So I’m testing out the Maya Art tools for rigging and animation.
I want to create an action adventure animation suite to possibly put up on the Marketplace (as well as learn more about Unreal’s Animation state machines).
With that in mind the content guidelines ask that the character is developed with the ART tools to ensure compatibility.
I did a test where I setup a basic character without any modifications through the Character Rig Creator. I made a quick test animation and brought it into UE4 and applied it to the Mannequin character but it complained about an extra neck joint and the animation had some kind of funky rotations. So I decided I’d try using the Mannequin character that comes as a sample.
Bug: When I try to switch to FK on the arms it throws an error and fails to set the controls:
ART_animationUI.py line 12541: No object matches name: Mannequin:hand_match_loc_l #
To get around this I’ve edited the Rig file and have added a game object “hand_match_loc_l” under the “hand_driven_grp_master_l” object, and the same for the right side but with ‘_r’.
These objects need to be zero’d and need to be rotated on x -90 for Left, 90 for Right.
This stops the error and allows it to switch to FK, but then there is a discrepancy in the roll of the arm between the two states. Though that is just be the Pole Vector.
And in the end, while trying to assemble this post to ask people, I have resolved my own problem. But still here is a post just in case this happens to someone else.