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

Hey there! I just gave this a test, and it appears to be working for me as intended. When I hit hammer while still in select mode, it will work without issue. If I go back to paint mode though, I lose the selection and then hammer will not work. You can use the hammer tool while still in select mode!

hammerWeights.gif

Aaah, that was it. I kept going back to Paint mode and then trying to use the Hammer tool, versus using it in Select mode.

Thanks a ton!

If you need to keep the vertices selected while in paint mode (maybe to flood a specific area) you have to undo once after entering paint mode. Or select vertices without using component mode (f8).
Maya goes to object mode when activating the paint weights tool so you lose your component mode based selection. But a simple undo reselects the verts without going back to component mode.

Hi, , thanks! for the update!

Quick question, though, is the facial stuff that’s in ARTv1 supposed to be fully functional? I can place the joints using the pop up window incorporated into the Joint Placement picker window, but once the rig is built, I can’t find where to launch a facial picker or a pose manager in the Animation Interface.

Looking at the scripts I tried running the facialMaskTool and got this:

FacialMaskTool.PNG

But when I try to “Open Pose Dlg” (which is what I’m looking for, I assume) I get this error:

ValueError: No object matches name: blendBoard.C_glabella_down

Thanks in advance for your help!

Thanks Adeptus, that’s helpful!

I apologize if this question should be asked outside of this thread, but I had a question about rotation orders when creating a character with ARTv1.

Does ARTv1 use a preferred rotation order for joints? Or does it just use a Maya default? Do folks tend to just use the rotation orders that ARTv1 sets, or do you go in there and adjust them to suit your needs?

I got feedback that the rotation order on my arm joints was funky and I saw the order was set to XYZ, but it seemed that maybe a YZX order might be better (less gimble issues).

Pardon if this is a total noob question. I’m rather new to rigging in general (I’m originally an animator and painter). :slight_smile:

If this question should be asked elsewhere, please let me know and I’d be happy to move it.

Thanks,

Thanks for the reply

I tested this method out but I must be doing something wrong, as even when I create a brand new pose and try it with the Local World Space Pose option, it still drags the character back to where the pose was originally created. Any ideas?

Cheers!

The facial stuff is definitely not 100% yet. We’ve been using it on Paragon, but we still have a few hacky scripts to make everything work. We’re really hoping to have it packaged up nicely for the community as soon as possible. I’ll make an official post when it’s good to go, and do some documentation/videos.

So the rotation orders on the actual joints needs to be xyz for the engine. However, rotation orders on the rigging joints or rig controls, can be changed however you like. Just the deformation joints need to be kept at xyz.

Ah, so I think what you’re actually looking for then is ‘Load Ghost Pose’. World space pose is the same as local space, except instead of setting values on the controls that the pose was saved with, it sets values that get the control in the same world space the pose was saved with. This is useful when sharing poses between characters. Character A has a pose created for him where he is holding a rifle. On Character B, he has a similar skeleton, but different proportions. If I need the gun to be in the exact same spot, loading world space pose will do this.

Just updated with dropbox with some bug fixes!

also, a blog post went up a few days ago that I forgot to mention here regarding some new ARTv2 stuff:

The one that ships officially with the engine is fine, only problem was with your new pre-release v2 update from dropbox. though itself appeared to work fine, only broke other pyMEL scripts that dare to run along side it. :S

I am having an issue with my paths in Maya. Everything was working fine until I had to move the location of the ART tools folder. Maya properly asked for the new location of the tools, EXCEPT now whenever I try to add a character for animation it says it cannot locate the export file reference, and makes me navigate to it. I select “make path changes permanent” but that appears to do nothing. I get the same error when loading my old animation files.

Is there a way to make it look in the new location permanently? Thanks, this is driving me crazy.

EDIT: I think I solved this, the issue is that the rig file and the new animation file needed to be writeable for this to correct itself. Once I did that, the redirects worked. I still have to fix the redirect every time I open an old animation that points at the old rig location, but this seems to be a limitation of Maya, not the tools.

Hi,

I’m trying to use ART to rig an already existing character. The problem I’m encountering is:
When you turn Aim Mode ON and move the lowerarm joint, the upperarm joint keeps aiming at it, but the upperarm twist doesn’t. And the twist joint gets “left behind” in position as well, it can be left outside of the arm.
Same thing happens for all twist joints.

Won’t it create problems down the line if you try to use animations intended for the standard UE4 skeleton? How do I keep twist joints in the same orientation and alignment?

The only workaround I found is to get out of ART, fix the twist bones and then work outside of ART, which is unfortunate of course.

Huge Memory Leak with MAYA and ART?

I am seeing a **huge **amount of memory getting eaten when animating my rigs, and I wondered if anyone else had seen this. I am seeing that just selecting and unselecting the rig will cause Maya to allocate upwards of 15MB per action, which is never returned. This continues until it takes all the available memory on my machine (16GB) and everything starts to break.

I only have 25 undos allowed, and I have tried flushing them with the flushUndo command in mel and the memory usage is unchanged.

Has anyone else run into this? Or have any idea for a possible solution? Thanks.

Hello everybody.
I have an issue with the latest version of the ART files found on Dropbox.

First: Some scripts (in particular the ART_skeletonBuilder_UI.py) are looking for the facial modules like this –> “from Modules.facial import utils”
So, as far as I know, Python is case-sensitive and the only folder I have is called “module”. If i change the line above with –> “from modules.facial import utils” everything seems to work

Second:

&d=1450740931
Digging in the forum i found a couple of post on this problem, tried to get some informations (like the repro steps) but the guy with the problem simply disappeared.
So here’s my repro: Open the Char Rig creator in a new scene (empty), Create the default skeleton, click on Deformation Setup and agree to put the rig in TPose, Save the Rig pose and agree with the automatic skinning of the proxy mesh, wait a couple of seconds and boom, error!

Any suggestions?
Thank you in advance

I’m having a problem where I can’t get the Animation Interface to load in Maya 2014 x64.

I just finished building a new character and all the character creation and rigging tools worked great (in 2014). But now I’m trying to test out the finished character and can’t access the Animation Interface.

I first chose the Add Character for Animation, I selected my character from the popup window and clicked the Add and Close button. The character loads up, but that panel doesn’t close and the Animation Interface fails to load. I then manually try to access the Animation Interface from the menu and get an error in the Script Editor, I’ll paste that down below.

I just confirmed I have the latest scripts from DropBox. I also deleted my Maya preferences to start from a clean slate, but same issue. Any ideas?

[u’riley_rig_ue4_va1e’]

Error: invalid literal for float(): 2014 x64

Traceback (most recent call last):

File “C:/Users/justino/Documents/artella_cms/_art/production/e/e35e1c28-5b1c-418b-b981-79dba02b46a2/assets/References/gameDev_tools/working/MayaTools/General/Scripts\customMayaMenu.py”, line 400, in launchAnimUI

UI = ART_animationUI.AnimationUI()

File “C:/Users/justino/Documents/artella_cms/_art/production/e/e35e1c28-5b1c-418b-b981-79dba02b46a2/assets/References/gameDev_tools/working/MayaTools/General/Scripts\ART_animationUI.py”, line 207, in init

mayaVersion = float(cmds.about(version = True))

ValueError: invalid literal for float(): 2014 x64

A quick test shows everything works in Maya 2015-x64, so I can at least do my testing there. The “Add and Close” button loads up the character, and then closes that panel, and then the Animation Interface is also coming up.

So maybe it’s just a 2014 compatibility issue?

any plan to support Maya 2016?