ART tool can't adjust skeleton and keep weights
I got a strange problem with the ART tool, which currently really hinders my progress unfortunately
I have a mesh which I created a skeleton for.. a few hours into painting the skin weights I realized that I'd really like to move one of the bones, because I just can't get a good deformation with the current placement. when I go back to skeleton placement everything works fine, but when I return to deformation setup I get the following error after trying to import the previously painted skin weights:
"problems occurred with dependency graph setup. Aborting operation. please correct naming conflict and try again:
so my painted weights are lost;
Error: TypeError: file C:/Users/xyz/Documents/maya/scripts/MayaTools/General/Scripts\ART_skeletonBuilder_UI.py line 19559: argument of type 'NoneType' is not iterable
and some of the meshes are not even bound anymore
"Mesh has no skinCluster assigned."
would anyone happen to know what I can do about that?
none of my meshes are just named 'head' or something like that by the way.
thanks a lot in advance, chris
asked Jan 03 '15 at 02:44 AM in Everything Else
as far as i know maya 2015 is not jet completely supported.
Also I encountered similar problems when using heat map skinning and/or had non-manifold geometry (the plugin telling me that no skinClusster is assigned even though there is and I can use the maya tools to weightpaint).
Im not from epic so these are just thoughts what could be the problem, I dont know any fixes.
Maybe exporting the skin weights by hand and reimporting them the same way once youre done adjusting your skeleton?
answered Jan 07 '15 at 10:55 AM
Sorry for the delay, I just got back from Holiday break.
One thing that would help a lot if is you can post the stack trace of the error, which you can turn on in the script editor history menu. It just helps track down where the problem originated.
From what I can tell though, it is erroring out when it is trying to cache your weights to disk. line 10865: path = self.mayaToolsDir + "\General\ART\system\\" + geo + ".txt"
it's failing to find the above path, meaning either the geometry name is something that is not compatible with path names or your system folder doesn't exist. Check to make sure you have the MayaTools\General\ART\system folder.
Hopefully, that's the issue.
answered Jan 08 '15 at 10:59 PM
Thanks for the kind words. I'm glad you're finding it somewhat useful! It's my bad for probably not laying out the workflow as good as I could have. The concept is basically, the tool creates two files, an export file, and a rig file. The export file houses your mesh, bones, and skin weights. The rig file uses that file to build the rig on top of.
So, you open your rig file and you notice some deformation issues that maybe you want to address right then and there. The idea was that all deformation and placement changes are done in your export file (the edit character option), and if those changes involved moving joints, you would then rebuild the rig file. If you've done weighting changes in your rig file, fret not! We can save those out! If you open the rig file for the character (using edit existing character->edit rig file), your bones should still be named correctly (no namespace). If so, you can export out your skin weights here so that we can load them back into the export file :) Under Epic Games menu, go to Projects->Misc Tools and choose export skin weights. Then back in your export file, choose import skin weights and bring them back on, make your joint position adjustments, and rebuild!
Sorry for not having that clearer. Let me know if that works out for you!
answered Jan 09 '15 at 01:43 AM
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