|
Post by yondon on Oct 19, 2014 11:34:42 GMT -5
Hello all!
I'm very new to Miarmy and actually just started today following some basic video tutorials. I'm trying to work with some rigs I have previously created using The Setup Machine- TSM2 but have some issues. When I select the main joint root and than go to "create original agent" It does nothing and i receive the following error: "Error: Setup/Rig should contain 2 or more joints in tree. Only 1 detected. // bypass custom data hooking" I double checked the joint tree and it seems that everything is the way it supposed to be. so I'm pretty lost and don't know how to tackle that issue. I'm really looking forward resolving this and move on and would appreciate any help in that matter
Cheers!
|
|
|
Post by yondon on Oct 20, 2014 4:42:42 GMT -5
Hi and thanks for the fast reply! Unfortunatly my outliner doesn't look the same as in your example so I cannot follow your suggestion. I don't know exactly what do you refer to as "advance rig", I just use the regular TSM method.. How can I send you the Maya file? Hello yondon, Sometimes you need to re-order the structure in your outliner and put the skin bone onto the top of other bone tree. I know this is happen in "Advance Rig" and "TSM" tool. In below picture, we reordered the "Deformation System" and "Motion System". And then save maya file and re-open it. Hope this helps, If not, please try to send us a maya file. Best regards! --Yeah Hello all! I'm very new to Miarmy and actually just started today following some basic video tutorials. I'm trying to work with some rigs I have previously created using The Setup Machine- TSM2 but have some issues. When I select the main joint root and than go to "create original agent" It does nothing and i receive the following error: "Error: Setup/Rig should contain 2 or more joints in tree. Only 1 detected. // bypass custom data hooking" I double checked the joint tree and it seems that everything is the way it supposed to be. so I'm pretty lost and don't know how to tackle that issue. I'm really looking forward resolving this and move on and would appreciate any help in that matter Cheers!
|
|
|
Post by yondon on Oct 20, 2014 6:57:39 GMT -5
I sent. thanks Hello Yondon, Please through the email info@basefount.com Thank you for your testing! --Yeah Hi and thanks for the fast reply! Unfortunatly my outliner doesn't look the same as in your example so I cannot follow your suggestion. I don't know exactly what do you refer to as "advance rig", I just use the regular TSM method.. How can I send you the Maya file?
|
|
|
Post by Yeah YANG on Oct 20, 2014 7:13:13 GMT -5
Hello Yondon, I tested your file, and found there is many joint separated from main bone tree. And Miarmy only support 1-bone-chain, that is there should not be any group in bone tree. Please refer here: basefount.atlassian.net/wiki/display/MDE/Bone+structureBut, I remembered the TSM have it's own skin bone which is a full bone tree?? Have you deleted it? I hope this helps~~ Best regards! --Yeah I sent. thanks Hello Yondon, Please through the email info@basefount.com Thank you for your testing! --Yeah
|
|
|
Post by yondon on Oct 20, 2014 9:08:29 GMT -5
Thank you! nope. I did not delete anything. this is how TSM2 Rig looks like. does it mean it won't work with TSM? I'm attching to this post a clean new rig only made with TSM. without geometry. could you look at this one as well? thanks again Tsm_cleanRig.rar (130.6 KB) Hello Yondon, I tested your file, and found there is many joint separated from main bone tree. And Miarmy only support 1-bone-chain, that is there should not be any group in bone tree. Please refer here: basefount.atlassian.net/wiki/display/MDE/Bone+structureBut, I remembered the TSM have it's own skin bone which is a full bone tree?? Have you deleted it? I hope this helps~~ Best regards! --Yeah I sent. thanks
|
|
|
Post by Yeah YANG on Oct 20, 2014 9:57:49 GMT -5
Hello yondon, I checked your file and I confirm this bones tree broken by some group, and not compatible with the system. Please look at the below pic: But I do remember that TSM has its own skin bone which is a entire pure joint tree. Maybe it need to be created by extra step?? Would you please reach the support of TSM and ask where we can create it? I doubt whether this bone tree can be easily write out to other packages (houdini or max) or bake into FBX or so. I believe TSM do have that features Best regards! --Yeah Thank you! nope. I did not delete anything. this is how TSM2 Rig looks like. does it mean it won't work with TSM? I'm attching to this post a clean new rig only made with TSM. without geometry. could you look at this one as well? thanks again View Attachment Hello Yondon, I tested your file, and found there is many joint separated from main bone tree. And Miarmy only support 1-bone-chain, that is there should not be any group in bone tree. Please refer here: basefount.atlassian.net/wiki/display/MDE/Bone+structureBut, I remembered the TSM have it's own skin bone which is a full bone tree?? Have you deleted it? I hope this helps~~ Best regards! --Yeah
|
|
|
Post by yondon on Oct 20, 2014 10:54:55 GMT -5
I dont think that feature exists.. :\ I will contact their support an unpdate here. thank you! Hello yondon, I checked your file and I confirm this bones tree broken by some group, and not compatible with the system. Please look at the below pic: But I do remember that TSM has its own skin bone which is a entire pure joint tree. Maybe it need to be created by extra step?? Would you please reach the support of TSM and ask where we can create it? I doubt whether this bone tree can be easily write out to other packages (houdini or max) or bake into FBX or so. I believe TSM do have that features Best regards! --Yeah Thank you! nope. I did not delete anything. this is how TSM2 Rig looks like. does it mean it won't work with TSM? I'm attching to this post a clean new rig only made with TSM. without geometry. could you look at this one as well? thanks again
|
|
|
Post by yondon on Oct 20, 2014 11:01:18 GMT -5
|
|
|
Post by anzovin on Oct 20, 2014 14:01:26 GMT -5
Hi, I'm Raf Anzovin, the designer of the TSM2 rig. Yondon reached out to us and asked us to clarify whether TSM2 has a clean bone chain. The answer is no. The TSM2 rig does not make any separation between the control and deform sections of the rig. So it would appear that TSM2 is incompatible with Miarmy. However, this is not true of TSMG, the game-centric offshoot of TSM2. TSMG even has a tool to bake animation down to just a mesh and joints for export to a game engine. So presumably this would also work with Miarmy. --Raf I dont think that feature exists.. :\ I will contact their support an unpdate here. thank you! Hello yondon, I checked your file and I confirm this bones tree broken by some group, and not compatible with the system. Please look at the below pic: But I do remember that TSM has its own skin bone which is a entire pure joint tree. Maybe it need to be created by extra step?? Would you please reach the support of TSM and ask where we can create it? I doubt whether this bone tree can be easily write out to other packages (houdini or max) or bake into FBX or so. I believe TSM do have that features Best regards! --Yeah
|
|
|
Post by Yeah YANG on Oct 21, 2014 19:40:04 GMT -5
Dear Raf, It's our honor that you're here:) Since there is no clean bone tree in TSM2 we can build one We can build a clean bone tree and use the TSM2 bones constrain and drive it. Then the new build clean tree will be perfect matched the TSM2 bones, then we can use that one. This need some extra steps but really easy to achieve, you can even copy the skin weights i think I hope this helps! Cheers! --Yeah Hi, I'm Raf Anzovin, the designer of the TSM2 rig. Yondon reached out to us and asked us to clarify whether TSM2 has a clean bone chain. The answer is no. The TSM2 rig does not make any separation between the control and deform sections of the rig. So it would appear that TSM2 is incompatible with Miarmy. However, this is not true of TSMG, the game-centric offshoot of TSM2. TSMG even has a tool to bake animation down to just a mesh and joints for export to a game engine. So presumably this would also work with Miarmy. --Raf I dont think that feature exists.. :\ I will contact their support an unpdate here. thank you!
|
|
|
Post by yondon on Oct 23, 2014 9:06:17 GMT -5
Dear Raf and Yeah Yang Thank you so much for your great support and fast reply. I really appreciate it and I'm sure all the informatin written here will make a great help for other people who will searching for help on that matter/ As for your reply Yang- Are you suggesting steps that I, as a user should be doing? (if so i will love to get your help with that..) or do you say that you will make some update in Miarmy with the option for connecting a clean cone tree to Tsm2 rigs? thank a lot...again Yonni
|
|
|
Post by yondon on Oct 24, 2014 9:03:30 GMT -5
Amazing Yeah! It will be perfect. Cannot thank you anough for the great communication and willing to help!! All the best Yonni Hello Yonni, Yes we can create a tool for you, but it need some time We can send you this update about next Tuesday (based on the schedule), it that a OK? we can create a tool for any system and create new bone tree and use the old one constrain the new one, that' pretty simple script. Best regards! --Yeah Dear Raf and Yeah Yang Thank you so much for your great support and fast reply. I really appreciate it and I'm sure all the informatin written here will make a great help for other people who will searching for help on that matter/ As for your reply Yang- Are you suggesting steps that I, as a user should be doing? (if so i will love to get your help with that..) or do you say that you will make some update in Miarmy with the option for connecting a clean cone tree to Tsm2 rigs? thank a lot...again Yonni
|
|
|
Post by Yeah YANG on Oct 24, 2014 23:11:16 GMT -5
Hi Yondon, This is very easy and its done Please see the below image: We build a clean bone chain and use old bones constraint the new bone chain. But there are many many non-skin bone in old rig in TSM so you have to manually delete them after building new bone chain. The new version will be on next version 3.5.18 released on Monday. Thank you! --Yeah Amazing Yeah! It will be perfect. Cannot thank you anough for the great communication and willing to help!! All the best Yonni Hello Yonni, Yes we can create a tool for you, but it need some time We can send you this update about next Tuesday (based on the schedule), it that a OK? we can create a tool for any system and create new bone tree and use the old one constrain the new one, that' pretty simple script. Best regards! --Yeah
|
|
|
Post by michaelb01 on Nov 17, 2014 12:02:30 GMT -5
Hi Yeah, i've also just run into this problem. Have you written a script to set up the "_SkinBone" joint tree with constraints to the TSM2 rig? Any chance you could share it? Save me writing one!
|
|
|
Post by Yeah YANG on Nov 18, 2014 0:07:25 GMT -5
Hello Mike, We're fixing your compound bond dynamics and collide crash 2 problems. When the 2 problems fixed, we'll send you the update which already include a solution in this thread. About 1~2 days Thank you! --Yeah Hi Yeah, i've also just run into this problem. Have you written a script to set up the "_SkinBone" joint tree with constraints to the TSM2 rig? Any chance you could share it? Save me writing one! Hello Mike, We're fixing your compound bond dynamics and collide crash 2 problems. When the 2 problems fixed, we'll send you the update which already include a solution in this thread. Thank you! --Yeah
|
|