the bugs in this are infuriating.Doing all the weight painting and then having a bugged rig is painful. I am trying to select my controls using the biped selector in my animation reference file. Continuously getting this error "// Error: file: D:/AdvancedSkeleton5/AdvancedSkeleton5Files/Selector/biped.mel line 927: Object:"ControlSet" does not exists !" if you want to transfer weights to the unreal skeleton and publish that rig for animating, it doesn’t seem to work.
Did y'all experience problem that the character is either digging into the ground or floating in the air upon bringing into UE? Seems like in the video, it does have this problem too
First of all, thanks for the video. Do I need to do this process on each animation file or I do this once, after I create the rig and then I create my animations?
make animation then export fbx,but when I import fbx to Unreal ,model is good ,stand well.The animation was bad ,laydown on the ground ....How can i fix this?
a lot of tutorials and still no answer if a RIG (not a baked single chain skeleton) can be imported into unreal. by rig i mean complex ones that inclute custom controls like IK FK switching tools, nodes run by expressions and such
Does anyone know the process where he adds an extra Joint for the Mohawk at 1:02 ? Nevermind I see it now, He selects the Joint and types in the mel command, joint to add a child joint
when I use this function always need fix skin weight for the unreal skeleton(some finger top will lost skin weight) Not smoothly like this video.this is right?
hi , this is a wonderull plugin i wondering wiht this i can create this bones ik_foot_root ik_foot_l - foot_l ik_foot_r - foot_r ik_hand_root ik_hand_gun - hand_r ik_hand_l - hand_l ik_hand_r - hand_r if i can create in maya and export to unreal wiht this ik bones
That looks great! But when I try export to fbx only game skeleton, old motion system (complex skeleton with many bones) exporting too... does anyone had such problem and know how to fix that? Thanks!
This is really cool!
how about exporting face animations made by advanced skeleton face rig and to UE4
Man, I'd really like to get this to work by my characters come into unreal all jacked up.
the bugs in this are infuriating.Doing all the weight painting and then having a bugged rig is painful.
I am trying to select my controls using the biped selector in my animation reference file. Continuously getting this error "// Error: file: D:/AdvancedSkeleton5/AdvancedSkeleton5Files/Selector/biped.mel line 927: Object:"ControlSet" does not exists !"
if you want to transfer weights to the unreal skeleton and publish that rig for animating, it doesn’t seem to work.
Fantastic plug-in for Maya!
Did y'all experience problem that the character is either digging into the ground or floating in the air upon bringing into UE? Seems like in the video, it does have this problem too
First of all, thanks for the video. Do I need to do this process on each animation file or I do this once, after I create the rig and then I create my animations?
Hello folks, when I create a unreal skeleton, it does not create some of my joints like eyes and jaw. Any ideas? Thank you.
it's cool but this is not working in unity please make a video how to export Maya 2016 to unity thanku :)
Wow can you setup rigs that fast in maya with a picker everything, thats cool! took about 20min orso if im correct. That is sweet!
make animation then export fbx,but when I import fbx to Unreal ,model is good ,stand well.The animation was bad ,laydown on the ground ....How can i fix this?
were u able to find the solution?
When you import the fbx, rotate x 90 degrees. Do not select “convert scene” option
oh yeah !!! you are the best Hero thank u so much !
mmm.. why is the foot hovering ?
Wow I could kiss you! You don't know how long I've been trying to find an easy way to import characters into Unreal
a lot of tutorials and still no answer if a RIG (not a baked single chain skeleton) can be imported into unreal. by rig i mean complex ones that inclute custom controls like IK FK switching tools, nodes run by expressions and such
no it cannot be transfered as a RIG is absolutely only maya's nurbs surfaces
THIS IS AMAZING YOU ARE AMAZING
even if the rig have different amount of bones, when you click the transferskinning, will still work?
Does anyone know the process where he adds an extra Joint for the Mohawk at 1:02 ?
Nevermind I see it now, He selects the Joint and types in the mel command, joint to add a child joint
Really cool) What about Unity?
exact same steps in maya, with the exception of perhaps naming conventions on your game skeleton
+Benjamin Swinbanks thanks bro
when I use this function always need fix skin weight for the unreal skeleton(some finger top will lost skin weight) Not smoothly like this video.this is right?
same for me, when I place character in UE weights are terrible
awesome!
Is unit setup here in mm?or it is in cm?
When I import my character it's like he has wings on his back. Does anyone know what is causing this or what I'm doing wrong/ missing?
not working for me. I get this error when I click Transfer Skinning "AdvancedSkeleton5.mel line 19593: No object matches name: skinCluster2.matrix".
2024/04/04, things are different and Failed to import it.
Can i use this for commercial
www.animationstudios.com.au/advancedskeleton-faq
nice tuto what about a dragon
it cool...am doing animation with it when free,.
thank you.
hi , this is a wonderull plugin i wondering wiht this i can create this bones ik_foot_root
ik_foot_l - foot_l
ik_foot_r - foot_r
ik_hand_root
ik_hand_gun - hand_r
ik_hand_l - hand_l
ik_hand_r - hand_r
if i can create in maya and export to unreal wiht this ik bones
That looks great! But when I try export to fbx only game skeleton, old motion system (complex skeleton with many bones) exporting too... does anyone had such problem and know how to fix that? Thanks!
use maya game exporter
OMG, this is amazing! I can't wait to use this feature!
AdvancedSkeleton5.mel line 36374: No items found in: asFitFiles?