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"Rapid Rig: Advanced" - Auto Rig 2.3.8 for Maya (maya script)

This is a tool that will set up a customizable rig for a bipedal character

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$49.00
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Compatibility

  • 2019, 2018, 2017, 2016, 2015, 2014, 2013, 2012, 2011, 2010, 9.x, 2009, 2008

Operating Systems

  • Linux
  • Mac
  • Windows

History

Created:12/20/2009
Last Modified:12/10/2022
File Size: 132 KB

Keywords

fk, autorig, auto-rig, Rig, maya

Q/A

Neck Position in RRv2

Date:04/02/2013
Submitted by: bko123 bko123
Hi Dustin,

I have another question.. this one regarding positioning the neck bone in my character.  In RRv1, I was able to have more control in placing the position of the neck bone... this was important since my character has a huge chest and a neck that sits higher up.  However, in RRv2, I am unable to put the neck bone in the proper position since I can only adjust it on the z-axis and not the y-axis... it seems to be a fixed distance between the head and chest.  Is there a way to adjust the height (y-axis) of where the neck bone should be positioned?

Thanks,
Bill 

Replies to this question:

  • Replyindent
    Dustin Nelson

    Dustin Nelson said over 11 years ago:

    Sorry for not getting back sooner, I just got back from holidays. Having a straight FK chain for the spine and neck would be useful. Rather than having the option to choose which type of system to use for the neck/spine, I will create a new attribute that allows the user to choose if it is in pure FK or using spline system. This way it keeps all rigs similar so that the other companion scripts will work for all rigs because they share the same functionality. I will start working on this and let you know when it is done. Dustin
  • Replyindent
    bko123

    bko123 said over 11 years ago:

    Thanks for your response, Dustin. It would be nice to have the option of either rigging the the neck using the new spline system or keeping it just a bone like the old system. I'm using RR for game characters using only one neck bone, and it would be nice to be able to have full control of that bone... where it's placed and having a fixed rotational pivot. I think this would also help keep RR more flexible to accommodate a greater variety of game characters where the head and neck aren't placed in "generic" positions. Would it be possible to be enable the old neck system as an option in the next build of RRv2? Again, appreciate your awesome script and your quick responses :) Best, Bill
  • Replyindent
    Dustin Nelson

    Dustin Nelson said over 11 years ago:

    Yes, that could become an issue. In version 2, I added functionality so that you could add multiple neck joints and I locked the translate Y, similar to the spine because users could easily break the rig by positioning the proxies in an incorrect order. You can unlock the translate Y if you want, but first you will have to unlock the proxy. Simply select it and run the following MEL command: //START lockNode -lock 0; //END I will add a feature to the UI so the user can toggle the lock of the Translate Y on neck and spine proxies. However, moving them a great deal will possibly create some deformation issues. The spine and neck both use a spline system based off of NURBS curves and surface. it is expected that the joints are evenly spaced
  • bko123

    bko123 said over 11 years ago:

    Awesome... thanks, Dustin! Best, Bill
  • Dustin Nelson

    Dustin Nelson said over 11 years ago:

    Hi Bill, Version 2.1.2 has a new attribute on the HeadC and the SpineTopIKC called "Follow FKC". This attribute is off by default, but if you set it to a value of 1, the Spine/Neck CurveC (which control the spine/neck joints) will move with the FK controls and have no influence from the spline system. Also, you can now move the spine and neck proxies up and down. Hopefully this gives the best of both worlds. Dustin
  • bko123

    bko123 said over 11 years ago:

    Sweet, just downloaded the latest version... thanks again, Dustin :)
  • bko123

    bko123 said over 11 years ago:

    Hi Dustin, Just did a test where I generated a proxy (with one neck bone), moved the neck proxy object to where I wanted the neck bone, generated a rig, then switched "Neck Follow FKC" to "1"... but didn't get the result I expected: 1. The neck bone did not match the position of the neck proxy object, and 2. The pivot of the neck bone is at the neck proxy object and not where the neck bone is. I've attached a screenshot to this post... Thanks, Bill
  • Replyindent
    Dustin Nelson

    Dustin Nelson said over 11 years ago:

    Hey Bill, Thanks for the detailed description. The new system I implemented in the last update used a constraint with two influences. This caused there to be an offset if the spine/neck wasn't completely straight. I have addressed the issue in version 2.1.3. Hopefully that fixes your issue. Dustin
  • bko123

    bko123 said over 11 years ago:

    Working perfectly :) Thanks for the amazing support, Dustin! Best, Bill
  • Replyindent
    Dustin Nelson

    Dustin Nelson said over 11 years ago:

    Great! Thanks for your patience, feedback and assistance :) Dustin

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