ART - issues with more complex than default skeleton creation

I’m having issues.
After clicking Skeleton Placement, the placement mesh is showing up, but menu doesn’t change.

# Error: ValueError: file D:/Unreal/Unreal Engine/4.3/Engine/Extras/Maya_AnimationRiggingTools/MayaTools/General/Scripts\ART_jointMover.py line 1507: invalid literal for int() with base 10: ‘’

Workaround for this, is to click Skeleton Creation, then thew Skeleton Placement menu show properly.

But clicking on anything after that, causes crash.

I’m using maya 2014. I downloaded the latest version from dropbox.

There is skeleton template that causes issues:
https://dl.dropboxusercontent.com/u/70400220/Skeleton_Clothing_Shoulder_Attachments.txt

Do you have an existing mesh in the scene when you click Skeleton Creation?

I had a very similar sounding problem, I found that I needed to click skeleton Creation before loading any mesh into the scene. After your skeleton rigger is there, then bring in your mesh to use.

No it happens on empty scene.

found the problem! under the add rig modules section, you cloth_back_r chain has no joints listed in the count field, which is where you get your error from (invalid literal for int())

I put 6 in there since that’s what the other cloth joints had, and it works with no issue. Also noticed upon doing this that the same chain has the root as a parent instead of the pelvis, like the others.

Heya!
Found your issue! (Thank you for the template file, was invaluable in debugging this!)

one of your added chains, cloth_back_r, has no number in the count field which is where that error comes from (invalid literal for int())
I put 6 in there, since the others also had 6 and it works without issue. Also noticed the parent for that same chain is root, while the others are set to pelvis.
Hope that helps!

Hey thanks.

It would also nice, that instead of moving to next step or crashing, there could some error windowing inforing what’s wrong (;.

yep, I’ll add it. It’s hard to think of all the potential errors that might occur and catch them :slight_smile: It also bloats the code a ton!