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

It’s an issue with viewport 2.0. Just switch to legacy default and it will look correct.

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I think it was the animation montage having a default blend.

Hi ,

Thanks so much for getting back to me. I just checked my mayatools.txt and noticed it was actually pointing to my UE4 4.9 version of ART. So I made sure to properly point it to the 4.11 version of the tools. Unfortunately on my end, the twist joints are still misaligned. And the skeleton I’m using is completely fresh default without changing any settings.

This might be a dumb question but can you use Geodesic Voxel binding with ART? when it comes to skinning which are the best binding/method options to use?

Re ART 2 eval/WIP repo:

Is this offer still up for grabs ?
I’m evaluating options atm, and ART v1 is great, but not modular enough for our means which from what I can gather is one of v2’s new features.
Cheers.
c.

ah! I ran into that on the McLaren demo as well. Good catch!

I just tried again and checked the skeleton and it still looks good.

I wonder if the joint mover file that shipped with 4.11 had issues. Let me give you the latest we’re using to make sure that isn’t the problem:

Dropbox - JointMover.mb - Simplify your life?

Just copy this over the existing joint mover file, located in MayaTools/General/ART/

You can use whichever binding method you like. Some of the guys here like Geodesic, as it does a better job at default weighting than other methods. I’m old fashioned and start from scratch, never using the auto results.

, you sir, are awesome. Fixed it. Thank you, so much!

oh, great! I’m sorry 4.11’s file is incorrect. I’ll update that asap before 4.12 releases!

No worries man! Thank you!

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I’d like to know this too actually.

Hey ,
I did send you a PM with my email address as requested.
Out of curiousity, can you confirm/deny if ART v2 will make it into the 4.12 release ?
Churs.
c.

Hi,

would someone be able to tell me how I can change my arms to FK instead of IK for when I am editing my skin weights, using Edit Charachter -> Edit Rig File ?
Or is there a better way to edit the skin weights while moving the character with the actual rig?

Another question I have is why the last joints don’t get added to the skinning? My last bones on the fingers, to head and the foot ball joint (on a toes less rig) don’t get any influence on the auto skinned mesh?

Cheers

I hit max users on my private repo :frowning:

Once I wrap up the torso module, which should be really soon, I’ll throw it on my dropbox and supply a link.

I don’t think it will be in 4.12. I have not moved it into the engine directory yet. 4.13 seems very likely though! At least a ‘beta’ version!

For changing FK to IK, find the rig_settings node, (should be right under the rig grp), and the l_arm_mode and r_arm_mode attributes and change them to 0 or 1.
As for your skinning question, I’m assuming you used ‘joint hierarchy’ when applying your skin cluster? I tend to use ‘selected joints’ and then manually select the joints I want in the cluster.

thanks for your detailed response. I have fixed my problem by saving all my skeleton position templates using ART and built new ones without a neck02 bone and then reimported any custom animations onto a new animation skeleton and they are all working again with no resizing or compatibility errors.

I was making all my skeletons from the default ART settings so just assumed the mannequin had the same setup with a neck02 bone. Thanks.

Are we getting support for if not 2016, maya 2017? (I know, 2016 is buggy)