Hey no problem. You can leave it now if you don’t have time since I’ve got the character in game and working properly which was the main thing, you’ve already gone above and beyond. For the next model I won’t mess around with the export file!
Took a look, and yeah, wow. That took longer that I expected. To be honest, I’m still not 100% sure what the issue was, but I got it to import properly into engine. Can you access that location? I put a file up there that has the fix.
Things I did:
-deleted non-deformer history on meshes (didn’t work by itself)
-exported skin weights on meshes
-deleted all history on meshes
-froze transformations
-imported weights
I definitely tried deleting non-deformer history before… I don’t know how I managed to **** it up - but I’ll make a note of the steps you took. Thanks for doing that, you’re a stand up bloke!
You got any pro critique on the model? I’m self taught so it’s probably a bit naff.
hi i m new here and i dont know if someone report this bug when i create custum rig the right arm in the mesh and the right leg have flipped normals
i m using maya 2016 without any sp installed
thx
I’m pretty sure the problem is Dropbox.
I can clearly see the “Modules” folder in dropbox but as soon as I use the download function the zip file contains a “modules” folder instead. Probably some case letter problem with the way Dropbox packs the files
The ART tools included with the 4.13 release are out of date (but fully working).
You can get the latest version from the dropbox directory (linked in the first page of this topic)
I think the model looks pretty good, man! I’m complete rubbish at most art related things, so anyone that can model something recognizable at all is ahead of me in that department. You’ll only get better every time you do it though!
Yeah, viewport 2.0 shows that. legacy default shows up ok. If you want to adjust the proxy geo in any way, simply open up the jointMover.mb file and edit to your heart’s content!
I have some good news in this area finally. I’ve been working with the team that writes the Epic Games Launcher, and ARTv1 will be coming soon to the launcher as a plugin (though it’s not really a plugin, but there wasn’t a better category).
This way, everyone will always know where to go to get the most up-to-date version of the tools. We’re wrapping up the work on this possibly today, so it won’t be too long.
I looked in “Epic Games\4.13\Engine\Extras” and tried searching the “Epic Games” folder for “userSetup.py” but it doesn’t exist. Is there somewhere to download the complete tool set?
Nevermind, I got the tool set by closing everything, opening epic games launcher > click the arrow next to launch > options > check art tools & apply.
thx
I have a model which is 170 cent. tall when going into ue4 the model is huge so i changed the unit setup in maya to meters and it works is that the correct config. or i m missing something
and also i have noticed that ART tool does not have a height parameter that make me specify the height or i have to adjust the proxy mesh and jointMover.mb to match the model
How can I know when there are changes to ART? I check every few months but even then I can’t tell if something has changed really.
Also can you error or add a UI warning if you try and suffix a joint with “_mover”, it wont create the skeleton and the errors are nonsensical, I had to notice there could be a potential issue after remembering your system uses that suffix. Not for my sake now that I know
Hmm, we have our settings in centimeters and haven’t run into any issues like this. I guess make sure your FBX exporter has the right scale settings. Under Advanced Options, Units, make sure scale factor is 1:
My impression is that barely has the time to develop the tool for Maya so wouldn’t get your hopes up. This tool takes an in-depth understanding of Maya to even make, unless he has that same understanding of Blender I wouldn’t be hopeful.
If ART for blender ever happens it would be someone else making it I think. I’ve made auto-rigging tools myself in the past and I wouldn’t consider doing one to this level for Maya regardless of $ because of the time it takes. It really sucks that Maya LT can’t use it (no python support) because then ART is essentially only available to people who can afford Maya and Maya isn’t cheap
I think if anything changed for better accessibility it might even be worth making a mini 3D application solely for automated rigging specific to UE4, but unless Epic are paying I don’t see someone doing that much time investment out of good will.
Yesterday can also be used today to open the error
ImportError: file D:/Program Files (x86)/Epic Games/4.13/Engine/Extras/Maya_AnimationRiggingTools/MayaTools/General/Scripts\ART_skeletonBuilder_UI.py line 10: No module named Modules.facial