hand Pose error - # Error: ValueError: file D:/04.Project Tools/MayaTools/General/Scripts\ART_poseEditor.py line 998: could not convert string to float #
Export Weight skin does nothing/doesn’t save at all
hand Pose error - # Error: ValueError: file D:/04.Project Tools/MayaTools/General/Scripts\ART_poseEditor.py line 998: could not convert string to float #
Export Weight skin does nothing/doesn’t save at all
Hey , great progress on the tools i was wondering how do you guys store animations internally? Do you save them as .ma files or keep them in a custom format?
I switched over to saving all of my animations as .atom files, very flexible in many ways compared to standard maya files, so my suggestion would be to maybe add .atom support to V2 incase you haven’t already,
kind of like the pose library but for animations. I know v1 had the possiblity to save out your anims as .txt curve files, i used this before discovering .atom hehe and i also love how fast .atom works because its written as plugin
i imported the UE4 mannequin engine version 4.14 as a obj into maya and used the skeleton settings template which (doesn’t load skel settings ART_skeletonBuilder_UI.py line 3322: rightLegOptions_numHeelTwistBones) and then the joint mover template and the feet are still off from the ue4 version and no bones are being made for the foot, also getting ik fk bug rotation when whiching the modes
Thank you for those, but when I try to load them I get an error. Maybe my ART V1 version is out of date?
How do i stop this
from attaching to the window, because it creates a RGB Error on the skeleton build , when i drag it out it also creates a error on line 556: object not found and removes it. how do i disable that from attaching at all? and how do i make it so it wont attach to mayas UI. Id like to have it as a pop out window
So your settings were way out, I spent a few hours using a exported UE4 skeleton and match the joint mover to its correct locations, the toes were hard to line up, Even with the pivots and a skel reference but thats as close as i could get them.
Also did the pre-skeleton settings as well
https://drive.google.com/file/d/0B82bMwcf0WLFYU1jOG1HWFM3Rkk/view?usp=sharing
Let me know if this is good enough ill, test this out when i have updated my models to this version
You wont need to edit anything with these settings - tho i dont understand why the upper arm twist is in the shoulders
Well i did the reskinning and use the skeleton in the files i corrected
https://www…com/watch?v=ATLb0vmTuME&feature=youtu.be
You can’t in Maya 2017, Autodesk made a big change in how the maya ui works and the ART are written for the old way.
This is my patched version for 2017, it seems to work but there are probably some bugs that I didn’t encountered yet.
dam ok , i dont want to mess with my version of art, just got it working with out any bugs this time. After reinstalling it so many times
The most optimal version of Maya and ART is which one 2015, 16 or even later?
Can you please indicate that . It appears that installing in Maya 2017, no problems are evident in the instructions here
Sorry but I am too stupid to find ART. I have several Engine versions icl. latest and ART is nowhere in any of the Extras folders as it states in the docs. : ( Any thoughts?
Navigate back to the launcher and click the down arrow beside the word LAUNCH, and then navigate to OPTIONS and scroll down to select to reinstall ART TOOLS. Click Apply
[Engine installation folder]/Engine/Extras/
2016 works grate, 2017 is a whole different story.
Thanks, 310Thirty, that did the trick! In german it is called “Graphic Tools” in the options menu for anyone who cares.
Any guess on an ETA? before the holidays would be amazing
they are for the physique mode in the skeleton placement phase (the button with the flexing guy). They are used to change the proxy geo shapes. On Paragon, early on, we used that to rough out our prototype heroes.
drag the ART ui off into a floating window, and it should leave the channel box stuff there. Then you can redock somewhere else if you want and the channel box won’t go with it.
Oh, didn’t see that this was 2017. Sorry! What lion032 said
we use 2016 here at the studio, but it has been tested in 2014 - 2017 (though 2016 gets hundreds of man hours of use a week here, so it’s probably the most stable)
I agree
I’m entirely ready to go, just waiting on another department at the moment (for the website/blog post stuff). I’ve pestered them so much, but I will again on Monday