Problem codes
Every message the add-on can show, what it means, and the fix.
Every problem the add-on reports has a code, like ARIG-MESH002. You see them on the page
that found them and in the Problems section at the bottom of the sidebar.
- Must fix stops the build until it is fixed.
- Warning lets you go on, but look first.
- Note is for your information.
Words in italics are filled in with your animal's details when the message is shown.
Mesh check
Found by the mesh check on the Setup page, before any marking.
ARIG-MESH001
Warning. count edge(s) here are not joined to exactly two faces: detail. Weights can leak through a gap like that. Merge and clean up?
A Merge And Clean Up button appears under the message and fixes it for you.
ARIG-MESH002
Warning. count vertex(es) sit on top of another one, closer together than detail. Bone heat fails on those more often than on anything else. Merge them?
A Merge And Clean Up button appears under the message and fixes it for you.
ARIG-MESH003
Warning. This mesh is in count separate pieces: detail. Binding copes with them, but a stray fragment picks up weights of its own and moves on its own. Select the small ones so you can look?
A Select The Small Pieces button appears under the message and fixes it for you.
ARIG-MESH004
Note. count other object(s) belong with this animal: detail. They are bound along with it.
ARIG-MESH005
Warning. Only count separate leg(s) can be found low down, so a pair of legs shares one surface. The robust binder is used instead, and retopology would do better still.
ARIG-MESH006
Note. count faces. Binding solves on a grid rather than on the surface, so it takes about six seconds however heavy the mesh is.
ARIG-MESH007
Warning. This looks like triangle soup: detail. Binding will still work, and a remesh first would give cleaner weights.
ARIG-MESH008
Must fix. 'name' is already rigged: it has detail. Strip the old rig, or build alongside it? Nothing is removed until you choose.
A Strip The Old Rig button appears under the message and fixes it for you.
ARIG-MESH009
Warning. count piece(s) here are fur or hair: detail. They are left out of binding and attached to the nearest bone afterwards, which is what you want unless you say otherwise.
ARIG-MESH010
Warning. Only one side of this animal is modelled and the other comes from a Mirror modifier. Apply the mirror first, so both sides have real vertices to weight.
ARIG-MESH011
Must fix. 'name' has detail. There is not enough shape here to find an animal in: which way it faces, where its floor is and where its middle runs all need at least count. Pick the mesh you meant to rig.
Rest pose
The pose the animal was modelled in. A rig is built from a standing animal.
ARIG-POSE001
Must fix. This animal is sitting: detail. A rig is built from a standing rest pose, square, with all four feet on the ground. Pose it standing and bring it back.
ARIG-POSE002
Must fix. This animal is lying down: detail. A rig is built from a standing rest pose, square, with all four feet on the ground. Pose it standing and bring it back.
ARIG-POSE003
Warning. This animal is caught mid-stride: detail. Marking works, but the legs cross, so check the left and right marks against each other before building.
ARIG-POSE004
Note. Standing on four feet: detail.
ARIG-POSE005
Note. count foot/feet are on the ground, detail.
Object transforms
The object's scale, rotation and origin.
ARIG-XFORM001
Note. This animal faces detail. It is worked on as it is; nothing is rotated.
ARIG-XFORM002
Note. 'name' is away from the origin, or has a rotation or scale that was never applied. All of it is left exactly as it is.
ARIG-XFORM003
Note. One unit in this file is detail. Sizes are converted as they are read, and the scene is not changed.
ARIG-XFORM004
Note. This animal measures detail. Every measurement below is a fraction of that, so any size works.
ARIG-XFORM005
Warning. 'name' has a negative scale, so its surface is inside out. Fix it on a copy and leave the original alone?
A Fix On A Copy button appears under the message and fixes it for you.
ARIG-XFORM006
Warning. Which way this animal faces cannot be told from the mesh alone, so detail is a guess. Mark the nose and the tail base to settle it.
ARIG-XFORM007
Warning. The ground under this animal is not level: its feet sit on a plane detail off. The floor is taken from the feet rather than from the scene, so this is handled, not a problem.
ARIG-XFORM008
Warning. 'name' floats detail above the floor, so its feet are not on the ground. An animal touching nothing looks like one in mid-air, which is what running looks like. Drop it onto the floor?
A Drop Onto The Floor button appears under the message and fixes it for you.
Symmetry
Whether the two sides of the animal match, and where its middle is.
ARIG-SYM001
Note. The two sides of this animal match to detail, so a mark made on one side is copied to the other.
ARIG-SYM002
Warning. This animal is bent: its centre line wanders detail across the body, more than the one part in a hundred a standing animal stays within. Its two sides are not mirror images of each other, so leg marks start off not copied across. Mark each leg on its own side.
ARIG-SYM003
Warning. The two sides of this animal are not the same shape: reflecting it misses the other side by detail. Leg marks start off not copied across.
ARIG-SYM004
Note. The plane of symmetry leans detail off the object's own side-to-side axis. It is measured and used as it is; nothing is rotated.
Marks
The joints you marked, checked before a build.
ARIG-DEF001
Must fix. This animal has no landmarks yet.
ARIG-DEF002
Must fix. Landmark 'kind' is missing and is required.
ARIG-DEF003
Must fix. Two entries share the identifier entity.
ARIG-DEF004
Must fix. 'name' refers to something that no longer exists.
ARIG-DEF005
Warning. Landmark 'kind' is marked on one side only.
ARIG-DEF006
Must fix. Module 'name' has no parent and is not the root.
ARIG-DEF007
Warning. Module 'name' is not reachable from the root and will not be built.
ARIG-DEF008
Must fix. Module 'name' is part of a parent loop.
ARIG-DEF009
Warning. Limb 'name' has no foot class chosen.
ARIG-DEF010
Note. Species preset 'name' has estimated proportions for this animal.
ARIG-DEF011
Warning. The joint sits at measured of this animal's height; a species's sits between low and high. Is it the right joint?
ARIG-DEF012
Warning. Points are marked along the tail, but the kind is not, so no tail is built yet. Mark the tail base and the tail tip.
ARIG-DEF013
Warning. The tail doubles back at tail point count: detail. Tail points go in order from the base to the tip; check that this one is not swapped with its neighbour.
Face marks
The lip and eyelid edge points.
ARIG-FACE001
Must fix. Mark 'name' on the facial edge. Guessed points must be replaced by a user click; mirrored user marks are accepted.
Hooves
The hoof's sole points.
ARIG-HOOF001
Must fix. 'name' has invalid hoof contacts. Place distinct toe, heel, inner and outer sole points.
Guessed joints
The knees and ankles that Guess the rest fills in.
ARIG-PRED001
Warning. The species proportions put the joint outside this leg at that height; the species or the foot class may be wrong. Nothing was guessed for this leg.
ARIG-PRED002
Note. No proportions for 'species', so this leg cannot be guessed. Mark it by hand.
ARIG-PRED003
Note. The joint is not marked yet, and a guess needs both ends of the leg. Mark it first.
ARIG-PRED004
Note. This mesh has no separate leg at the joint's height, so that guess could not be checked against it. Look before you build.
ARIG-PRED005
Note. Mark the nose and the hips first, so the guess knows which way the animal faces. The tail base will do instead of the hips.
Face parts
The separate eye, jaw, teeth, tongue and whisker meshes.
ARIG-SLOT001
Must fix. Face part 'name': detail.
ARIG-SLOT002
Must fix. 'name' requires the detail module. Enable it and regenerate, or clear this optional slot.
ARIG-SLOT003
Must fix. 'name' requires deform bones detail. Enable its module and regenerate before binding.
ARIG-SLOT004
Must fix. 'name' has edited weights incompatible with its slot (detail). Nothing was rebound. Review the painting, or explicitly Replace Picked-Part Weights to discard those deform-weight edits.
ARIG-SLOT005
Must fix. The picked tongue changed since generation. Regenerate to fit its controls before binding.
Building the rig
Generate rig.
ARIG-BUILD001
Must fix. This animal has count problem(s) to fix before a rig can be built.
ARIG-BUILD002
Warning. No leg was built for 'name': it is missing detail.
ARIG-BUILD003
Must fix. Bone 'name' would have no length. Check the marks it comes from.
ARIG-BUILD004
Must fix. 'name' already exists and was made by something else, so it was not touched.
ARIG-BUILD005
Must fix. The build failed and nothing half-made was left behind: detail Your rig is still there with your animation on it, and its bones are gone. Press Restore Last Build to put the last rig that worked back, or fix this and build again.
A Restore Last Build button appears under the message and fixes it for you.
ARIG-BUILD006
Note. Built count bone(s) for 'name'.
ARIG-BUILD007
Must fix. 'name' was generated without an ownership tag.
ARIG-BUILD008
Must fix. 'name' points at 'detail', which is not in this rig.
ARIG-BUILD009
Must fix. 'name' has the wrong deform setting for its layer.
ARIG-BUILD010
Warning. 'name' is not in any bone collection, so nothing can hide it.
ARIG-BUILD011
Warning. 'name' was marked straight, and a straight leg has no fold direction for a rig to read, so its detail was given one. That joint sits count from your mark in the rig. Your mark has not moved.
ARIG-BUILD012
Must fix. 'name' has a detail. A joint folding the wrong way is a decision rather than a rounding, so nothing was moved and no leg was built. Put the mark on the side the joint really bends.
ARIG-BUILD013
Must fix. 'name' was made by 'detail' and that module did not write it down, so nothing else can find it. A bone a module does not record is a bone nobody can rename, remove or re-parent later.
ARIG-BUILD014
Must fix. 'name' is claimed by more than one module: detail. Two modules owning one bone is how a rig starts fighting itself.
ARIG-BUILD015
Warning. 'name' was meant to join onto 'detail' but they do not meet, so it hangs from it instead. Connecting them would have moved the bone, and a mark is not moved to suit a rig.
Rebuilding
Rebuild rig, and what it keeps.
ARIG-REBUILD001
Must fix. 'name' is needed for this rig, and detail is already using that name. Nothing was renamed, adopted or removed. Rename it, or build this animal in its own file.
ARIG-REBUILD002
Warning. Removing 'name' leaves count animation channel(s) pointing at a bone that is gone: detail. The keys stay in the action and are not deleted, so they can be pointed somewhere else.
ARIG-REBUILD003
Note. 'name' is inside this rig and was not made here, so it was left exactly as it is. Nothing this extension did not make is ever removed.
ARIG-REBUILD004
Note. count vertex group(s) you edited by hand were carried across the rebuild: detail.
ARIG-REBUILD005
Warning. The group 'name' you edited belongs to a bone that no longer exists. It is your work, so it was left on the mesh rather than removed. Delete it yourself if you meant to.
ARIG-REBUILD006
Note. The rig was put back from the last build that worked, at revision count.
ARIG-REBUILD007
Warning. That rig is older than the current setup: it was built at revision count, and there have been changes since. Build again when you are ready.
ARIG-REBUILD008
Note. count control(s) went back to their rest position because the marks under them moved: detail. A pose that was never keyed cannot follow a joint that has changed place.
ARIG-REBUILD009
Must fix. 'name' was renamed to 'detail' outside this extension, so the rebuild stopped rather than rename it back under whatever renamed it. Rename it back to 'name', or undo the change that renamed it, then rebuild.
Skin
Binding the skin to the rig.
ARIG-BIND001
Must fix. Automatic weights failed on 'name': detail
ARIG-BIND002
Warning. count vertex(es) of 'name' ended up with no weight at all.
ARIG-BIND003
Note. Bound 'name' to count deform bone(s).
ARIG-BIND004
Note. Filled count vertices of 'name' from weighted neighbours in the same island.
ARIG-BIND005
Note. Used robust diffusion for count island(s) of 'name'.
ARIG-BIND006
Warning. 'name' had no nearby deform bone; inspect its assigned weights.
ARIG-BIND007
Note. Excluded count fur/hair-card vertices on 'name' from automatic binding.
ARIG-BIND008
Warning. Diffusion could not reach count vertices of 'name'; assigned their nearest bone. Inspect these parts.
Pose checks
Inspect this pose, on Generate under More skin tools.
ARIG-DEFORM001
Warning. 'name' has count evaluated edges stretched beyond detail times rest length. Inspect this pose and its weights; no geometry was changed.
ARIG-DEFORM002
Warning. 'name' has count intersecting triangle pairs with 'detail' in this pose. Review clearance; this is not penetration depth or a continuous-motion test.
ARIG-DEFORM003
Warning. Could not fully inspect 'name': detail. No deformation-quality verdict is available for it.
ARIG-DEFORM004
Note. Current-pose checks completed for count meshes. Only picked face parts and the body were checked; containment, self-collision and animation-wide clearance were not tested. No mesh or pose was changed.
Export
Writing the rig out for a game engine.
ARIG-EXPORT001
Must fix. There are no deform bones to export.
ARIG-EXPORT002
Must fix. Blender's FBX exporter is not available in this session.
ARIG-EXPORT003
Note. Exported count bone(s) to detail.
ARIG-EXPORT004
Note. Export copy limited to count influences per vertex; maximum removed weight detail. Authoring weights are unchanged.
ARIG-EXPORT005
Note. count bent bone(s) were baked into detail plain bones, so the engine bends the skin as Blender does.
ARIG-EXPORT006
Note. Baked count frame(s) of 'name' onto the exported skeleton.
ARIG-EXPORT007
Warning. Another object is already called 'Armature', so the export kept 'name' as the armature's name. Unreal will add it as an extra root bone.
ARIG-EXPORT008
Note. In Unity, raise Skin Weights to count bones or more: Project Settings > Quality > Skin Weights, and on the model, Rig > Skin Weights > Custom. At Unity's default of four the bent legs, back and tail lose their shape.