This is so great thank you! I think I've been running into a bug when trying to use NameMatcher with the Manny skeleton (exported from Unreal). The NameMatcher works at first glance, but if you rotate the chest controls around it looks like the chest skinning breaks. As well as the finger control orientation looks to be off from the base skeleton. I was wondering, do you have any plans on adding Manny/Quinn to the demo library of characters?
Fantastic product, I tried it out as i was thinking about getting it, but as soon as i Snap a animation and try to make my own walk the whole deformation system breaks. Do you have any tutorials on making new animations using this system?
Is it possible to export a mannequin animation from unreal and edit it with advanced skeleton? I ask this because when trying to modify existing animations with control rig in unreal, baking animations to control rig causes the animations to be clunky and lose quality especially with running etc. I'd much rather edit some animations I have from the marketplace using advanced skeleton
Thanks for the video. The problem is after "Build Advanced Skeleton" process there are no Global attributes on FK shoulders and no bend controls too. Is there any way to add them?
This is fantastic I am using the 5.870 version and I do not see the option shown to Trancfer Skinning when applying to the unreal character. Is there a new version that I can get that has this option?
Using advanced Skelton is anyway to reproduce the corrective/volume preservations joints found on the new UE5 Manny to take advantage of the UERBF Solver thats already built up?
i need help. i hav facial animations made by advanced skeleton rig. And unreal ik rig retargeter have issues with AS(adv.Skel.) hierarchy. Couldn't retarget proper way,cuz unreal new bone hierarchy twist bones and extra muscle bones doesnt match with AS hierarchy. Retarget cant be done in proper way in IK rig. So there is option to export as mannequin hierarchy but, ican export facial animations with origina AS hierarchy so after export hierarchies doesnt match. it would be so better when i could prepare body rig with UE5's new Manny hierarchy. Because we have my guess all artists have to make cloaks tails extra bones on advanced basic rig. After exporting with Manny Hierarchy then there is no extra bones i added there. So if i could rig manneq hierarchy from scratch to end of facial rig with AS to make animation in UE5.
Is there a option to rename original skeleton to match ue5 names without having to export first say I wanted to animate a maniquin specific bone I can't as it is not on my original skeleton
always excellent ! but i got some error on version 5.8 ( 5.9 doesnt work at all ) about the python controle rig. on 5.8 it doesnt link the mesh to the red dot control, and on 5.9 it doesn't work at all, on two last unreal 5 version. there is some bug sometimes because i really follow the tutorial... thank in advance !
How did you get the bone structure and Naming convention???? for unreal 5. when i look at your orginal file for that is has a Adcanced Skeleton naming convention ( unless you have manually changed things for a Unreal rig? how does that work?????? its not in the video taking your orginal file gives errors and there are bones missing ( when i pick Export to unreal from advanced skelton)= + it also Corrupts the rig itself in Unreal.. please make a option to generate a Unreal 5 rog inside Advanced Skelton instead. I have no idea what happens when you click generate for unreal if that somehow changes the naming convention from Advanced skeleton to Unreal or if you have to manually set up the names .... i get so fruisteade i dont have a day just to get 1 rig working.
Hello!In version 5.865 creating unreal Mannequin skeleton with unreal joints works fine, but upgrading to version 5.870, using Mannequin export gives: no object(s) to duplicate error, and then the skeleton zooms in and has no weight, how can I fix it?
Go to www.animationstudios.com.au/advanced-skeleton or facebook.com/AdvancedSkeleton and use the Chat function to get technical support for this issue.
Hello! I was following this video with a character I'm trying to get into UE5 and everything worked really well up until I tried to run the Control Rig Python script. It seemingly built most of the rig, but then I got this error, and none of the controllers seem to actually be working: LogPython: Error: Traceback (most recent call last): LogPython: Error: File "D:/X-Posed/Characters/Lini_Fornite/FBX/UE5/Princess_Fololini_Control_Rig.py", line 909, in LogPython: Error: main() LogPython: Error: File "D:/X-Posed/Characters/Lini_Fornite/FBX/UE5/Princess_Fololini_Control_Rig.py", line 891, in main LogPython: Error: asAddCtrl ('ctrlEye_R','ctrlBox','ctrlBox','ctrlBox',{'translateX':{'Eye_R.rotateY':'30','asFaceBS.ctrlEyetranslateXPos_R':'1','asFaceBS.ctrlEyetranslateXNeg_R':'-1'},'translateY':{'Eye_R.rotateX':'-30','asFaceBS.ctrlEyetranslateYPos_R':'1','asFaceBS.ctrlEyetranslateYNeg_R':'-1'},'iris':{'Iris_R.scaleX':'2.056','Iris_R.scaleY':'2.056','Iris_R.scaleZ':'2.056','Iris_R.translateZ':'-1.618'},'iris-setLimits':{'-1':'1'},'pupil':{'Pupil_R.scaleX':'2','Pupil_R.scaleY':'2','Pupil_R.scaleZ':'2'},'pupil-setLimits':{'-1':'1'},'blink':{'asFaceBS.blink_R':'1'},'squint':{'asFaceBS.squi nt_R':'1'}},'Gizmo',1,0.5204540116,[-1.380062103, 2.097694397, 0],[1, 1, 0, 1.0]) LogPython: Error: File "D:/X-Posed/Characters/Lini_Fornite/FBX/UE5/Princess_Fololini_Control_Rig.py", line 562, in asAddCtrl LogPython: Error: objParentKey = hierarchy.get_parents(objKey)[0] LogPython: Error: IndexError: Array: Index 0 is out-of-bounds (len: 0) for property 'TransientPythonProperty' (ArrayProperty) I'm not sure if this is the best place to post this. Is there anywhere else that I can get support? Any help would be appreciated. Thanks!
my character comes in fine but when I run the control rig script they end up laying face down... help??
When doing your FBX export turn of “Input Connections”
This is so great thank you! I think I've been running into a bug when trying to use NameMatcher with the Manny skeleton (exported from Unreal). The NameMatcher works at first glance, but if you rotate the chest controls around it looks like the chest skinning breaks. As well as the finger control orientation looks to be off from the base skeleton. I was wondering, do you have any plans on adding Manny/Quinn to the demo library of characters?
Fantastic product, I tried it out as i was thinking about getting it, but as soon as i Snap a animation and try to make my own walk the whole deformation system breaks. Do you have any tutorials on making new animations using this system?
Thanks For updating!
Is it possible to export a mannequin animation from unreal and edit it with advanced skeleton? I ask this because when trying to modify existing animations with control rig in unreal, baking animations to control rig causes the animations to be clunky and lose quality especially with running etc. I'd much rather edit some animations I have from the marketplace using advanced skeleton
this is freaking awesome!
its looking reeeeeeeeally good.
Fantastic!
Thanks for the video. The problem is after "Build Advanced Skeleton" process there are no Global attributes on FK shoulders and no bend controls too. Is there any way to add them?
Yes, as shown here:
ua-cam.com/video/WgJsDv1ZdVs/v-deo.html
@@AdvancedSkeleton O yeahh, thanks a lot!
This is fantastic
I am using the 5.870 version and I do not see the option shown to Trancfer Skinning when applying to the unreal character.
Is there a new version that I can get that has this option?
Using advanced Skelton is anyway to reproduce the corrective/volume preservations joints found on the new UE5 Manny to take advantage of the UERBF Solver thats already built up?
i need help. i hav facial animations made by advanced skeleton rig. And unreal ik rig retargeter have issues with AS(adv.Skel.) hierarchy. Couldn't retarget proper way,cuz unreal new bone hierarchy twist bones and extra muscle bones doesnt match with AS hierarchy. Retarget cant be done in proper way in IK rig. So there is option to export as mannequin hierarchy but, ican export facial animations with origina AS hierarchy so after export hierarchies doesnt match. it would be so better when i could prepare body rig with UE5's new Manny hierarchy. Because we have my guess all artists have to make cloaks tails extra bones on advanced basic rig. After exporting with Manny Hierarchy then there is no extra bones i added there. So if i could rig manneq hierarchy from scratch to end of facial rig with AS to make animation in UE5.
Hmm unless I'm missing something, 'Transfer Skinning' doesn't seem to work as of late. :x
You are awesome, I wonder when epic tries to buy AS
thank you for this features with mannequins, you also need change Name of video like this "Create a rig for mannequin in Maya" its what i looking for)
Is there a option to rename original skeleton to match ue5 names without having to export first say I wanted to animate a maniquin specific bone I can't as it is not on my original skeleton
always excellent ! but i got some error on version 5.8 ( 5.9 doesnt work at all ) about the python controle rig. on 5.8 it doesnt link the mesh to the red dot control, and on 5.9 it doesn't work at all, on two last unreal 5 version. there is some bug sometimes because i really follow the tutorial... thank in advance !
How did you get the bone structure and Naming convention???? for unreal 5. when i look at your orginal file for that is has a Adcanced Skeleton naming convention ( unless you have manually changed things for a Unreal rig? how does that work?????? its not in the video taking your orginal file gives errors and there are bones missing ( when i pick Export to unreal from advanced skelton)= + it also Corrupts the rig itself in Unreal.. please make a option to generate a Unreal 5 rog inside Advanced Skelton instead. I have no idea what happens when you click generate for unreal if that somehow changes the naming convention from Advanced skeleton to Unreal or if you have to manually set up the names .... i get so fruisteade i dont have a day just to get 1 rig working.
Hello!In version 5.865 creating unreal Mannequin skeleton with unreal joints works fine, but upgrading to version 5.870, using Mannequin export gives: no object(s) to duplicate error, and then the skeleton zooms in and has no weight, how can I fix it?
Go to www.animationstudios.com.au/advanced-skeleton or facebook.com/AdvancedSkeleton
and use the Chat function to get technical support for this issue.
Hello! I was following this video with a character I'm trying to get into UE5 and everything worked really well up until I tried to run the Control Rig Python script. It seemingly built most of the rig, but then I got this error, and none of the controllers seem to actually be working:
LogPython: Error: Traceback (most recent call last):
LogPython: Error: File "D:/X-Posed/Characters/Lini_Fornite/FBX/UE5/Princess_Fololini_Control_Rig.py", line 909, in
LogPython: Error: main()
LogPython: Error: File "D:/X-Posed/Characters/Lini_Fornite/FBX/UE5/Princess_Fololini_Control_Rig.py", line 891, in main
LogPython: Error: asAddCtrl ('ctrlEye_R','ctrlBox','ctrlBox','ctrlBox',{'translateX':{'Eye_R.rotateY':'30','asFaceBS.ctrlEyetranslateXPos_R':'1','asFaceBS.ctrlEyetranslateXNeg_R':'-1'},'translateY':{'Eye_R.rotateX':'-30','asFaceBS.ctrlEyetranslateYPos_R':'1','asFaceBS.ctrlEyetranslateYNeg_R':'-1'},'iris':{'Iris_R.scaleX':'2.056','Iris_R.scaleY':'2.056','Iris_R.scaleZ':'2.056','Iris_R.translateZ':'-1.618'},'iris-setLimits':{'-1':'1'},'pupil':{'Pupil_R.scaleX':'2','Pupil_R.scaleY':'2','Pupil_R.scaleZ':'2'},'pupil-setLimits':{'-1':'1'},'blink':{'asFaceBS.blink_R':'1'},'squint':{'asFaceBS.squi
nt_R':'1'}},'Gizmo',1,0.5204540116,[-1.380062103, 2.097694397, 0],[1, 1, 0, 1.0])
LogPython: Error: File "D:/X-Posed/Characters/Lini_Fornite/FBX/UE5/Princess_Fololini_Control_Rig.py", line 562, in asAddCtrl
LogPython: Error: objParentKey = hierarchy.get_parents(objKey)[0]
LogPython: Error: IndexError: Array: Index 0 is out-of-bounds (len: 0) for property 'TransientPythonProperty' (ArrayProperty)
I'm not sure if this is the best place to post this. Is there anywhere else that I can get support? Any help would be appreciated. Thanks!