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Post by crowdnewb on Sept 26, 2018 17:09:09 GMT -5
Hello guys, We've built our crowd setup around the original rig that ships with Miarmy. I'm noticing that if the frame range is reset to 1 the rig does some very weird things. Sometimes it works and other times it breaks. Looks like the connections between the deformation bone structure and the IK/FK bone structure breaks leaving some of the Geo and bones behind. I thought maybe it was a viewport issue, but when an action is created the results are the same in the action. Sometimes the action procedure works and sometimes it does not. I'm hoping I am missing something and this is an easy fix, but I've been searching the forum/web and couldn't find a solution. We are using Maya 2018.3 and linux, but I noticed a similar problem back in 2016.5 as well. Miarmy Version 6.5.21. Any help would be appreciated. We are about to get deep into creating a custom action library.
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Post by Yeah YANG on Sept 26, 2018 19:47:07 GMT -5
We meet this issue before but not always. I think this may be a bug of the advanced skeleton (the rig system and maya refresh mechanism) because we won't touch on rig from the client. But I'm not 100% sure, so let's test it for your today. Would you please let us know which controllers had been mis-moved?
Would it be possible to share one of your sample scene files to "info@basefount.com"?
Best, -Yeah
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Post by Yeah YANG on Sept 26, 2018 20:24:46 GMT -5
Is there any possible that you connect some original agent bones to the bones of your rig? Because when click reset, we'll operate on the original agent, is that possible this affected on your rig.?
best, -Yeah
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Post by crowdnewb on Sept 27, 2018 9:13:21 GMT -5
No original agent Bones have been connected to the rig. This problem occurs before an OA is created.
If I open up any of the animation cycle files that ship with Miarmy set the frame range to one and things break, So i think your probably correct that is a bug with the Advanced skeleton rig and/or Mayas refresh mechanism. I would love to work with you to solve this today. I can send you a file but it would be the same file that you probably have access to there.
......MiArmy/Agent_Stadium/scenes/animLib/sitWave.ma .....MiArmy/Agent_Stadium/scenes/animLib/sitStandCheer.ma
All controls are in place and working properly. But the Deformation System/ bind joint chain doesn't follow properly after setting to frame one.
I'll take a look around the advance skeleton website and forum to see if there is a bug fix for this as well. Thanks for your help Yeah i appreciate it.
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Post by crowdnewb on Sept 27, 2018 10:33:49 GMT -5
I've just re-checked to see if this problem happens in 2016.5, and I found that it does not happen. So i'm assuming that the rig was created in 2016.5 and the changes in 2018.3 are breaking it.
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Post by crowdnewb on Sept 27, 2018 15:55:34 GMT -5
So just for anyone else that may be having this problem.
Setting this fixes it. I had it set to the default DG
Maya Preferences>animation evaluation Mode = Parallel
Thanks for the help Yeah.
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Post by Yeah YANG on Sept 27, 2018 20:26:10 GMT -5
Thank you very much for your time Acutally we met that before too. It sounds the New DG system has some issues. Especially when you open older version of Advanced Skeleton in newer version of Maya. Let us add some controller and turn that off when deal with Miarmy with Advanced Sketeton. Thanks again and have a great weekend! cheers, -Yeah So just for anyone else that may be having this problem. Setting this fixes it. I had it set to the default DG Maya Preferences>animation evaluation Mode = Parallel Thanks for the help Yeah.
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