ART Rig Rotations don't go spline

I have been animating on the Animation and Rigging Toolkit, and on all the rotations for the Rig I can’t put them on auto, spline, linear and don’t even have any tangents to manipulate. I have no idea why this is going on or how to fix it. Is there some kind of reason the rotations where set up like this by default, and can I change it to spline?

Thank you for your time.

Hmmm. That is weird. It sounds like your rotation interpolation is set to Quaternion in Maya. But, AFAIK, the ART tool shouldn’t be doing that. Regardless, here’s how to check: grab one of the rig controls that are exhibiting this behavior, open up a Graph Editor, click Curves > Change Rotation Interp > Independent Euler. (You may need to select your rotation curves before doing that…)

If that fixes it, I would guess the Rotation Interp just got changed by accident somehow; that’s definitely not a ‘feature’ of the ART tools. :slight_smile: You should be able to select all of the controls and follow the steps above to correct it.

Good luck!

THANK YOU SO MUCH! this defiantly solved the problem.

Sorry if this has been answered somewhere else, but I couldn’t find anything on it other than this thread, not to mention that I am just starting to learn most of this. The only thing I want to know is how to unlock the rotation tool for elbows. As of now it is greyed out, and when I go into the settings to move it from the locked list, I get an error stating “Autodesk/Maya2014/scripts/others/PScreateLockingUI.mel line 326: setAttr: The attribute ‘Manney_2:ik_elbow_l_anim.rotateX’ is from a referenced file, and cannot be unlocked. //” I have tried the method mentioned above, but to no avail, nothing. Is this locked feature implemented for reason, or am i just missing something? Thank you in advance.

Sorry again, i forgot to mention, this is all after i have already set up the rig. There is no options(while in rig setup) that i seen to change this feature either.

Hi,
If I’m understanding you correctly, you’re trying to unlock the rotations on the IK elbow controls? Those are locked/hidden by default because rotating those controls is really going to have no effect. The elbow just points at those (they’re the IK arms’ pole vectors); so, translating the controls around will rotate the arm/aim the elbow; however, rotating them will not do anything.

Regardless of that, if you want to edit the channels or otherwise tweak the character rig after it has been created, you’ll want to do that in the rig file. It’s the one that’s created in the AnimRigs folder immediately after you finish the rig creation process. You should be able to make changes to the rig in that file that will automatically be inherited by any animation files that reference that rig. We might do this if we want to add a camera to the rig or IK bones, etc.

Hope that helps!

Hello Ray,

First off; thank you for responding to my question. When i go into the AnimRigs file to make any changes, the only files that are there are the rig files themselves. Which in-turn, only allows me to load them directly into Maya. Also on that note, when I load the file directly from the AnimeRigs folder, it doesn’t show up in Maya at all. Which isn’t really a problem because I know that you have to load it from the EpicGames tab in Maya. But yea, all in all, the reason i wanted to have rotatable joints is so I would be able to bend the elbows and knee joints at a moments notice, without having to go back into the rig menus and change IK to FK and back again for each stamped keyframe.

One more thing, I might suggest while I’m here; is that maybe in a future release or update(if it’s possible), is to make a way for a pose to be mirrored, so that making walk/run/etc. motions would be smoother, as well as faster (unless there is already a way to do this in Maya out of the box).

Again, thank you for your time, it is most appreciated.