should i run the unreal skeleton setup on the body rig before doing the face setup? or should i do it after? which face setup should i use to ensure that the motion/animation data is correctly imported into unreal?
Advanced Skeleton seems to be great, but I'm stuck trying to use it :( So, I've followed your videos and I'm trying to get a Face rig applied on my model (which is derived from Genesis 2 Female from DAZ). So after setting every guide up (including both separate for Left and Right side since Mesh Check says the face it's asymmetrical) I press the Build button just to get and error on Step 4. The error is this one: "// Error: line 0: Influence object `upperLidMain1_R` is already attached. //" What am I doing wrong? :/
Hi. Awesome work with this app. I have a problem though when I try to rig the Unreal default character in Maya. I don't know how to make arms twist when using upper arm controller in advanced rig. Any ideas how to do it?
Can face setup be done while excluding certain sections like eyes, mouth or eyebrows? I have my own complicated eye rig I want to include for the rest of the face setup. So far the only solution I have is making the facestep like normal, then deleting all the eye rig parts and including my original eye rig into the adv skel facesetup.
first of all thank you very much for this wonderful plugin . second : for love of god , just someone tell me what muscle system for ?? & what bones system for ? ..... is it for soft body physics ? or to used it with plugins like ziva dynamic for example ?? why you make a features & you did not give any tutorial or hints for it ??!! i searched the whole internet & couldn't find anything
hey You've done a great job thanks a lot for that. I got 1 question. How can I convert my face joints to blend shapes for unreal engine in 6.051 version? How can I export face controls animations and body animations to unreal engine?
When creating the advanced skeleton rig face setup, supposing want to create a body rig, will u delete some of the joints from the imported biped skeleton such as the jaw and eye end
Hi, When i you using "Mixed" rig-type, all blendshapes that i adjusted will be the same on both side. Do i able to make blendshape looks difference from the others side? Thanks
Why do my objects that join the curves not appear and aswell the build keeps getting stuck in the lips saying it can't find upper lip corner or something similar
i have been facing an issue with the character. i have did the complete rig to the character later i tried to use it in another computer its not working @AdvancedSkeleton pls help me.
May I ask a question? I'm using Advanced Skeleton (v. 5.875) for a character and I've reached the facial setup. Every time it gets to the eyelid step of 'Build…', it causes an error that says "AdvancedSkeleton5.mel line 23012: Head_M is not an influence object for this skin." What should I do...? Help, plz.
I relocated the vertex but i cant get next step on eyebrow build. did you fix it?
3 роки тому+2
Is there any way to rig a face missing some features? Like a character without nose for example? How to do that? thanks!
3 роки тому
Since there is no answer to this question (no pun intended, of course), I guess it is NOT possible at this time to rig a face without nose, for example
@ AS is hardcoded, if it can't find a nose reference node, it gives you an error and it stops. So what you can do is just put nose to some place as if it exists. After the building process is done, hide nose controls and don't skin any node joints, that's it.
3 роки тому
@@beyazpiyonable so, the process would be to skin joint by joint OR do regular skinning and then remove those joints influences?
@ Both is okay. I always choose joints by hand and bind skin with selected joints. You can use DeformationSystem group which holds the binding joint chain.
There is a big problem! If Optimize-Reduce Lip Joints 12, then scale Main control (for ex. in 10 times) - mouth stretches terribly. Improve this please.
The auto select weight feature doesnt seem to work for me. Are there any gotchers that i might be faling fowl of? ua-cam.com/video/2dja2ilVDtY/v-deo.html
I get the following error when running Warning: file: AdvancedSkeleton.mel line 29798: rebuildCurve1 (Rebuild Curve): invalid input curve. // Error: file: AdvancedSkeleton.mel line 29798: Command rebuildCurve failed. Open Script Editor for details. This is for Step 8: Face Cage
I was convinced this program wouldn't help me, but after following this specific tutorial it's finally working. Thanks!
Thanks for this! with the recent updates, so much has changed!
that was honestly amazing :)
Hi! Please make a tutorial on creating FaceSetup for animals (where the eyes are on the sides for example deer, cow, rabbit)
should i run the unreal skeleton setup on the body rig before doing the face setup? or should i do it after? which face setup should i use to ensure that the motion/animation data is correctly imported into unreal?
This, is an eye opener
Advanced Skeleton seems to be great, but I'm stuck trying to use it :(
So, I've followed your videos and I'm trying to get a Face rig applied on my model (which is derived from Genesis 2 Female from DAZ). So after setting every guide up (including both separate for Left and Right side since Mesh Check says the face it's asymmetrical) I press the Build button just to get and error on Step 4. The error is this one: "// Error: line 0: Influence object `upperLidMain1_R` is already attached. //"
What am I doing wrong? :/
that is awesome tuto, most of people have problem in face section, regards
Does ARKit Mocap hook up to the AdvencedSkeleton control splines so you do not need to use blendshapes?
Very useful,Thanks
Great work
Can i retarget facial mocap from faceshift to the advanced skeleton rig?
I've been using this for a while now and is there a way to make an AS control setup on a non-AS generated rig, like the face can be?
Hi. Awesome work with this app. I have a problem though when I try to rig the Unreal default character in Maya. I don't know how to make arms twist when using upper arm controller in advanced rig. Any ideas how to do it?
Very nice video!!!. I have a question.. Whats happen if my character has only one eye in the middle face for example?
Thanks!! for share.
Can face setup be done while excluding certain sections like eyes, mouth or eyebrows?
I have my own complicated eye rig I want to include for the rest of the face setup.
So far the only solution I have is making the facestep like normal, then deleting all the eye rig parts and including my original eye rig into the adv skel facesetup.
first of all thank you very much for this wonderful plugin .
second : for love of god , just someone tell me what muscle system for ?? & what bones system for ? ..... is it for soft body physics ? or to used it with plugins like ziva dynamic for example ?? why you make a features & you did not give any tutorial or hints for it ??!! i searched the whole internet & couldn't find anything
hey You've done a great job thanks a lot for that.
I got 1 question. How can I convert my face joints to blend shapes for unreal engine in 6.051 version?
How can I export face controls animations and body animations to unreal engine?
Can you make a tutorial using blendshapes
I love you so much!
When creating the advanced skeleton rig face setup, supposing want to create a body rig, will u delete some of the joints from the imported biped skeleton such as the jaw and eye end
Hi,
When i you using "Mixed" rig-type, all blendshapes that i adjusted will be the same on both side.
Do i able to make blendshape looks difference from the others side?
Thanks
Does Maya LT support the AS Face tool? I've downloaded both 2 different versions and the Face section is grayed out... any ideas?
Why do my objects that join the curves not appear and aswell the build keeps getting stuck in the lips saying it can't find upper lip corner or something similar
i wonder who is behind this tutorial! does anyone here know him!
thanks for the great work!
A Complete face rig set up in a 1 hour video where 3/4 of the time is explaining how to do it, what to do and what not to do. Unbelievably fast.
i have been facing an issue with the character. i have did the complete rig to the character later i tried to use it in another computer its not working @AdvancedSkeleton pls help me.
powerful tool
big thanks
hi advanced skeleton pluging can use unreal engine face capture?
After facial rig, the skeleton detaches from the body mesh.. any help ?
May I ask a question?
I'm using Advanced Skeleton (v. 5.875) for a character and I've reached the facial setup. Every time it gets to the eyelid step of 'Build…', it causes an error that says "AdvancedSkeleton5.mel line 23012: Head_M is not an influence object for this skin."
What should I do...? Help, plz.
hi I have the same problem did you find a solution ?
Me too did you fixed it
请问最新版adv怎么导入ureal啊😭
Hi @AdvanceSkeleton
I difficult to assign material model from character creator 3 in Maya Arnold.
Can you make this tutorial?
one more thing, I have problem with rig face
I need teeh,eye,tongue This a few convert blendshape
why my surrounds are not showing the color of the seperation, is there any way to fix it, please reply, thanks
ADV 5.752 version bug module is faulty
wow, I definitely have been making that mistake! 21:00
I relocated the vertex but i cant get next step on eyebrow build. did you fix it?
Is there any way to rig a face missing some features?
Like a character without nose for example?
How to do that?
thanks!
Since there is no answer to this question (no pun intended, of course), I guess it is NOT possible at this time to rig a face without nose, for example
@ AS is hardcoded, if it can't find a nose reference node, it gives you an error and it stops. So what you can do is just put nose to some place as if it exists. After the building process is done, hide nose controls and don't skin any node joints, that's it.
@@beyazpiyonable so, the process would be to skin joint by joint OR do regular skinning and then remove those joints influences?
@ Both is okay. I always choose joints by hand and bind skin with selected joints. You can use DeformationSystem group which holds the binding joint chain.
it is not building until the lip is finished
please help me thanks in advance
А я страждав в blender роблячи в ручну лицевий ріг -___-
hey, there I can create those blend shapes for you. hit me up if you need any
Does anyone know how to solve this error?
// Error: Need at least (degree + 1) control vertices to create a curve span ;-;
Hello sir i have a question i have problem with edgeloop error on lips can u help
What if there is a beard attched with the hair
i am using advanced skeleton version 6
There is a big problem! If Optimize-Reduce Lip Joints 12, then scale Main control (for ex. in 10 times) - mouth stretches terribly. Improve this please.
i tried it and it showing error no object named lowerlipjoint found
i am using advanced skeleton version 6
it is not building until the lip is finished
please help me thanks in advance
The auto select weight feature doesnt seem to work for me. Are there any gotchers that i might be faling fowl of? ua-cam.com/video/2dja2ilVDtY/v-deo.html
This facesetup is like the #1 reason to still be using Maya lol
I get the following error when running Warning: file: AdvancedSkeleton.mel line 29798: rebuildCurve1 (Rebuild Curve): invalid input curve.
// Error: file: AdvancedSkeleton.mel line 29798: Command rebuildCurve failed. Open Script Editor for details.
This is for Step 8: Face Cage