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0common Issues (English)

The document provides troubleshooting steps for the SuperRigging plugin in Maya, including installation requirements and common issues such as missing plugins and joint alignment problems. It emphasizes the importance of using the correct MetaHuman DNA presets and ensuring proper model structure for successful binding. Additionally, it outlines procedures for exporting models and maintaining functionality when transferring projects between computers.

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Andres Quintero
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0% found this document useful (0 votes)
2 views4 pages

0common Issues (English)

The document provides troubleshooting steps for the SuperRigging plugin in Maya, including installation requirements and common issues such as missing plugins and joint alignment problems. It emphasizes the importance of using the correct MetaHuman DNA presets and ensuring proper model structure for successful binding. Additionally, it outlines procedures for exporting models and maintaining functionality when transferring projects between computers.

Uploaded by

Andres Quintero
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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1:The plugin does not appear in the title bar.

1.After installing the SuperRigging plugin, Maya needs to be restarted.


2.Do not change the default location of the computer's documents; it should be C:\Users\admin(your user name)\Documents\maya
3.Check the plugin manager for the presence of MSPlugin and MayaUERBFPlugin.

4.If the plugin is not showing up, it may be because Python3 was not selected during the installation of Maya 2022 and later versions, preventing the installation of the
MSPlugin. Reinstall Maya or refer to the official tutorial for resolution.

Official tutorial link:


https://help.quixel.com/hc/en-us/articles/4417874603281-I-installed-the-MS-Plugin-in-Maya-2022-Maya-2023-but-the-plugin-button-is-missin
g-in-the-Editor-shelf-how-do-I-get-it-back-Windows-

2:MetaHumanDNA preset file path.

5.DNA path:SuperRiggingEditorVx.xx\files\presets,Right-click on the plugin's preset interface to open directly.


6.icon path:SuperRiggingEditorVx.xx\images,Ensure the naming prefix matches the DNA file, and the suffix remains_preview

7.This tool supports the latest metahuman 2.0. If using official downloaded DNA presets, ensure downloading metahuman versions 5.2 and
above, using the complete 60MB DNA file.
3:Severe joint offset after binding.
8.Check if the up direction axis in the Maya scene matches that in the plugin.

9.The model must have the official MetaHuman Lod0 topology structure and UV, ensuring the face and vertex order match the official model.
Clear history and freeze transformations.

4:Some joints do not align with the model after binding.


Check if the model is loaded; the four models with asterisks must be present.

5:When opening the project on another computer, control over the facial features is
lost.
10.If opening the binding project on a different computer, ensure that this computer also has the MSPlugin plugin installed, which can
be installed through Quixel Bridge or directly using this tool's automatic installation.

11.If facial controls are ineffective when opening the project on the binding computer, open Maya first, then open the binding project
from within Maya, or manually load the DNA file after opening.
6:How to switch Language.

7:Where is the exported fbx file


In your set project path, which must be in pure English

8:The exported model is split into multiple fbx files.


12.After version 2.0, the export process has changed. Move the head model and body (clothing) model to their respective groups (do not
select the model) and then export using the plugin.
13.group the models you want to export (head and body cannot be placed together), then select the group (do not select the model), and
export using the plugin.

9:UE head does not move after import.


14.Ensure that all import settings are correct.

15.Ensure that the DNA is correctly imported into the head bone mesh.

16.Ensure that the assets for the head bone mesh are correctly set.

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