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"# Error: ERROR: Hips cannot be found and is necessary for the autorigger to complete process."
So what's going on with that? If you even create ONE JOINT anywhere in the scene, it completely kills the script. I'm hoping that there is a simple solution that I'm just not experienced enough to know yet. Any idea what's going on?
SOLUTION:
Go to the Channel Box / Layer Editor tab, and just make the Mesh Layer usable there, by switching the "R" to a blank box.
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So got that out of the way...
I'm going to go ahead and try to create a facial rig now, AFTER applying the Maya Auto-Rigging script... But if you happen to know the answer, I would still like to know why creating a new joint (even if it's not attached at all to the character) would prevent the script from running, but then if you delete the new joint, then the script works perfectly fine.
Is that supposed to function that way? My entire FIRST post up there has basically been answered by the solution I just posted... But the second post / question, I'm still curious about.
This time, I went back to before I used the Maya auto-rig script, and then built my facial bones, and parented those to the throat/neck joint or whatever, and THEN when I tried to run the script, it seems to have worked this time... So... That's pretty cool.
If anybody else has tried to do any facial rigging with their Fuse characters, I would love to hear about your progress, but for now, I guess I'm done updating this thread unless anyone else has anything to add to it.
The maya script (I wrote it so you're talking to the right guy) is pretty picky at the moment about having only an autorig in the scene when you hit rig. Its definitely due for an overhaul to make it more robust and more easily expandable, more features, etc. It will take a little while for me to get back to it as Fuse is our number one priority right now. Our workflow at Mixamo is to to the basic rig first and then start adding any extras we want for that rig.
The reason you can't select the teeth and eyes as separate objects is it is all one mesh at the moment. You can go into face mode, select all the faces for, say the left eye, and go to polygons>mesh>extract. Be sure to delete non deformer history after you're done to keep the scene clean. Select the meshes and its Edit>Delete By Type>Non deformer history.
Hope that helps.
And thanks a lot for the response! It's always nice knowing that the people that write an actual script, actually exist. Awesome job with everything so far!
EDIT:
Aaaaaaah! I'm not REALLY 100% sure what the difference is, since I'm just toying around with menus, but I was just one option off in that Mesh menu... "Separate" right above Extract seemed to do the trick... (I Think?) Hopefully I can make this stuff work now, without his face accidentally falling off like it's melting or something, once I start to animate expressions. Thanks again for the help! (And if you happen to KNOW that me "separating" instead of "extracting" is going to break the entire system, feel free to send me a heads up, ha... otherwise I guess I'll continue to experiment and see what happens.
Cool. I'd be careful with separate though, it will turn all shells into different objects, not just the ones you intended (the eyelashes will be separate too, etc). Just be aware of that going forward.
As for that box, you are 100% right. I actually manually UNCHECKED "Separate Extracted Faces" because for some reason I read that as "Do you want all of these individual faces to become their own objects?" And I said "No way!" So I unchecked it, so it sounds like I broke it by accident, ha... I'll try it again with that checked, instead of doing the separate.
A copy from the another thread--
The eyelash part of the diffuse texture has all black (or whatever color is chosen through the substance) and the alpha channel of the png contains the data to make most of it transparent. I'd check that transparency is hooked up in the maya shader and check with a render (the viewport in maya is not super accurate with alpha). --
I suspect that many programs might have this similar issue where its not taking the alpha channel from the diffuse by default. You may need to take the diffuse map into Gimp or photoshop and convert the alpha channel into a separate greyscale map. The data is there, it just may take some finessing to get it hooked up correctly in different programs.