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

just tried it, and got the results you did. I will write a note and try to get that working with 2017 at some point.

after watching your video, I understand now why the templates I gave you didn’t match up. That model is not the epic mannequin! Is that a marketplace model?

looks like these:
https://www.google.com/imgres?imgurl=https%3A%2F%2Fcdn1.epicgames.com%2Fue%2Fitem%2FProtoCharacters_Marketing_001-1920x1080-ddde6bb6cb0b466d73593f787476b13f.png&imgrefurl=https%3A%2F%2Fwww.unrealengine.com%2Fmarketplace%2Fprototype-characters&docid=tsDZWx_UFrFn_M&tbnid=7FSpF1REmIKIhM%3A&vet=1&w=1920&h=1080&bih=990&biw=1920&q=ue4%20mannequin&ved=0ahUKEwit7eaMrujQAhWIspQKHTq_DfEQMwg6KBcwFw&iact=mrc&uact=8

This is the official mannequin:


I bet those prototype characters have the same bone names and hierarchy, but are clearly not the exact same proportions.

The hand poses should have been removed from ART, but perhaps not in 4.13? When they get zipped up or whatever by the engine downloader, it does something bad to the line endings, which breaks the files. If you create a pose yourself, there will be no issues.

Once the marketplace tools are up, it will be much easier to make sure people are always on the latest.

yep, V2 will use a re-skinned ATOM (just a nicer UI, but still using ATOM).

Internally, our animators just save out maya files. I do like that idea though, but how would it handle adding a custom object for space switching to the scene, as that object doesn’t get saved out with it?

i was referring to the skeleton, Art Jointer mover for the mannequin was off, the left arm upper wist is in the wrong position same with the arm and feet .

This is the same result i got when using the Art template skeleton-joint mover with the mannequin - https://www…com/watch?v=O4LNvsFyuLM&list=PLZlv_N0_O1ga0IoRrpI4xkX4qmCrhGu56&index=11

Not being rude or anything was just letting you know, as i made the template for you identical with ue4s engine version as your busy with projects. Was showing in my video that the skeleton is now identical to the engines mannequin after fixing it, so even with custom models due to the skeleton being identical with no issues you can now replace it with UE4 mannequin Skeleton when importing into unreal, so it can share animations without any re-targeting or setting anything in engine for the skeleton, as long the skin weights are correct and your model is in the identical A-Pose :slight_smile:

so the hand poses shouldn’t of been in art hmm, well there in 4.14 Version to let you know :D, thats also good to know the hand poses will work once iv made my own.

poke them with a long stick xD

From my understanding of the format it seems to accept any custom attributes with keyed data, i have used the plugin to save some of my facial rig curves ( collection of expressions such as Smile, Jaw Open ranging from 0 - 1.0 ) so i can easily swap them between rigs, in terms of space switching i guess the problem is, that you have to know exactly what you want to save/load :/. Handling unique rig controls can be a bit tricky,

Its best to use it with generalized controls ( biped ) incase you want to make sure the atom clips will load between different rigs correctly ( still no retargeting hehe ). I just started using it a few months ago but so far i have not ran into issues or scary things. The flexiblity of a anim library that is not a maya scene has def some cool advantages.

Export Failure in ART

EDIT: SOLVED - Solved this right after posting, it is a result of the retargeting settings using the “Skeleton” setting rather than the “Animation” setting in case it ever happens to anyone else. Sorry!

I am having an issue that I am hoping someone can help me with. I have some leaf bones for connection/sync up points on the character. However, I am finding that on export, any animation on them is NOT showing up when imported into Unreal. They stay at the rigged location no matter what animation I have put on them. You can see the discrepancy in the below images, which show what I have in Maya, and what comes into Unreal. Does anyone have any clue how to combat this? Help is greatly appreciated.

LeafIntended.PNG LeafFail.PNG

Just poked again :slight_smile: Really hoping to have it live by end of week, since the office pretty much shuts down next week.

awesome! Yeah, that can bite people, and it’s not the most obvious setting :slight_smile: I think by default on a newly created skeleton asset, it should all be set to animation (i think!), but if you’re a project that wants to share animation and do retargeting, you usually set that to skeleton on the majority of bones and only having it set to animation on your root, pelvis, and IK/weapon bones.

Merry Christmas!

https:///marketplace/maya-tools

Sweet!!!

Thank You

It is the second best christmas present you could give.
Thank you, .

when animating in A.R.T are you using Parallel Mode or DG?

I often get crashes in Maya using Parallel during animations.

Oh and also all the features work properly in 2017. The Edit Existing Characters is finally scaled properly and I also noticed we have both the Mobile and Next Gen Mannequin available for testing animations. So THANKS

I almost came here to post to mention it says it’s ART v1 fully expecting that link to have been ART v2 :wink:

So close.

/sadTrombone

though, I’m working hard to have it by GDC 2017

yep! We did a pass on polish and compatibility!

I don’t really animate, but I think some of our animators have run into similar issues and had to switch off parallel. I can confirm.

Face module is not part of the marketplace version?