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

How did you skip all the relevant rant an immediately comment on the satire?

Thanks for that brilliant advice Adeptus, you clearly are an exceptional person

But I was speaking very specifically to whomever is in charge of installing ART in the UE4 updates.

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 :slight_smile:

noted! Will do!

Thank you

Hey can you share a link to the updated ART for OSX or is it the same as the one from months ago you published on the first post?

Unless 4.11 is coming out soon, then I’ll wait :slight_smile:

should be the same one from a month or so back. you can also grab it on github here: https://github.com/EpicGames/UnrealEngine/tree/master/Engine/Extras/Maya_AnimationRiggingTools
(to access page, go to UnrealEngine.com, sign in, go to your profile, and add your github account name)

Cheers!

OKAY thanks I got it

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. :smiley:

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)


I’d make the changes myself but regretfully I’ve run out of time and I have to get boogying. Would you happen to have the fix on hand.

Keep up the great work. I’m very excited to get the students going with your tools.

Cheers

I’ve checked github and Dropbox but, correct me if I’m wrong, there is no “preview” for V2, right?
I really would like to try the multi-limbs setup :slight_smile:

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

here is the screenshot of my character

Sorry for question
how change character on to my character!!??
how this work?
how this make?
https://.com/watch?v=VUKcSiAPJoQ
:frowning:
please, put video tutorial!

After additional hunting to this thread, I found a prior posting addressing this issue:

I verified that viewing the character in the legacy Viewport does correct the issue.
My animators will be very happy now!

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

@fxsrt10
have you tried doing a removal of unknown nodes before saving as .ascii?

file > optimize scene size > unknown nodes (at the bottom of the list)

@Adeptus yeah I tried that still says I can’t save?

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.

I removed the plugin and then updated with the dropbox updates like normal. It seems to work now.

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.