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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

License
$49.00
(qty: 1)

  • Check 16 Future Updates Included
  • Check 16 Highend3d Quality Checked
  • Check 16 Purchase Guarantee
  • Check 16 Support Included

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

Bugs

A little problem!

Statusclosed
Priorityhigh
Date05/13/2010
Submitted byGianluigi Lasco Gianluigi Lasco

Hello Dustin!

Congratulation fo your script...i bought it.

Unfortunately i have a little problem,whe i create thr rig ,it built a joint between the elbow and the hand that should not be there..i don't know how to solve this problem...i don't know  if is my problem because i'm an animator not a rigger.....can you help me?
And another thing,the jaw does not open after rig creation.
Anyway thanks for this script because is fabulous!
I hope you can help me!

Gianluigi
www.gianluigilasco.com

Comments on this bug:

  • Dustin Nelson

    Dustin Nelson said over 14 years ago:

    Hi Gianluigi, The joint that is in between the elbow and the hand is a forearm joint. This is essential for fixing the deformation problem you are having right now. It will help simulate the twisting that happens through the forearm as you turn your wrist. What you need to do is increase the influence of the forearm joint in that area, and you should be able to get a better deformation. With the jaw control, I will have a look at that as soon as possible. If you have any other questions, do let me know! Dustin
  • Gianluigi Lasco

    Gianluigi Lasco said over 14 years ago:

    HI ! thanks for the fast response! I did not know ... now i try . Just one more thing ... with cancel button the rig should disappear,right?I can 't delete it ... i dont't know .... Thanks for your help! and congratulations again! Hi!
  • Dustin Nelson

    Dustin Nelson said over 14 years ago:

    the cancel rig will only delete the dummy rig. I will clarify that in the interface. Are you wanting to delete the final rig to start over?
  • Dustin Nelson

    Dustin Nelson said over 14 years ago:

    Hey Gianluigi, I just tried to reproduce the problem you are having with the jaw not working. When you rotate or move the jaw control, does this affect your geometry in any way? What should happen is there should be movement from the chin up. If the mouth is affected by the jaw joint/control, you need to go in there and paint weights on your skinned geometry so that the top lip isn't affected as much by the jaw joint, that way the mouth will open. I hope that helps.
  • Gianluigi Lasco

    Gianluigi Lasco said over 14 years ago:

    Hello, thanks for the answers ... as I thought it's my lack of knowledge of the weight of the joint ... I figured it was my problem because your script is spectacular! Now I study the weight and try to make things right. thanks! For the cancel button... I thought I could remove the rig with the final NURBS curves and make changes to the position of bones!it is possible? Thanks a lot for your script and your courtesy!
  • Dustin Nelson

    Dustin Nelson said over 14 years ago:

    With the cancel, that it might be possible to reverse engineer it back to the starting or come up with something else, I will have to look into that. But for now, when you go to create your final rig, you get a dialogue that pops up asking if you are sure you want to proceed, and it recommends that you save your scene with the dummy rig first. That way, if you save it first, then create the final rig and realize that something was wrong with the final rig, you can go back to that other file, make your changes and create the rig again. You will want to test out the rig as soon as you attach your character to it, to make sure all the joint placements are correct before getting too deep into things. If you do end up painting all the weights for your character and realize you want to go back, you can export your weight maps, re-rig the character, and import the weight maps back on. This wouldn't take long to do.

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