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Animation Rigging Toolset unable to bind skin (naming conflict)

I am using Maya 2016, with the A.R.T. When I'm done with the skeleton placement and hit "Deformation setup" I get the message to use Proxy mesh: alt text

I click No because I want to use my own mesh

Then I get this error:

alt text And when I hit Confirm, The skeleton is made but I cannot bind it to my mesh.

What can I do to fix that?

Product Version: UE 4.18
proxy.png (108.2 kB)
error.png (41.0 kB)
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asked Feb 28 '18 at 12:35 AM in Everything Else

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I have found an answer posted by user SwitchNZ

It is Here

This is it:

Hi all

I have found a work around that you can do before completing the rig:

On the step where you would attach your model run the following command in MEL script:

  string $gffu[] = `ls -sl`;
  for ($rfo in $gffu) 
   lockNode -lock off $rfo;

This will unlock the nodes for binding to the mesh. This will allow you to use your own mesh and do the weight painting as described in the rest of the tutorial !

If you run into any problems let me know.

(P.S. I do not work for Unreal - this is not an official fix)

if you find this helpful, Please go give him some love, it's worked for me.

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answered Feb 28 '18 at 12:59 AM

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avatar image MMI_Sean Mar 01 '19 at 06:38 PM

I'm still getting the error message. I'm using Maya 2018, I entered the mel script before I pressed the "Deformation" button, but I'm still getting the error.

Second attempt, I restarted the scene and pressed the Deformation button then entered the mel script after the "Skin Proxy Mesh" message popped up. Then pressed the "No" button in the "Skin Proxy Mesh" message. I still get the naming conflict error message.

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