Hello !
For a human rig, I wanted to create end joints of the fingers (tip joints). I used the game biped template, where I put a control_01 inside each last guide of each fingers.
So that looks like this :
Also, because I want the skeleton to be named as same as fingers, I added a “Joint Names”
To have LeftHandIndex1 → LeftHandIndex2 → LeftHandIndex3 → LeftHandIndex4
The first three joints are generated by EPIC_chain_01 and the last by control_01.
Aaaand, because i would like to fix parasitic rotations values from the skel, I kept the previously generated skeleton, checked “Connect existing joints”.
The problem is when I build with the rig, I get the following error :
shifter\component\__init__.py", line 483, in _addJoint
# obj, name=obj.name() + "_cnx_off"
# AttributeError: 'Matrix' object has no attribute 'name'
There is no error if I use in Joint Names a name that isn’t already in the scene, so the joint will be correctly generated. But when it comes to use existing joints, the bug happens.
I could have a workaroung and generate end joints of the fingers with post script, but I wanted to report you this very specific bug