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

Hello , i want to know if i can import fbx animation from mixamo and use it. I tried and I faced some problems. It was distorting my char like in the img. I tried to use the same bone as mixamo uses and I got that. Someone cold help me? Is there is any possibilites to import animation from mixamo and apply in my character in ART plugin ? Thanks alot!!!

I know how to export meshes from unreal, that wasn’t the question.

Could you please re-explain the problem? If you still need help.

Anyone could use Switching Characters function on Mac OS ?

Hello, everyone, I am working on my project, it is Multiplayer game teams VS teams, It’s made with c++ and I want to edit the soldier movements, I purchased rifle animation pack most and IRbelly weapons pack, the requirements which I need is to Add custom characters plus edit the existing character movements with the Maco animation pack. do not hesitate to contact me on my email address if any programmer interested in fixing My project Issues. korekdesign@gmail.com

Any news/update on the status of V2? A while back mentioned getting something ready around GDC, was that for the in-engine rigging controls stuff?

Hi! I would be very interested as well if there is any ETA on having Artv2 in engine. Dived into my first bigger ue4 project and took a look at the workflow with maya and artv1. Seems like having the version in engine will make things WAY easier and WAY more comfortable for prototyping. Any info would be much appreciated, thanks!

ART_skeletonBuilder_UI.py line 11741: invalid literal for int() with base 10: ‘Nothing counted : no polygonal object is selected.’ #

I’m getting the above error anytime I try to return to Skeleton Placement from the Deformation Setup step. It doesn’t matter if any object is selected or not. I’m using Maya 2016 and the A.R.T. from the Unreal Marketplace. I’ve also updated with the files from Dropbox and get the same result. Any thoughts?

Additional Info/Solution Edit:

It appears to be trying to save out weight data for a mover (in this case hair), crashes, and creates a 0KB file with the wrong naming convention in the system folder. If I delete that I can at least start from scratch and load whatever weights it wrote out before hitting that point.

It looks like that mover got caught up in my wild card for binding, so wild card unbinding the movers in the scene got everything working again. Modified my code to specify joints in the Skeleton hierarchy hehe.

Hey Lion, thanks so much for the contribution. A couple things, is this suppose to add the “matching…” menu option in the right click in the animation UI, similar to the arms and legs? Also, is this code current with the current marketplace download? If so, I’ll go ahead and do some tests with it and check the diff between our current code to make sure nothing else breaks, if so, I’ll definitely add it.

Awesome, thanks Lion32, added, expect it to be in the next Marketplace release. :slight_smile:

Hey davidhammertime, it looks like you’re still using the code from Dropbox, not the code from the marketplace. If you go to A.R.T.1.0 menu and click “Settings” you can change the location of the “Tools Path” to point to the MayaTools folder you downloaded from the Marketplace. I think this will fix your issue.

Hello Rodaelli, I’m not that familiar with mixamo, but if the bones of the animations from that tool don’t match the names of the bones in ART, the fbx will not import correctly. You can retarget them in the engine and pipe that out so that the joints match, but I’m not quite sure on your experience with that; definitely doable though.

I do believe I fixed this bug awhile ago (or at least someone did). There should be an update to the marketplace with a few updates, I’m guessing this will be one of them. After the next update, if you’re still having the issue, PM me and I’ll fix it.

Just wanted to do a quick update for everyone. Currently ART V2 is being used internally (mostly BETA). It’s for the most part up to par with the current version of ART V1 minus some animation tools (which is currently working on) and of course, it’s modular, so having more dynamic characters (like characters with four arms, three heads, ten legs… etc) will be available. As for a release cadence, I still haven’t decided, but I will be doing an update fairly soon. added some new IK/FK matching that works a lot better than what’s currently in place (fixes a lot of popping/twisting and offsetting when you’re away from the origin).

Please continue to post your issues and concerns (or even contributions like lion) and I’ll try to get back to them when I can (sometimes it just get’s pretty busy and I lag behind a little, but I’ll do my best to keep current).

Best,
-Aaron

Hello Everyone.

Quick question. I am working in a project that requires the characters to be facing “x positive” rather than “y negative”. Having Z UP is fine by us. Is any way to change this inside ART? Or is just better to export the animations\skeleton rotating the root manually?

Thanks

We’re facing the same problem. There’s an option to Force Front XAxis" in the import window of UE4, but I still need to test it. As for Maya, my assumption is that it would require quite a lot of work to adapt the whole system to us positive X, but let’s wait for a response from Aaron. For the moment im exploring the possibity to convert it between the export and import phases of Maya and UE4

It sounds like you just need to position your joint movers in the correct position. You’re not changing the Z up functionality, you’re just wanting to face in a different direction. You could just take the root joint mover in the joint position setup and rotate it in the correct position? Would that work?

Another option, if that doesn’t work, is to use a post script at build time and in the post script, simply rotate the root control in the 90 degrees or 180 degrees as you please. You’d have rotation values, but it might not be the worst option depending on what you’re doing. Is this an Unreal project or are you working outside of Unreal for this?

[FONT=&quot]Question: I just want to build my rig with no legs, since my creature has no legs. Is it possible to leave the legs out or go in after creation and remove them before I send the model to weight painting and control rig creation? I am using the art tool and I had a similar problem last week where I needed only 2 spine bones(3 being minimum). So I only weighted to those two bones and just didnt weight the third. This worked fine for just one extra bone thats unused. But doing this with 2 entire leg chains seems like alot. Is there a way to overide the creation of the leg chain entirely?

I’m very excited for this!

  1. Yes, it adds fk/ik matching option similar to arms and legs for the fingers.
  2. As far as I remember I branched off the marketplace version.