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

.Hpe, I have been using the tools with no issues (aside from the memory leakage that I reported above) in 2016. Does it not work for you? I did experience issues when trying to run 16.5 however.

Hi,

I don’t know if this is a bug or if I’m really bad at this. For some reason whenever I attempt to export animation then import it again a new skeleton comes in with the animation. It’s not put onto the current ART character. Below is a video showing this.

[video]- YouTube

Does anyone have any ideas?

Cheers,

P.s. using maya 2016

Yes this is some kind of bug.
Usually, when you click on import mocap, the FBX import window shouldn’t appear.
Are you using the 4.13 version of the tools or the dropbox files? I had some problems with the latest Dropbox version.

Also please note that you should use the “export anim” / “import anim” in this case. Usually the FBX export is used to bring the animations to UE4.

Ahhh, right. thanks for taking the time to get back to me. I’m using the latest version from drop box however I did use a prior version (4.12) which came up with the same issue.

My ultimate goal is to import motion capture data from motionbuilder back onto the UE4 rig. It’s the same character. Saying that I have no idea how to transfer that animation other than to use the mocap import box as the main export/import is a text file.

Any suggestions?

Thanks in advance,

For most of the simple animations I imported the ART skeleton in MotionBuilder and characterized it. Once the mocap animation is baked I then export as an FBX. The next step is, unfortunately for you, using the import mocap command.
I think we should focus on the FBX import dialog and this kind of options.
Can you import your baked mocap animation in an empty scene and check it? It should have only the animated skeleton. If not try to export again from MoBu using the export selection option. Then try again.
Let’s have a clean file before going into the problem

Hi ,

For clarity sake the only skeleton I’m using is the UE4 skeleton. :slight_smile:

Yes my animation is in an fbx which contains just the skeleton with animation on it. What I did was plot the animation onto the skeleton then export. I imported that fbx into maya which only had the skeleton and animation. I thing I did notice was the imported skeleton fbx skeletons bones were named my_character:root etc… I tried importing this fbx onto the UE4 rig using the import mocap and what you saw in the video happened. Then I went into the FBX in maya and removed my characters names from the skeleton bones to its just “root” etc… I then tried to import this through the ART script and the same thing happened. :frowning:

Thanks for taking the time to reply.

All the best,

Hi .
Unfortunately I really can’t reproduce the same issue you have.
I’m using MoBu 2016, Maya 2016 and FBX 2016. If you’re using the base Mannequin skeleton you can maybe attach an example file of mocap you have so I cant just test it and see if I can reproduce the bug and trace it.
Please notice I’m using the 4.13 version of ART.

Hi ,

Alright I’ll attach something as soon as I can and send you a PM with link. I’m using maya 2016, MoBu 2017 (I’m unable to find a trial of 2016 and 2017 is all I have access to) and ART 4.12 as i haven’t downloaded 4.13 however I did get the ART updates from this blog a few days ago.

Thanks again for your time. :slight_smile:

yep, this is a limitation of Maya unfortunately. Huge pain in the butt. At work, we make sure everyone has a consistent setup to get around animators and riggers constantly having to repath the references.

So the twist bones should update after you turn aim mode off. They should then snap to the orientation of the upperarm bones. If they are not doing that, then there is a bug. But an easier work-around would be to point/orient constraint the twist bones to the upperarm, then delete the constraints and move the twist bones down in the X axis only.

Have not see that behavior. Do you have other editor windows open? (Like script editor, graph editor, etc)
Also, what version of Maya?

Why the 25 undos btw?

Hmm. May need some more information. What version of Maya? When I try those repro steps, I get no issues. I’ll take a look at the first issue as well. Unfortunately, I’ve had some other people start working in the code base at work, and they don’t test things as thoroughly :slight_smile:

OK, that’s our bad. We moved away from 2014 into 2016, so some things have probably fallen out from that. I will update you when that is fixed.

We use 2016 at work, so it should be fully supported, unless you are running a student version or LT, then there may be some issues or compatibility problems.

Well, the first thing that strikes me as odd in the video is the fact that the FBX prompt comes up (It shouldn’t!). I wonder if it is maybe because you are using the file browser setting to use OS instead of Maya’s?
Is there no errors or anything thrown in the script editor?

,
I just got an answer to my memory problem from Maya. While they didn’t admit outright that it was a bug, they did tell me to get SP 6 for 2016, and since I installed that the memory leakage seems to have stopped. So this appears to have been an issue on their end. Thanks.

@dsbd_danielecat Thanks for helping out and trying to work through this. I super appreciate the help!

So, @MistaShoes, the import is definitely not acting correctly. The video you showed seems like correct steps to get things working. At first I thought maybe you had fast export checked, which would export with a namespace, but that doesn’t appear to be the case.
Everything looks correct, except the fact that the FBX window comes up. That is the first red flag for me.

I would check through the script editor after an import to see if it gives any useful information. Errors, etc.

Also, try setting your file browser dialog setting back to using Maya’s to see if that fixes anything? Worth a shot. (And yeah, the maya browser is slow and terrible)

awesome! Thanks again for your patience while I get to these posts! Sometimes the work overloads me and it can be a bit before I get a chance to get back on here.

When I look at the dropbox folder, it definitely has Modules and not module.
I wonder if an older version of the tools had module (pretty sure that’s the case) and when you went to copy/paste, windows doesn’t care about case, so it didn’t add a new Modules folder. Not sure, but the folder in dropbox is correct!

! Well changing the fbx import dialogue back to Maya default fixed it! God damnit, Maya!

Thanks so much and for taking the time to help me out. It’s much appreciated! :slight_smile:

Cheers,