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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
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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

No Space Switching? (world translation not working correctly)

Date:06/03/2014
Submitted by: Bradley Smith Bradley Smith
My animator tells me there is a big problem with the foot control. When he attempts to use the graph editor to translate on one axis it actually translates on two axis. 

For example, translating on the z axis also translates on the x axis. If you single out an axis and use middle mouse it will translate only in the local axis (aligned with the leg).

I have tested and it seems your rig works fine if the feet of the model point directly forward when rigging (which is not natural).  Our character is modeled with a natural standing position (feet pointed out a bit) and I set up the proxies to follow this.

The resulting rig looks fine at first glance but the foot control being twisted has world coordinates that are not the same as the root world coordinates.

What we need is the ability to switch the foot controls world coordinates to that of the Main_C control. I have searched through the rig and I don't see a space switch and I due to the complexity I can not figure out how to add one.

Am I missing something?  I am really hoping we dont have to remodel our character.

Replies to this question:

  • Replyindent
    Dustin Nelson

    Dustin Nelson said over 10 years ago:

    You are correct. Everything is set up in local space, based on the orientation of the proxies. So if you have the arms in an A pose or the feet angled outward, then that is the orientation the rig will take on. Typically modellers build their characters in a default pose that is easy to rig and neutral. There are a couple of ways around it... 1) Create a custom control with the orientation you desire. Then parent/constrain the footIKC to that control and use that one to animate the character's feet instead 2) Rotate the controls so that the character moves into a pose where the feet would be straight ahead, then delete history on the geometry and delete the rig so it's new default pose is like that and make any tweaks to the model. Then you will have to re-adjust the proxies and generate a new rig. Neither solution is ideal, but there are so many connections and dependancies in the rig that require the local alignments be correct. -Dustin

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