Thanks for making the toolset. It looks great but im unable to bind my own mesh to the skeleton.
At the deformation setup phase I am trying to smooth bind my mesh to the skeleton. All attempts have failed so in this case, I am using a sphere for a simple test. I’ve used all the default A.R.T. settings on my way to the deformation setup part and I am selecting my sphere (pSphere1) and ctrl+lmb “root” skeleton node. when i click smooth bind i get the error:
SmoothBindSkin;
performSkinCluster false;
// Error: line 0: Problems occurred with dependency graph setup. //
If i then try to go back to Skeleton Placement, I get the error:
Error: TypeError: file C:/Program Files/Unreal Engine/4.0/Engine/Extras/Maya_AnimationRiggingTools/MayaTools/General/Scripts\ART_skeletonBuilder_UI.py line 21299: ‘NoneType’ object is not iterable
At some point I also came across this error so I’m leaving it here in case it’s helpful:
// Warning: Panel size cannot accommodate all requested Heads Up Display elements. //
Warning: ‘spine1_shapes.spine_1_bust’ is already connected to ‘spine2_shapes.spine_2_bust’.
UI Refreshed
Error: RuntimeError: file C:/Program Files/Unreal Engine/4.0/Engine/Extras/Maya_AnimationRiggingTools/MayaTools/General/Scripts\ART_skeletonBuilder_UI.py line 17425: Problems occurred with dependency graph setup.
I have a my own model mesh and the rig that was created with the UE4 A.R.T. toolset in Maya that I need to bind together, however when I try and smooth bind these in Maya 2014 I get the following error:
Error: line 0: Problems occurred with dependency graph setup.
Ah,okay.This issue just isn’t properly documented.So,you first need to ‘publish rig’ (just make it look as close to your custom model as you can;I also kept my own mesh inside this file,just in case),and after that,once it’s ‘published’ (make sure you specify a new name for the project and for the character),I clicked edit rig button,and then you can smooth bind your mesh to the newly published rig…
Hm, that is indeed a bug then. What seems to be happening, is I lock down the skeleton after the deformation setup phase, but it doesn’t get unlocked until the publish phase, which is incorrect. I will fix this as soon as possible and get the files on github updated. I’ll also post dropbox links in this thread for immediate download as well. Thanks for finding that workaround Michiyuki13!
see if Michiyuki13’s workaround will work for you. I’ll be updating the code within the next 24 hours.
As for any other errors, just paste the error messages you get and the maya version you are using and I’ll do my best to get them fixed as soon as possible!
woohoo! thanks for looking into this. I’ll check Michiyuki13’s workaround when I get home. I think I remember doing something similar and having it work.
kfredberg: if you’re asking about the original a.r.t. script, you can find it under program files/unreal/engine/extras/Maya_animationriggingtools. I can’t check the exact path at the moment but its in there
this is a long shot but I might as well ask while I’m In here, any chance anyone knows a tutorial/resource for exporting set driven keys? it’d be great to have them working on my rig in ue4.
I have found a work around that you can do before completing the rig:
On the step where you would attach your model run the following command in MEL script:
string $gffu[] = `ls -sl`;
for ($rfo in $gffu)
{
lockNode -lock off $rfo;
}
This will unlock the nodes for binding to the mesh. This will allow you to use your own mesh and do the weight painting as described in the rest of the tutorial !
If you run into any problems let me know.
(P.S. I do not work for Unreal - this is not an official fix)
So that worked an all and let me bind the mesh, but now when trying to re-“build” or publish the rig I get this error:
# Error: RuntimeError: file C:/Program Files/Unreal Engine/4.0/Engine/Extras/Maya_AnimationRiggingTools/MayaTools/General/Scripts\ART_skeletonBuilder_UI.py line 14563: setAttr: The attribute ‘root.rotateX’ is locked or connected and cannot be modified. #
Anybody have an idea on what could cause/fix that?
This error is happening in Student version of 2013, and its in both cases of trying to build as a new Character and trying to build as the pre-existing character.