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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

it is a bug. fix Plz~

Statusclosed
Prioritylow
Date06/01/2010
Submitted bySeunghun Kang Seunghun Kang
i don't speak english~ sorry

it's a wonderful what auto rigging.

thank you.

but it's a little problem.

-------------------------------
it is bug. my character has a problem. it's a bug that arm bend joint(rLowerArmCurve1C,rLowerArmCurve2C,rLowerArmCurve3C)

it's wrong of twist.

it's a same result that  your basic model.

fix~ please~ 

Comments on this bug:

  • Seunghun Kang

    Seunghun Kang said over 14 years ago:

    i using a mac(snow lepard 10.6.3)
  • Dustin Nelson

    Dustin Nelson said over 14 years ago:

    Thanks for the bug Seunghun! I have just uploaded a new version, let me know if it works as it should. Dustin
  • Seunghun Kang

    Seunghun Kang said over 14 years ago:

    thanks Dustin~ Wonderful~ ^^ Good Working~^^
  • Ian Bright

    Ian Bright said over 13 years ago:

    Hi Dustin, I have to hijack this thread as I can't find a way to start a new bug. First off congrats on your creation. I've been using a slightly customised version of your rig in production for over a month now and it has been a great help time wise. One major issue though is with the alignment of the shoulder bones when the arms are rigged down by the character's sides. The character's I'm rigging are modeled with their arms straight down, palms facing the thighs - not ideal but nothing I can do about it. When I line up the dummies and generate the rig the shoulder bones and their FK controllers point off at odd angles, rather than aligned with the direction of the elbow bend. So I can't animate the arms to rise straight up in front of the character without resorting to using world space rotation. Is this because the up direction and up axis for the joint orientation is hard-wired into the script to work for the T-Pose? If so it would be nice to have that exposed as an option, or be able to pause the script as it makes the first skeleton and do the joint orientation myself with Comet's script then let it continue. If you can help me with this it would be great, as the problem kicks in for arms at a 45 degree angle as well, though not as extreme. Cheers, Ian

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