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Quadruped Rigger -- automated rigging for four legged characters 1.1.1 for Maya (maya script)

Automated rigging for four legged characters in Maya to get a solid rig for animation with a short setup time.

License
Button download
10,564 Downloads

Compatibility

  • 2017, 2016, 2015, 2014, 2013, 2012, 2011, 2010, 9.x, 2009, 2008, 8.x

Operating Systems

  • Linux
  • Mac
  • Windows

History

Created:07/05/2011
Last Modified:09/27/2016
File Size: 123 KB

Keywords

animation, maya, mel, Rigging, Tips

Q/A

Controls not generating

Date:11/16/2012
Submitted by: Kibi Kibi
Hi, thanks for the great script!
It works for me up until the controllers. Only the Body and neck controllers are generated and none of the rest. The locators for the controllers are generated but not the controls itself. I feel like maybe some files are missing in the download as dring the setup tutorial it looks like there are more than I have downloaded?

Help would be really appreciated! Fantastic script

Many thanks,
Kim 

Replies to this question:

  • Replyindent
    i clemens

    i clemens said about 12 years ago:

    Hi Kim, the script collection should be complete but I see that your joints seem to be quite large. If they are at their default size then it means that your character is very small and it can be that your problems arise because of your scene scale. Try setting up your skeleton in a real world scale, i.e. if it's a dog maybe it's 100cm long. If you want to be sure that the script is doing it's work correctly just build a skeleton and rig with the default parameters. If this doesn't work then something else is off. I think I can remember someone else having the same issue and I think it was scene scale related.
  • Kibi

    Kibi said about 12 years ago:

    Thanks so much for such a quick reply, that was exactly the problem. Generated absolutely fine now! Really great script! If you don't mind I'm also wondering if its possible to add to the rig, I try adding joints before generating the controllers but the rig goes bad when generating. So tried afterwards but has the same effect (sorry I have very limited knowledge in rigging..). I mainly need to add eye and jaw controls, the eyes I believe can be done without a joint but the jaw I'm not sure about.. Thanks very much!
  • Replyindent
    i clemens

    i clemens said about 12 years ago:

    You can add more joints after the rigging is completed. Just leave the rigging structure as is and it shouldn't be a problem. Adding joints before won't work. For the jaw you should be able to parent the jaw joints to the head joint and do whatever you need to do with them. Of course it all depends and can't be explained in a nutshell.
  • Kibi

    Kibi said about 12 years ago:

    Again thank you for such a quick response, got it all working. Thanks very much! :)
  • a.wonhaz

    a.wonhaz said over 10 years ago:

    Hi! I just downloaded your fantastic riging script. It would be just perfect for me, but I did come across exact the same problem than mentioned here. The problem is, that I need the creature to be small. And as I know final sceletons are not really scaleable. So now I have the problem, that the script does not work in my scale, and if I sclae it up to make the rig work, I can't scale it down when finished. :( Do you have an idea to solve this in my case? Thanks a lot! Anna
  • Replyindent
    a.wonhaz

    a.wonhaz said over 10 years ago:

    Thank you very very much! :)
  • Replyindent
    i clemens

    i clemens said over 10 years ago:

    Hi Anna, skeletons are scalable, you just need to watch out that everything scales correctly. I case of the generated rig, open up the character group node in the outliner and just below is the character scale group. Take a look in the channel box - there is a recale value (simply Y scale) and the shoulder height. You can use this to scale the entire rig. Ingo

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