For some reason my rig is not picking up extra joints when it skins the mesh so bones like the jaw and the eyes don't appear in the skeleton hierarchy. The top joint is the head joint. Do they need to be placed or labeled a certain way for the "Build Advanced Skeleton" to include it? I'm trying to rig and skin a four-legged dragon character for Unreal.
I wish to know if is it possible to rig non spherical eyes?, like my character I have the eyes deformed with a lattice to fit, should I do all the face set up and the reapply the lattice? or should I do with with the lattice in a group?
I also have some questions. 1. 'no object name match' error. why is it happening? 2. after body&facial rigging complete, can I add hair or accessories for rigging or constraint? 3. and can I make 'custom picker'? there are only basic picker? advanced skeleton is a wonderful tool. but error occurs too much. So, I want you make a video about error caution.
why when i select build advanced skeleton i got no FKIK switchers (blue crosses) in outliner. They just dont appear. They appear only if i just import biped and move nothing. But when I try to adapt skeleton to my mesh and move bones - they just dont appear for some reason.
Dear Sir, I am a user of Advanced Skeleton, and have came across a small problem when doing my project. I would like to describe the question and see if you could kindly help to answer. Here is the situation: The Advanced Skeleton is dealing with rigging of model in T pose, but in game production we usually use A pose. Though we can use it for A pose model, and it works fine with FK system, but when we switch it to IK system, the controller orientation cannot be updated to object-orient, and it stays its world-orient. I would like to ask if there is any way to solve this problem, or will you be able to fix this little bug in your new version? Your kind answer is expected and appreciated. Thanks for your time and effort in advance! Best,
why do I get errror :"C:/Users/comp/Documents/maya/2018/scripts/AdvancedSkeleton5 (1)/AdvancedSkeleton5.mel line 22647: No object matches name" every time it tries to do lips. I don't know why this is happening.
Can't believe I never knew about the metacarpals in the default hand! Thanks for the tutorial!
but it seems like you lost the 'Cup' control when you use metacarpal hands
ruudygh it's easy to remake it, just look up the DrivingSystems tutorial
thanks for all of your hard work!
JUST WOW. you are the best. amazing.
3:33 when you cahnge standart name of rig "Group" to another toggle fit/adv is gone. How to avoid this problem?
I like AdvancedSkeleton
For some reason my rig is not picking up extra joints when it skins the mesh so bones like the jaw and the eyes don't appear in the skeleton hierarchy. The top joint is the head joint. Do they need to be placed or labeled a certain way for the "Build Advanced Skeleton" to include it? I'm trying to rig and skin a four-legged dragon character for Unreal.
awsome
I wish to know if is it possible to rig non spherical eyes?, like my character I have the eyes deformed with a lattice to fit, should I do all the face set up and the reapply the lattice? or should I do with with the lattice in a group?
I also have some questions.
1. 'no object name match' error. why is it happening?
2. after body&facial rigging complete, can I add hair or accessories for rigging or constraint?
3. and can I make 'custom picker'? there are only basic picker?
advanced skeleton is a wonderful tool. but error occurs too much.
So, I want you make a video about error caution.
why when i select build advanced skeleton i got no FKIK switchers (blue crosses) in outliner. They just dont appear. They appear only if i just import biped and move nothing. But when I try to adapt skeleton to my mesh and move bones - they just dont appear for some reason.
love you!
Latest change log is 5.651 but the latest download is 5.650?
i have tried to use the rigged character of advance skeleton in another computer its not working please help. the rigg to the character was detached
How to add controllers for end joint in advance skeleton. When I click on ReBuild AdvancedSkeleton.
谢谢
Dear Sir,
I am a user of Advanced Skeleton, and have came across a small problem when doing my project. I would like to describe the question and see if you could kindly help to answer.
Here is the situation: The Advanced Skeleton is dealing with rigging of model in T pose, but in game production we usually use A pose. Though we can use it for A pose model, and it works fine with FK system, but when we switch it to IK system, the controller orientation cannot be updated to object-orient, and it stays its world-orient. I would like to ask if there is any way to solve this problem, or will you be able to fix this little bug in your new version?
Your kind answer is expected and appreciated. Thanks for your time and effort in advance!
Best,
Sorry, forgot it
I dont have Create Face Fitskeleton node button.
why do I get errror :"C:/Users/comp/Documents/maya/2018/scripts/AdvancedSkeleton5 (1)/AdvancedSkeleton5.mel line 22647: No object matches name" every time it tries to do lips. I don't know why this is happening.