The Animation and Rigging Toolkit for Maya has not yet been tested in Maya 2015. Support and fixes coming shortly. However if the joints exist in the Maya heirachy, you should be able to paint the skin weight in with the Maya paint tool outside of the toolkit.
Also keep checking this forum link for updates and information about the ART.
I`ve been working with the toolkit a lot now, going back and forth, setting up joints, painting weights etc. Not considering minor bugs and well known issues, everything worked very well. Congrats at that point!
Today i was working with the tool again, i went back to the skeleton creation tab to add some joints to my rig.
Now when i switched back to the deformation setup, the influence list (joint list) for the weight painting doesnt show all the joints anymore. But: The joints exist, in the viewport as well as in mayas outliner.
So is there a fix, has this happened before?
I can not paint weights on the missing joints which means i can not proceed.
I should have mentioned that i already tried what you suggested, using maya`s weightpainting options. Also I check that dropbox link almost every day but with no luck so far.
But I had the same problem.
Anyway. Thanks again.
Guess I will be waiting then.
I found a solution that worked for me. It`s a temporary workaround though so a fix would still be nice.
To fix the issue all you need to do is select all the joints you are missing in the influence list, then shift+select the mesh, go to the “skin” tab and choose “add influence” from the dropdown menu. you should now see the former missing joints in the influence list.
But here is the downside:
Once the joints are added to the influence list, the skin weights are lost and you will not be able to import them if you exported before adding the joints to the influence. So be carefull using this methode or do it before you start painting weights.
Heya!
So, what the tool currently does is when you go back to edit placement or skeleton settings, it will save out your weights that you had on any meshes. When you come back to deformation setup, it will import those weights and remove any unused influences. This is probably why they are disappearing from the influence list. You can use the Add Inf button above the import/export buttons on the toolbar instead of using Maya’s. This will ensure it will keep your existing weights and simply just add the influences to the list for weighting.
This is not a permanent solution - the problem reoccurs. When opening my file later, one joint was missing again, and the weight it used to have, was redistributed, completely messing up the weight paint across several joints.
I’m using maya 2019, i’ve resolved opening the paint weights tool, selecting a bone, the select the mesh and click on the brush button on ARTv1. Now the bones are showing in the Influence list and you can close the maya’s paint weight tool.
I’m using maya 2019, i’ve resolved opening the paint weights tool, selecting a bone, the select the mesh and click on the brush button on ARTv1. Now the bones are showing in the Influence list and you can close the maya’s paint weight tool.