I talked to the guy that builds the Mac version yesterday actually. For 4.11 and onward, it will be included. They had some scripts being run that were excluding a bunch of stuff. Those have now been edited
Awesome, thank you! I’m really looking forward to that!
If there’s a way to retain the default shape of a mesh during the cloth simulation, I would be extremely interested in that as well. I tried using APEX for hair physics for example, but couldn’t figure out how to keep the style intact. Spaghetti hair is all I ever managed to achieve.
Hello I have an issue with deformation setup process,I hit that button, and go to rig pose (T-pose) then save rig pose and skin to proxy mesh but then it throws up this error, any help would be appreciated. Thanks
Hi -
I’m new to the A.R.T. toolset and and I’m very exciting to be sharing it with my students. In the beginning of the new year the TAs and Animators will be expected to create proxy characters for their big “Game” project. In the past the producers would push them to create “final” characters right out the door, before the even the gameplay has been settled. With this tools they’ll be able to create virtually instant proxies and quickly iterate on them as the “game” project develops. Once Gameplay has been finalized and animation style established, then the final characters can be generated. This tool will speed the concept process considerably!
Can the toolset work with quadrupeds? There are a large number of students this year with many quadrupeds in game. I suppose the rig controls can be adjusted to create the reverse ankle or extended toe of many quadrupeds. I saw you had a “legStyle” attribute in the autorigger class, but it was passed through when selected. I thought I would ask you ahead of time.
I found a couple of problems with the tools. The first is that the “Edit Character” window was too short and it caused the clipping of the “Edit Export File” and “Edit Rig File” buttons. I simply adjusted this by altering the height parameter in your “editCharacter” function in your “customMayaMenu.py” module; lines 411 and 413. This solved the problem for both Maya15(64 bit) and Maya 16.
The other problem is that certain shapes on the right side of the “jointMover” scene are missing UV information and the shapes appear “invisible”. (I’m looking at the JointMover.mb file from your Dropbox, the one you placed in at the top level of the dropbox)
Hello
I’m having problem building control rig for my character. When i press build control rig it goes up to outputing boolean result and then stops at 20%
and when i look at the script editor this is what it says…
Warning: Object, ‘spine_splineIK_bottom_joint’, skipped. It is already a child of the parent, ‘world’.
Error: RuntimeError: file E:/Program Files/Epic Games/4.9/Engine/Extras/Maya_AnimationRiggingTools/MayaTools/General/Scripts\ART_autoRigger.py line 3803: Upper limit is smaller than the lower limit
i tried resetting the joints to original position and scale then build control rig it worked. When i tried placing the joint to its proper place and size it happens again
Going back to confirm my saving issue, I can’t save in Maya 2016 student only after a anim import. .MB fails to save and Ascii complains about the unknown nodes
Well, now its not complaining about unknown nodes anymore or am I mistaken?
You should also flatten your scene by importing any references you have active.
Rightclick on any referenced object in the outliner and go reference > import
Or remove it if its non-essential, reference > remove.
Hey guys, is it possible to make a character with less than 3 spine bones using the ArtTool? Right now when I change it to a lower number, it just resets back to 3.
Any joint chain with less than 3 bones wouldnt benefit from an Ik solver, I guess the spine setup the script uses needs at least 3 bones in the spine.
What you can do is have a 3 chain, but use it as a driver for a smaller chain. Or dont build a spine at all and just use a simple fk or aim joint as a spine.