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

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Resolved with ARTv1 from Market place.

Hey folks

Maya 2015 SP6; ART 4.11

working a rig setup with ART and I need to adjust the skeleton joint positions a little bit before cleaning up the weights. I edit existing character Export File, and I start in the skin weight stage of ART. ART discards any skeleton changes when I build the control rig, and I can not revert to Skeleton Placement mode with ART. I get this error

Error: IOError: file C:/Program Files (x86)/Epic Games/4.11/Engine/Extras/Maya_AnimationRiggingTools/MayaTools/General/Scripts\ART_skeletonBuilder_UI.py line 11637: 2

Initially I thought it might be permissions issue with Windows. But after setting Maya to Admin mode and adding full permission for all folders the error persists.

Since ART doesn’t allow inserting a skeleton from outside of ART, I think I need to go back to skeleton placement, adjust the skeleton, then rebind the mesh, clean up the weights, then build the control rig. Any suggestions what I can do short of starting from absolute scratch with just the mesh?

thanks!

Hi guys

MAYA 2017; ART 4.16

When i try to open a project in Art, show me this
“No Characters found in scene. Would you like to add a character now?”

I’m not sure if is Incompatibility with maya or project’s rig.

Thanks!

Hi guys,

I have a problem after installing Artv1 to Maya 2017. Here is what I did:

  1. Download Artv1 from Marketplace

  2. Copied the python file from Ue4 that is available after install to Maya/2017/scripts

  3. Open Maya 2017, dialog opens that I should Browse for to UE4 directory for Maya install.

  4. It install and Art v1.0.0 is enabled in the tool bar => OK

  5. Open Add Character Animation and the is a project called Sample and an entry Mannequin, which is exactly what I need. Then I select Mannequin and then a message pops up that the Mannequin_Export.mb can’t be found.

my question now: Is this Mannequin_Eport.mb somewhere n my disk or do I need to export the Mannequin skeletal mesh from my project?

Thx

The Mannequin Rig file was created on another PC, considering it’s referencing the Mannequin_Export.mb as it was on that machine, it’s mostlikely looking for it in the wrong path.
Open the A.R.T.1.0 on your toolbar, select Edit Existing Character, select Mannequin and click on “Edit Rig File”. Maya will say that is impossible to find the same Mannequin_Export.mb, skip it.
Then, once the file is opened, click on File –> Reference Editor (in your toolbar). Right click on “Mannequin_ExporttRN Mannequin_Export.mb” –> “Reference” –> “Replace Reference” then look for the Mannequin_Export.mb file ( <yourPath>\MayaTools\General\ART\Projects\Sample\ExportFiles\Mannequin_Export.mb

Save the file, open a new scene, add your character. Done :slight_smile:

Oh thx a lot man, can’t wait to test it this evening.

Hey thx, works great, I added a little tutorial about this, if somebody runs into similar problems:

[video]Maya 2017 Animation & Rigging for Unreal Engine : Install ART - YouTube

Hmm not sure if I should test the beta ARTv2 or wait until the full release… very excited for this!

I used to have Artv1 on Maya 2016, but now I tried to install it for 2017 (update 4) without success (auto launch script is doing nothing and manual import just give an error).
So I installed ARTv2, no issue installation wise, but when I click on “Rig Creator” it gives me this error :

Error: RuntimeError: file /ARTv2/Core/Scripts\Interfaces\ART_RigCreatorUI.py line 753: Controls must have a layout. No layout found in window :

Any ideas ?

@matmow

  1. open userSetup.py
  2. go 21 line
  3. modify
    if path-1] in (MAYA_SEP, os.sep, os.altsep):
    to
    if path:-1] in (MAYA_SEP, os.sep, os.altsep):

Hey everyone, I’m having a weird issue.

I’ve created a rig with the ART tool (downloaded from the marketplace)

My rig works fine, until I switch my legs to FK, I can then animate for a bit, but when I scrub the timeline for a few frames Maya just freezes up, “Maya has stopped working”, until I kill the process.

I can reopen my file, but when I try to scrub the timeline it does the same thing again.

(I’m running Maya 2017)

Any ideas ?

Cheers :slight_smile:

Hiya

Im also experiencing some issues using ART 1.0
The feet controls of the control rig are offset to the hips. They do seem to have the correct offset on x/y plane. All feet joints are placed correctly at the right location, also after building the control rig.

The pivot of the control is located at the correct position. However all child controls pivots aren’t

using maya 2016
ART1.0

wasn’t able to find anything similar around, apologies if I missed a post about this somewhere

thanks

edit:

apparently setting maya to centimeters in stead of meters fixes this issue!!

To anyone having error like this while installing artv2 (my config: windows 10, maya 2017):


AttributeError: file <maya console> line 1: 'module' object has no attribute 'makedirs'

Open install.mel script and replace string


python("if not os.path.exists(mayaModDir): os.path.makedirs(mayaModDir)");

with


python("if not os.path.exists(mayaModDir): os.makedirs(mayaModDir)");

EDIT: Found the solution, to anyone running into the same issue:

Open the install.mel script into a text editor, change this line:

into this:

Not strictly ART related, but I noticed when I export morph target animation in ART it only exports the keyed targets along with the animation, but when I try to do it manually it exports all targets on the mesh. I can tell because the file size is much lower when ART exports it.

What’s the trick to this?

Hello . Thanks a lot for your work. Your tool gives lamers as I a chance.
I want to know, Why do you change fingers name in ARTv2?
I causes some problemm, when I try to share ART sceleton with standart Manneiqun.

Really I don’t know how big problemm it is, but all ART finger bones in the Sceleton tree marked as “Unused”.
May it cause problemm with finger animation sharing (import/export)?

Hi , if I can be picky with ArtV2, could you change the match over frame range to not be animated it’s distracting :stuck_out_tongue:

Looks amazing so far :slight_smile:

thanks man you solve my issue :smiley:

Another request for ART v2 - elbow and knee pinning. And thanks so much for putting in the non-uniform scale, hope I’m not making too many requests.

Finished a new character and had to try ARTv2 properly. There’s quite a few bugs, I should have made a better note of them. More to the point, when something goes wrong and I try to press undo it just steps back through your code and leaves a huge mess.

If possible it would be good if you either disable undo for a command or group it into a single chunk.

I’ve made a helper class a while back, use if it helps. IDK why I used 0 as a parameter, it’s confusing. The reason for using a class to perform these functions is because if you forget to close the chunk things go very wrong very fast, if you’re just using ‘with’ then you can’t forget because it does it for you.


# USAGE 1: For preventing encased code from being placed into the undo queue (such as UI interactions).
#   This is not a boolean, 0 is the only valid parameter.
# with Undo(0):
#   ..code here..
# USAGE 2: Group the encased code into a single undo chunk
# with Undo():
#   ..code here..
class Undo(object):
    def __init__(self, result=1):
        self.result = result

    def __enter__(self):
        if self.result == 0:
            cmds.undoInfo(stateWithoutFlush=0)
        else:
            cmds.undoInfo(openChunk=1)

    def __exit__(self, *exc_info):
        if self.result == 0:
            cmds.undoInfo(stateWithoutFlush=1)
        else:
            cmds.undoInfo(closeChunk=1)