I'm quite confused by rigging and I was wondering if there are any experienced riggers around who can share their insights.
I've created a model and a rig for a character and I created a character set called MainCharacter.
It was created as a clean empty character set, and I only manually added all the desired attributes from the controllers to the character set using "Add to Character Set".
My rig has some IK's, a bunch of driven key setups, and uses various types of constraints.
When I press "S" to globally keyframe the main controller when the character set is active I get the following error for a bunch of different objects:
// Error: line 0: animCurve creation or connection failed for attribute MainCharacter.R_Hand_CTRL_scaleX
There are about 10 controllers in my character set that get this error for their attributes.
When I remove all the attributes mentioned in the errors from the character set, at some point the error stops appearing but then I'm left with a rig where half of my controllers don't work.
I've googled the error and what I've found so far is that the error is usually caused by locked attributes, constraints, driven keys and/or 'cyclical' setups.
I'm quite certain none of the attributes I added to the character set were locked. I tried unlocking them to be sure but it changed nothing.
I guess I've done some things wrong in my rig, but now I'm puzzled why it's wrong. I just don't get why some constraints work fine while others give me this error.
Any pointers?
Replies
Here are somethings I try and usually one or two of them make it stop...
If you find a solid fix or reason please update this thread! Thanks and good luck!
I've actually managed to 'fix' the problem for 8 of my 10 errors. The error magically seemed to disappear after I removed the mentioned attributes from the character set and just added them again. I don't remember if I had shut down and restarted Maya before I added them back to the character set... but I'm pretty sure I at least did a 'Save As' in between. I did not have to re-do any of my constraints or IKs for these.
I still get the error for my EyeScaleSlider_R_CTRL and EyeScaleSlider_L_CTRL, so I'm looking into those two now. These are sliders created from nurbs squares that have their translate Y attributes connected with a driven key to the Scale XYZ attributes of the eye joints. I will try simply setting up the driven key over from the start and see if that works. Will update then.
Very helpful list of suggestions, much appreciated! They don't all apply to my file, but I'll go through them one by one.
1.
Done, this doesn't seem to be the issue.
2.
I did still have some keys on some of my controllers before there was a character set, because I had done an animation test with the rig and didn't cleanly remove all those keyframes afterwards. I believe I've since managed to remove them without removing my driven key keys or other keys important for my rig. These junk keyframes however weren't on controllers that gave me the error so I don't think that really caused it either. But I'm not entirely sure.
3.
I haven't referenced my file to any other files yet, and so far I haven't ever done that before, so this shouldn't be the issue in my case either.
4.
Done, also not the issue for me.
5.
Done, doesn't solve the issue. I haven't switched version while working on this file or added any plugins so I guess it wasn't likely to do much.
6.
My names are clean and unique and nothing is imported. I don't think I use any weird symbols or extremely long names so unless there is a rule I'm unaware of I can't really see what's wrong with my names. I'm not familiar with the NameSpace Editor and I haven't used namespaces.
7.
I haven't used animation layers yet.
So going by this list of possible things there is either something to be said for point #2 or the problem is with something else.
Will edit this post later.
There were leftover/unused point constraints inside my EyeScaleSlider_R_CTRL and EyeScaleSlider_L_CTRL objects. I erroneously assumed these still had a purpose.
I deleted these and was able to add the Translate Y attribute to the character set and now able to key them without any issues.