps. for If it makes any difference we’re using Maya 2016. Are there any known work arounds for this problem? Thanks!
Can’t launch the tool at all in Maya 2016 Student Edition. I get this error: # Warning: The -bs/-borderStyle flag is obsolete and should not be used.
This is after updating the files as per the dropbox folder.
Hey so I’ve used this tool to rig up a character for a uni project however I’m having serious issues trying to export the rig.
I’m on Maya 2015 currently.
If i select the root and then the mesh then attempt to export i get the following errors:
Error: Unsupported Operation on Mesh Vertices (1)
The plug-in has detected mesh nodes with unsupported operators that affect the vertex and/or face count. To correct this, delete the Non-deformer history before exporting. The following nodes will not be processed:
Player:PlayerMesh1
Warning: Constraints export failed
The scene contains constraints. Activate the Export constraints or Bake Animation options before exporting.
Warning: Unsupported constraints export failed
The scene contains constraints that are not supported by the FBX file format. Activate the Bake Animation option before exporting.
Warning: The FBX plug-in does not support assets created with the Advanced Asset menu. (2)
The following container(s) will be ignored:
Player:Tail_lag_container
Player:JointMover
My character has a Axe and Shield that i used SpaceSwitching to link them to the wrist IK joints and when exporting just the rig with the Axe and Shield they import into Unity just fine and playblack the animation just fine. (yet to test in UE4)
So that leads me to believe the tool is definitely having some issue with the player mesh since it never takes the mesh with it on export no matter what I’ve tried.
The tool won’t pop up automatically, but if you look under your Channel Box/Attribute Editor there should be a tab for the tool. Just click on it and everything should work fine.
I’ve gotten that warning as well, but I think it’s just saying there are different/newer ways of scripting that type of window in Maya.
Hey all!
Apologies for the absence. We’ve been crunching hard on a deadline for Paragon (can’t wait for people to see what we’ve been working on!)
I’ll finally have some time tomorrow to go through all of the recent posts and catch up. Thank you for your patience!
Hi ,
I think for Apex/PhysX I would setup the cloth and ragdoll in the export file and not the animrig file, correct?
These features are still being worked on for a new version of the tools. Release TBD. (hopefully early next year)
They should! If you have any issues, let me know, but I’ve tested in 2016 without any major issues
Hm, I don’t think we’ve had anyone here at work author in 60FPS. I would not be surprised if the engine does not import it at the authored framerate. I’m not even sure FBX knows about frame rate.
In the past, when we wanted more data (keys) in the animations, we would double or triple the frames (scale the animation 2 or 3 times in length and bake) and then import and set the play rate to reflect that. (if it was 2 times the length, play rate would be 2, etc).
The export tool has that bake functionality built in with the FPS dropdown. By default it is set to 30, but has options for 60 and 120.
Hope that helps!
Hey there!
So are you trying to export animation or the skeletal mesh?
If you are trying to export a skeletal mesh, it is better to export from the export file, and not the rig file.
If you are trying to export animation, you should instead use the export animation tool found on the sidebar of the UI:
Regardless, that error at the top suggests some deformer on the mesh that is preventing FBX from exporting it. Maybe a smooth modifier? Like it suggests, try selecting the mesh, and going to edit->delete by type -> non-deformer history
Your geometry in the channel box, under inputs, should have at most, the skinCluster, a tweak node, and a layer if you’ve added it to a layer. Anything above that will likely cause issues with FBX.
yep! You are correct!
If you don’t need it while you’re animating (which is likely the case), I’ll even usually make an APEX specific file just to export the APEX assets from, and keep the export file clean. I’ll just save a copy of my export file off (making sure to add the separate matIDs for the cloth in it first!) and then start doing all cloth work in that new file. Otherwise, APEX will slow down the animator’s scene so bad when they’re trying to work. Then I export my usual skelMesh FBX from the export file like always. As long as the matIDs and geo are the same in both files, it will work great.
Let me know if you need any help with APEX! I’ve been using it a lot lately and have found ways to get some pretty good results.
Cheers!
Oh that makes too much sense! Not like I need the information there while animating and so long as the skeleton doesn’t change significantly there’s no reason the data shouldn’t apply regardless. Maybe I should just reference the export file into a new scene instead, though, in case I modify the joint locations which is rare but can happen. Thoughts?
I am one of the unfortunate few who suffered through a few days of nCloth at one point in my life and as a result Apex is like doing the 2x table If I run into issues down the road I’ll definitely be hitting you up.
We’ll get an official one made shortly. There was still some polish to be done, but it’s about 90% complete. Definitely usable, as we’ve been using it on Paragon, but there are some holes that you need to know how to navigate, and that’s what still needs work.
Hm, that’s a really good idea! I’d give it a shot. I don’t think it should be a problem, unless Apex has an issue with trying to add cloth to the referenced meshes, or add ragdoll to the referenced joints. Definitely worth trying! Let me know how it goes!
Works fine, no problems so far.
I saw the paragon announce trailer and gameplay trailer, it looks incredible! well done!
looking forward to my access code
Excited