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Not sure what to select when skinning

Hey, I have never done rigging and I not sure what all to select along with full mesh.
Everything around it I have understood and since the folder structure I am seeing in my Outliner and in the Miguel’s Youtube video are differnt. Screenshot attached.
Thank you :slight_smile:

If you select the guide and click on settings, you will see an option “Separated Joint Structure”. Check that to make a one single hierarchy for the deformed joints under “jnt_org” group.


image

You should also be able to select them easily from the default created selection set “rig_deformers_grp”:
image

2 Likes

Hey hey, thanks for responding. This option is enabled I am not seeing seperate folder for joints and controls.
What could have caused this - I changed few bones, removed some and tweaked few things about them and which might have broken some connections, attaching the log screenshot if in case someone can understand. Since everytime I redo the whole thing I am ending up somehow here so I want to know what not to do or what to do to fix this.

Thank you :slight_smile:

The screenshot you showed contains a build error. Your rig is not finishing to build.

It would be better for you to paste the actual text, not a screenshot of text.

Please paste the text, surrounded by triple backticks:

```
Your script editor output here
```

here,
GEAR version : 5.0.7

= SHIFTER RIG SYSTEM ==============================================

= GUIDE VALIDATION ==============================================
Checking guide
Get options
Get controllers
Get components
global_C0 (control_01)
local_C0 (control_01)
body_C0 (control_01)
spine_C0 (spine_ik_01)
shoulder_L0 (shoulder_01)
arm_L0 (arm_2jnt_01)
meta_L0 (meta_01)
finger_L3 (chain_01)
thumbRoll_L0 (control_01)
thumb_L0 (chain_01)
neck_C0 (neck_ik_01)
eyeslook_C0 (control_01)
eye_R0 (eye_01)
eye_L0 (eye_01)
shoulder_R0 (shoulder_01)
arm_R0 (arm_2jnt_01)
meta_R0 (meta_01)
finger_R3 (chain_01)
thumbRoll_R0 (control_01)
thumb_R0 (chain_01)
leg_L0 (leg_2jnt_01)
foot_L0 (foot_bk_01)
leg_R0 (leg_2jnt_01)
foot_R0 (foot_bk_01)
legUI_L0 (control_01)
armUI_L0 (control_01)
spineUI_C0 (control_01)
faceUI_C0 (control_01)
legUI_R0 (control_01)
armUI_R0 (control_01)
Find recursive in  [ 0:00:01.097643 ]
Get parenting for: global_C0
Get parenting for: local_C0
Get parenting for: body_C0
Get parenting for: spine_C0
Get parenting for: shoulder_L0
Get parenting for: arm_L0
Get parenting for: meta_L0
Get parenting for: finger_L3
Get parenting for: thumbRoll_L0
Get parenting for: thumb_L0
Get parenting for: neck_C0
Get parenting for: eyeslook_C0
Get parenting for: eye_R0
Get parenting for: eye_L0
Get parenting for: shoulder_R0
Get parenting for: arm_R0
Get parenting for: meta_R0
Get parenting for: finger_R3
Get parenting for: thumbRoll_R0
Get parenting for: thumb_R0
Get parenting for: leg_L0
Get parenting for: foot_L0
Get parenting for: leg_R0
Get parenting for: foot_R0
Get parenting for: legUI_L0
Get parenting for: armUI_L0
Get parenting for: spineUI_C0
Get parenting for: faceUI_C0
Get parenting for: legUI_R0
Get parenting for: armUI_R0
Guide loaded from hierarchy in  [ 0:00:01.144637 ]

= BUILDING RIG ==============================================
Initial Hierarchy
Init : global_C0 (control_01)
Init : local_C0 (control_01)
Init : body_C0 (control_01)
Init : spine_C0 (spine_ik_01)
Init : shoulder_L0 (shoulder_01)
Init : arm_L0 (arm_2jnt_01)
Init : meta_L0 (meta_01)
Init : finger_L3 (chain_01)
Init : thumbRoll_L0 (control_01)
Init : thumb_L0 (chain_01)
Init : neck_C0 (neck_ik_01)
Init : eyeslook_C0 (control_01)
Init : eye_R0 (eye_01)
Init : eye_L0 (eye_01)
Init : shoulder_R0 (shoulder_01)
Init : arm_R0 (arm_2jnt_01)
Init : meta_R0 (meta_01)
Init : finger_R3 (chain_01)
Init : thumbRoll_R0 (control_01)
Init : thumb_R0 (chain_01)
Init : leg_L0 (leg_2jnt_01)
Init : foot_L0 (foot_bk_01)
Init : leg_R0 (leg_2jnt_01)
Init : foot_R0 (foot_bk_01)
Init : legUI_L0 (control_01)
Init : armUI_L0 (control_01)
Init : spineUI_C0 (control_01)
Init : faceUI_C0 (control_01)
Init : legUI_R0 (control_01)
Init : armUI_R0 (control_01)
Objects : global_C0 (control_01)
Objects : local_C0 (control_01)
Objects : body_C0 (control_01)
Objects : spine_C0 (spine_ik_01)
Objects : shoulder_L0 (shoulder_01)
Objects : arm_L0 (arm_2jnt_01)
Objects : meta_L0 (meta_01)
Objects : finger_L3 (chain_01)
Objects : thumbRoll_L0 (control_01)
Objects : thumb_L0 (chain_01)
Objects : neck_C0 (neck_ik_01)
Objects : eyeslook_C0 (control_01)
Objects : eye_R0 (eye_01)
Objects : eye_L0 (eye_01)
Objects : shoulder_R0 (shoulder_01)
Objects : arm_R0 (arm_2jnt_01)
Objects : meta_R0 (meta_01)
Objects : finger_R3 (chain_01)
Objects : thumbRoll_R0 (control_01)
Objects : thumb_R0 (chain_01)
Objects : leg_L0 (leg_2jnt_01)
Objects : foot_L0 (foot_bk_01)
Objects : leg_R0 (leg_2jnt_01)
Objects : foot_R0 (foot_bk_01)
Objects : legUI_L0 (control_01)
# Traceback (most recent call last):
#   File "C:\Users\Unmaad Studio\Documents\maya\scripts\mgear\pymaya\cmd.py", line 378, in setAttr
#     cmds.setAttr(*fargs, **kwargs)
# RuntimeError: setAttr: The attribute 'legUI_L0_ctlShape.overrideEnabled' is locked or connected and cannot be modified.
# 
# 
# During handling of the above exception, another exception occurred:
# 
# Traceback (most recent call last):
#   File "C:\Users\Unmaad Studio\Documents\maya\scripts\mgear\shifter\guide_manager.py", line 91, in build_from_selection
#     rg.buildFromSelection()
#   File "C:\Users\Unmaad Studio\Documents\maya\scripts\mgear\core\utils.py", line 236, in wrap
#     raise e
#   File "C:\Users\Unmaad Studio\Documents\maya\scripts\mgear\core\utils.py", line 233, in wrap
#     return func(*args, **kwargs)
#            ^^^^^^^^^^^^^^^^^^^^^
#   File "C:\Users\Unmaad Studio\Documents\maya\scripts\mgear\shifter\__init__.py", line 268, in buildFromSelection
#     self.build()
#   File "C:\Users\Unmaad Studio\Documents\maya\scripts\mgear\shifter\__init__.py", line 305, in build
#     self.processComponents()
#   File "C:\Users\Unmaad Studio\Documents\maya\scripts\mgear\shifter\__init__.py", line 553, in processComponents
#     comp.stepMethods[i]()
#   File "C:\Users\Unmaad Studio\Documents\maya\scripts\mgear\shifter\component\__init__.py", line 158, in step_00
#     self.addObjects()
#   File "C:\Users/Unmaad Studio/Documents/maya/scripts/mgear/shifter_classic_components\control_01\__init__.py", line 43, in addObjects
#     self.ctl = self.addCtl(self.ik_cns,
#                ^^^^^^^^^^^^^^^^^^^^^^^^
#   File "C:\Users\Unmaad Studio\Documents\maya\scripts\mgear\shifter\component\__init__.py", line 1011, in addCtl
#     icon.setcolor(ctl, color)
#   File "C:\Users\Unmaad Studio\Documents\maya\scripts\mgear\core\icon.py", line 1503, in setcolor
#     curve.set_color(node, color)
#   File "C:\Users\Unmaad Studio\Documents\maya\scripts\mgear\core\utils.py", line 236, in wrap
#     raise e
#   File "C:\Users\Unmaad Studio\Documents\maya\scripts\mgear\core\utils.py", line 233, in wrap
#     return func(*args, **kwargs)
#            ^^^^^^^^^^^^^^^^^^^^^
#   File "C:\Users\Unmaad Studio\Documents\maya\scripts\mgear\core\curve.py", line 407, in set_color
#     shp.setAttr("overrideEnabled", True)
#   File "C:\Users\Unmaad Studio\Documents\maya\scripts\mgear\pymaya\node.py", line 508, in setAttr
#     return cmd.setAttr("{}.{}".format(self.name(), name), *args, **kwargs)
#            ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
#   File "C:\Users\Unmaad Studio\Documents\maya\scripts\mgear\pymaya\cmd.py", line 380, in setAttr
#     raise exception.MayaAttributeError(*e.args)
# mgear.pymaya.exception.MayaAttributeError: setAttr: The attribute 'legUI_L0_ctlShape.overrideEnabled' is locked or connected and cannot be modified.

but in an older version of the same guide and structure I am able to build fine, I am experiencing this error quite often now. A swift help on this would be greatly appreciated. I am willing to jump over a call if that is possible. Thank you )

You’ve never done rigging before. So in all honesty, I suggest going back to an older version of mGear where you knew it was working. Especially if you need “swift help”.

The build scripts are trying to edit a locked attribute .overrideEnabled. You are using a very new version, and there is a chance you are experiencing some bugs that might need to be fixed. Consider going back to a stable version of mGear.

Personally, I’m still using mGear 4.0.9 and Maya 2022. I’m very busy these days, so I use what is stable and known, and I do lots of testing before I upgrade.

2 Likes

hey thanks, and specially for responding on weekend, thanks for confirming this. Will stop banging my head on the wall now. Hopefully this is a bug that will be fixed soon.