Post by kachoooxix on Nov 3, 2014 13:21:42 GMT -5
Hello!
Recently I have begun to utilize the AdvancedSkeleton (http://www.animationstudios.com.au/advancedskeleton) rigging tools for my character setup and I am running into issues while trying to create the original agent in miarmy.
When attempting to create the agent, I have the root joint of the deformation skeletal rig selected and I am receiving the following errors:
Upon the end of the process, instead of the typical box representation of the joint system that would match the geometry visualization of the character, I only have one small cube synced with the Root_M joint, like the process was abruptly halted.
Is Miarmy compatible with the AdvancedSkeleton rigging setup system? If it is, what is the proper procedure to create the original agent with this configuration?
I am using Maya 2014, AdvancedSkeleton v4.130, Miarmy Express 3.5
Any help is appreciated! Thanks!
Recently I have begun to utilize the AdvancedSkeleton (http://www.animationstudios.com.au/advancedskeleton) rigging tools for my character setup and I am running into issues while trying to create the original agent in miarmy.
When attempting to create the agent, I have the root joint of the deformation skeletal rig selected and I am receiving the following errors:
bypass custom data hooking
# Warning: Name 'boneLengthMin' of new attribute clashes with an existing attribute of node 'FKOffsetRoot_M_dummyShape_Gremlin'. #
# Warning: Name 'boneLengthMin' of new attribute clashes with an existing attribute of node 'FKOffsetRoot_M_ogb_Gremlin'. #
# Warning: 'FKOffsetRoot_M_dummyShape_Gremlin.boneLengthMin' is already connected to 'FKOffsetRoot_M_ogb_Gremlin.boneLengthMin'. #
# Warning: Name 'boneLengthMax' of new attribute clashes with an existing attribute of node 'FKOffsetRoot_M_dummyShape_Gremlin'. #
# Warning: Name 'boneLengthMax' of new attribute clashes with an existing attribute of node 'FKOffsetRoot_M_ogb_Gremlin'. #
# Warning: 'FKOffsetRoot_M_dummyShape_Gremlin.boneLengthMax' is already connected to 'FKOffsetRoot_M_ogb_Gremlin.boneLengthMax'. #
Setup BBX successfully, return: 0.0
# Warning: Name 'boneLengthMin' of new attribute clashes with an existing attribute of node 'FKOffsetRoot_M_dummyShape_Gremlin'. #
# Warning: Name 'boneLengthMin' of new attribute clashes with an existing attribute of node 'FKOffsetRoot_M_ogb_Gremlin'. #
# Warning: 'FKOffsetRoot_M_dummyShape_Gremlin.boneLengthMin' is already connected to 'FKOffsetRoot_M_ogb_Gremlin.boneLengthMin'. #
# Warning: Name 'boneLengthMax' of new attribute clashes with an existing attribute of node 'FKOffsetRoot_M_dummyShape_Gremlin'. #
# Warning: Name 'boneLengthMax' of new attribute clashes with an existing attribute of node 'FKOffsetRoot_M_ogb_Gremlin'. #
# Warning: 'FKOffsetRoot_M_dummyShape_Gremlin.boneLengthMax' is already connected to 'FKOffsetRoot_M_ogb_Gremlin.boneLengthMax'. #
Setup BBX successfully, return: 0.0
Upon the end of the process, instead of the typical box representation of the joint system that would match the geometry visualization of the character, I only have one small cube synced with the Root_M joint, like the process was abruptly halted.
Is Miarmy compatible with the AdvancedSkeleton rigging setup system? If it is, what is the proper procedure to create the original agent with this configuration?
I am using Maya 2014, AdvancedSkeleton v4.130, Miarmy Express 3.5
Any help is appreciated! Thanks!