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Issue with control_01 + connect existing joints + Joint Names

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 :grin:

@remicc
is it only happening with the control_01?
It is strange since the system to attach joints is shared with all the components.
Please log the bug and I will check it
Thanks!

Yes it happens only with control_01, not EPIC control 01. I will create a github request !

edit @Miquel the code breaks on all “control” guides (control_01, EPIC_control_01, EPIC_layered_control_01)
I updated the github request name and found half of the solution.

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@remicc Thanks for all the feedback and tickets :heart:

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