Thanks so much! Looking forward to V2! Appreciate all the hard work put into this amazing tool!
Thanks! Will Dropbox on the first page still have the latest too?
I’m running Maya 2017. The installation note say:
“If you are using Maya 2017, the Maya scripts directory would typically be located in ~/Library/Preferences/Autodesk/maya/2017/scripts.”
Where is that typically located?
I threw the ‘userSetup.py’ in my C:\Users\adamz\Documents\maya\2017\scripts folder, but when I started Maya 2017 and chose where the MayaTools folder is, Maya’s interface would flicker continuously…
Thanks.
*** UPDATE ***
I used the Art Tools that I downloaded using the Marketplace, and that worked with my Maya 2017 Update 2. Maybe the Dropbox files aren’t the latest… My Maya 2017 “scripts” folder were located here, for those of you who couldn’t find the Library folder:
C:\Users\adamz\Documents\maya\2017\scripts
Yes that was an error in installation documentation.
I guess
Because you should just put it in Documents\maya\scripts
Is there any documentation which explains about how to use ART on already rigged characters to create control riggs. In this case my existing character is the one from the infiltrator demo.
If you’re asking how to use ART on a character with a pre-existing skeleton then ART doesn’t support this.
One way is to save the file as a backup, remove the skin cluster and delete the joints, reference in the backup (ctrl+R), then do the setup with ART as usual and just snap the pivots of each control to the referenced pre-existing skeleton. After the process is completed, use Copy Skin Weights to transfer the weights from the referenced mesh to the new one.
This will work 100% if both skeletons are identical and I’d assume that the infiltrator demo would use default UE4 skeleton template.
I’m using A.R.T.1.0 in Maya 2016, Extension 2. When I select a joint and move it, the “arrow” object that represents the bone direction doesn’t move. How can I get that to update correctly? I usually use that to align my bones in the correct position.
It works correctly in Maya 2017, using the same MayaTools folder.
Thanks.
I keep getting this error when I try to get a picture of the rig to build a control rig,
My maya version is 2017 last service pack and I have the latest art version from marketplace.
Error: RuntimeError: file C:/Users/user/Documents/maya/2017/scripts/MayaTools/General/Scripts\ART_skeletonBuilder_UI.py line 8758: Error occurred during execution of MEL script
line 1: Invalid argument: displayRGBColor
Just installed the tool on maya 2017. I had an error message about not finding the mannequin. It seems the maya tools must be installed into d:\artv1_community folder. Is it just me or i missed this part in the installation video?
Like you I received that exact message, and also once I changed the reference and checked both boxes for it to remember my settings, it didn’t remember. So I just renamed the ARTV1 folder with the _community folder, and that never popped up again.
It probably only happens to individuals with a D drive available
How do I use ART Tools with the default UE4 Mannequin. I would like to be able to just import my model from Maya and assign the default Third Person UE4 mannequin skeleton without errors. is Geodesic Voxel compatible skinning with UE4? Seems that mixamo removed the Unreal 4 download feature. So I now I need to rely on ART Tools. I do not want to use retargeting just the same UE4 Skeleton.
LoL, it’s not necessary guys.
Open Rig file, ignore/skip the reference error.
Then: File –> ReferenceEditor . In this new window use the right mouse button on the xxx_Export.mb file then Reference –> Replace Reference. Select your new path and SAVE THE FILE!
Done!
Hi,
I’m sorry if this was already answered somewhere. If I may ask, I noticed that in first video of your vimeo channel there is a modular rigging toolset, which looks very much like the one from “DEVELOPING MODULAR RIGGING SYSTEMS WITH PYTHON” tutorial by 3DBuzz, and I see that it was 6 years ago, but I wonder if you still use those concepts in ARTv1 or ARTv2, I mean in code, internally?
And can’t wait to see ARTv2 Great work.
Search for:
background = lines[0].rpartition("background ")[2].partition(";")[0]
backgroundTop = lines[1].rpartition("backgroundTop ")[2].partition(";")[0]
backgroundBottom = lines[2].rpartition("backgroundBottom ")[2].partition(";")[0]
and change lines[0] to lines[67],lines[1] to lines[68] and lines[2] to lines[69]
Hey I noticed when I rig to a jiggle joint it slightly deforms the base mesh right away–as soon as weights are painted. It’s very slight so I didn’t notice it, but it invalidated a ton of morph targets I had build before rigging. Is there a way to make it so jiggle joints don’t deform at all until animation time?
By the way, using the marketplace tools and everything is working great–really appreciate the work you put into ART.
This was what I got:
Error: tuple index out of range
Traceback (most recent call last):
File “C:/Users/IuriMonteiro/Documents/maya/2017/scripts/MayaTools/General/Scripts\ART_skeletonBuilder_UI.py”, line 8727, in screenshot_take
background = lines[67].rpartition(“background “)[69].partition(”;”)[67]
IndexError: tuple index out of range
Change only the line, leave partition(“;”)[0] as is.
background = lines[67].rpartition(“background “)[69].partition(”;”)[0]
IndexError: tuple index out of range
use this:
background = lines[67].rpartition(“background “)[2].partition(”;”)[0]
backgroundTop = lines[68].rpartition(“backgroundTop “)[2].partition(”;”)[0]
backgroundBottom = lines[69].rpartition(“backgroundBottom “)[2].partition(”;”)[0]
I’ve found that if I create 2 leaf joints, during the Skeleton Creation phase, and parent one of those leaf joints to the other, the child leaf joint is either not there or possibly hidden when in the Joint Placement phase. I wonder if it’s overlapped by the parent leaf joint and I can’t select it because it is a child?