ART_skeleton builder error line 6662

I keep getting this error when trying to build the control rig.

Error: ValueError: file E:/Unreal Engine/4.13/Engine/Extras/Maya_AnimationRiggingTools/MayaTools/General/Scripts\ART_skeletonBuilder_UI.py line 6662: No object matches name: Skeleton_Rig_Pose.notes

Hey MamoruK,

Can you try downloading the ART Tool update from Dropbox found here: Animation and Rigging Tools: FAQ, Known Issues and Feature Roadmap - Character & Animation - Epic Developer Community Forums

The OP is old, but was edited by Jeremy recently.

What finally worked for me after downloading the above and optimizing my file of unknown nodes in Maya still didn’t work was to export the rig and the mesh, even if your mesh has multipe parrts(exported selected) but as an ascii file, not an .fbx file. I then opened that same ascii file in Maya, I then opened the art tool and I then was able to continue to build. I guess that’s like having to delete the history. It did however keep my blend shapes on the mesh, so when I imported into unreal I made sure to select morph shapes. I find the Art tools rig slightly different than the SK Mannequin , but maybe I am just bugn and they are the same. I have my rig following the inputs but I guess I still have to link the animations because right now I have a tpose walking around, lol. I still have to connect the anims to it to see how willI match. I just have not been able to get unreal to read set drive blend shapes yet. But I hear it should work. I do agree with something I read, I wish it was available for Blender, but I know unreal staff don’t use Blender. What we need is some one who uses Blender to create a rig that matches the SD Mannequin rig perfectly when re-targetted, advanced, finger joints and all. It should not be to hard, as the hierarchy is spelled out in unreal. advanced constraints and ik switch would be required behind the deformation bones though. Anyway, after many hours, exported the mesh and art tools set up rig with the mannequin as an ascii, then opening up a new Maya file. Importing the ascii file, enabled me to build, which sent an exported character to my art tool s exported file successfully, as well as send out an fbx file into unreal, with readable blend shapes that I use with a timeline in the graph editor. When I got the error and exported as an ascii file I did not select the blend shapes, they came along with the mesh by default into the ascii file. Also make sure you create your blend shapes before you weight paint the mesh on the rig. I do have a question for art tools pros… When using the art tool I created a leaf joint to use as aneye follow bone, using with an aim constraint on my eyes, but ran into some problems, and did not continue. Anyone have any art tools advice on aim constraints for eyes? Should the eyes be a separate mesh, I am guessing yes? Oh lastly, with the above download, art tools lost the save rig icon in the first part when you add leaf joints. The old one had that button, but now it is gone. Every time I rebuild I have to recreate leaf joints. MAC OS.Thanks

Sorry, I did not open the ascii file, I imported the ascii file, very important, then I was able to continue to build cleanly with art tools