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

yeah, everything that’s needed for that should already exist, so it shouldn’t be a problem.

we use 2016 here at the office and have had no issues. What is the stacktrace/error that you are experiencing?
are you up to date from the dropbox location or are these from an engine release?
Dropbox - MayaTools - Simplify your life?

ah, as rujuro states, my guess here is that your incoming animation either has a namespace on the skeleton that needs to be stripped out, or that the skeleton is under a group node. Open the FBX in maya by itself. If the naming doesn’t match this image (for example), then that’s the issue.

So to be clear, ART isn’t included in the engine automatically, right? I need to be placing the zipped files from the dropbox into my project somewhere?

Hello, ,

Quick question, are the hind leg and foreleg modules supposed to be functional at the moment? I got the latest stuff from DropBox but I am running into some issues.

When I try to build a hind leg, the Skeleton Creation phase stops halfway through (the UI does not update to the joint mover) and the character is legless and a lot larger than usual (where its height usually matches the arrow that says “Character faces down -Y”, it is a lot taller).

And when I try to build a foreleg, it creates the joint movers and it looks like a regular leg, but when I go to the “Build Control Rig” phase, it gets stuck at 90% and never finishes building the rig.

Thanks in advance!

In 4.12, ART is now an optional checkbox on install, that defaults to off (thanks engine guys! :p)

If you’ve already installed the engine, you can still access that page on the launcher using the small dropdown arrow beside the engine version to access those install options.
From there, grab the dropbox files and paste over your local files. The files in dropbox are not the complete package, just updated scripts.

Furthermore, you may want to consider moving the tools out of the engine directory. It doesn’t matter where the MayaTools folder is located. From there, you can update your settings in the epic games menu to path to the new tools location, or delete the mayaTools.txt as shown here:

Dropbox - Dropbox_tools.wmv - Simplify your life?

ha. I think I just answered your comment on my site. They do not work yet. We do have hind leg working internally, but there are still some issues we need to fix.

Thanks for replying in both places! I was not looking at the wrong thread but at the wrong date (I was looking at the join date of the user instead of the date of the post).

Do you expect an update to ARTv1 with that functionality, or will we have to wait until the release of ARTv2?

Not foreleg, but hind leg should be soon. I’ll update the thread when that happens.

I was reading through ART_jointMover.py and realized that what I was missing to get the hind leg working was the JointMover_hindLeg.mb, which I had missed when I downloaded file from DropBox.

Sorry for bugging you again, but what sort of functionality is missing from hind leg? Is it something that would block an animator in a production environment? I see it does the ik fk matching properly and works with the space switching tool, so I just wonder if the issues are big enough to not rely on this setup for our characters until your next update.

Thanks again for the support!

I’ll check tomorrow, but there were issues with pose editor and the picker. We were going to make some changes to the rig as well based on internal feedback. I’ll test tomorrow and see if there are any blockers. What I don’t want to do is release something that has lots of bugs and issues, thus generates even more work on the support side :slight_smile:

That’s perfectly understandable. And I see what you mean by issues with the picker, but I think we could potentially fix that on our side. Not having to write a module for the hind leg is worth the little bit of extra work haha

Thanks again for the great support and I’ll stay on the look for the next update!

Ohh that explains everything, I feel silly… thank you for clarifying that! :slight_smile:

Hey , just dropping in to say “hey I read your blog and it looks great!”

However, I noticed there’s a little bit of an inconsistency about the videos uploaded - the trailer for the car, for example, is actually the Paragon trailer. Then you go into detail about something we may not have been able to see in the trailer: the suspension of the wheel. Indeed, I did not see that, but I also didn’t see a car. :stuck_out_tongue:

Furthermore, you tell us about an easy way to install and it’s a video about IK legs.

Just to let you know you may want to take a look at the blog post again. :stuck_out_tongue:

, could I be greedy and ask if you can spare the time to make it respect the “Favorite Project” set in “Epic Games” -> “Settings” when doing “Epic Games” -> “Edit Existing Character” in ARTv1

Also is there a way for me to setup space switching in the rig file? At the moment it seems I can only do it in the animation interface.

Hi,

Does anyone here have experience importing RAW MoCap data onto the A.R.T tool? If so, what is your process?

Cheers,

Just an update, working on this now, and should hopefully have everything tidied up in a better state by end of next week.
Cheers!

oh ****. Thanks for the heads up. I think it should be fixed now, let me know if not. I had some ID theft and had new cards sent, and because of that, my vimeo pro was down for a day or two!
Fun times!

Hey!

I think we may have this working internally. let me check. Shouldn’t be a problem.
As for the space switching thing, I’ll post back by end of week with some sample code we use to achieve this in post-scripts. It’s definitely possible.

You would need to retarget your mocap onto the ART skeleton, either using human IK or Mobu or whatever process you prefer. The import mocap process doesn’t do any retargeting or processing of that nature, as it would need a mapping table and all that.