Why does my build not go past 80% when publishing a character from Maya?

When I publish my character from Maya, it will start to build but never goes past 80%.

These are the last errors I will get before it stops.

Warning: Object, ‘PonyTail_Joint_splineIK_skin_joint_1’, skipped. It is already a child of the parent, ‘world’.

Error: RuntimeError: file E:/Unreal/MayaTools/General/Scripts\ART_autoRigger.py line 7306: Parent of end effector must be a joint.

I am using Maya 2015. It is a bipedal character with jiggle, leaf, and chain joints as part of the rig.

I don’t fully understand your question.

I am doing this as a learning process of using the control rig for animation, not implementing the character into the engine (although I may do this as the next stage of learning UE implementation process). But If I were to bring this character into the engine, it would be whatever way the UE documentation suggests that I do.

I just can’t get to the build control rig stage for some reason.

My character creation pipleline is that I have chain links for the ponytail on her head, 2 jiggle bones for her breasts, 3 leaf attachments for secondary animation and weapon nodes. Typical female character. Nothing super fancy.

So I am concerned my pipeline is not correct.

Hi ,

How are you approaching importing to the editor?

I am closing this question. There was a problem with the joints for the ponytail that was causing this error. I started over with the rig creation and redid it differently and it exported correctly afterwards.

I was basically grabbing the joint bones and moving them into the position that I wanted them to be in for the hair mesh. Rather than just scaling the whole chain to fit the length of the ponytail.