I updated my previous answers. There’s much more to do in order to have the update work with the previous installation. Also, the PREFS folder in maya has to be deleted. Not sure why, but the plugin would’t work unless i did that.
Hey James, this is a great step forward on consolidating all tools in one place, but can I still use the PoseWrangler to tweak my RBFs and later use the PoseEditor just to inject these updates into the DNA?
We have tried to ensure that workflow is possible, but it depends on your setup and how custom your rig is.
Under the hood the two tools share a common wrapper around RBF, however Pose Editor has some restrictions when it comes to exporting. DNA files do not support the driver skeleton setup, so this must be removed prior to export and certain RBF features aren’t supported in DNA - these are all outlined in the Pose Editor documentation.
There is a destructive process to convert a legacy MetaHuman (pre 5.6 MetaHuman) which will remove the driver skeleton. If you have heavily modified the rig with custom Maya setups then the process may struggle. With a legacy metahuman that hasn’t had a huge amount of tweaking, the process is pretty seamless.
If you aren’t using a MetaHuman and using PoseWrangler to build RBF setups on a custom skeleton, this is also supported - again the caveat is to adhere to the RBF features that are supported by DNA and not using a driver skeleton.
If you can provide some context on your current setup, it will be easier to know how straightforward the process will be.
Hey Chris, thanks for getting back to my question. I actually tried to build a fresh new metahuman source coming from the MH creator in 5.6, and right after that, when I try to visualize them in PoseWrangler(The latest upadte) any of the solvers are found. After furhter inverstigation, what I noticed is that the MayaUERBFPlugin.mll deployed with the PoseWrangler tool uses the 1.2 version, while the new one from you MH team, uses the 1.4 version.
I understand the new PoseEditor workflow, to edit the body and inject these changes directly into the DNA, creating a more decentralized pipeline and it makes total sense to go this way. It would be great if PoseEditor and PoseWrangler can use the exact same plugin, so I can have them both working in the same Maya session. Right now, I’m forced to manage plugins in Maya because I’m currently unable to work on my custom creature rigs using RBF made in PoseWrangler and Editing my metahumans in the same Maya session. Is there any plan to consolidate these plugin versions?