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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

Feature Request

Root and Hip constrain for Elbow/Knee/Hand

Status:pending
Date:05/06/2011
Submitted by:Filippo Maccari Filippo Maccari
Hi Dustin, recently I had to add for an animator theses constrains: Root constrain for Hand IK (WristIKC) Root/Hip for ElbowIKC Root/Foot and Root for KneeIKC I think it could be a nice idea add them by default, the're quite useful. Bye! Filippo

Comments on this feature request:

  • Dustin Nelson

    Dustin Nelson said over 13 years ago:

    Hey Filippo, For the WristIKC's, there are constraints for the hips, chest and head. I have one for the hips but not the actual root control, because if you move the root control, the hips will go with it, and it will also stay with the hips wherever they go. I hadn't thought about a constraint for the ElbowIKC's to the hips. I am trying to envision when that would be important to have. For the both the ElbowIKC and KneeIKC's, there is a "Follow" channel. -for the elbow, you can set it to Main (so it moves only with the main control), the wrist, shoulders or 50/50 to the wrists and shoulders -the knee is the same, except instead of shoulders and wrists, it uses hips and ankles. If this is not what you are looking for, or you think there should be more functionality that I am not understanding, I would love to hear more on your thoughts on this. Thanks! Dustin
  • Filippo Maccari

    Filippo Maccari said over 13 years ago:

    Hi Dustin, I had to add the root constrain for hands, elbows, and knees, for my animator because he wanted more control during walk cycles. Having a separation beetween hip and roots, helped him a lot. He had to animate both a male and female character. Beacause of this reason I updated also the "follow" control of elbows and knees withroot/hip and root/foot. He asked to me also to unlock the translation for clavicles controls. I know it is anatomically wrong, but in some situation helped a lot. Another last thing that could be useful is a kind of control to manually tweaking the forearm twisting, in some extreme pose it flipped. :-) Great work, very solid rig! Bye, Filippo
  • Dustin Nelson

    Dustin Nelson said over 13 years ago:

    Hey Fillippo, Sorry for not getting back sooner. Finally taking some time to go back through a lot of threads. I don't always get notifications about new posts, so I don't even realize it until it's too late. Anyways, that is some interesting food for thought. I can understand why an animator would want those extra constraints. And the clavicle control is definitely something I will be adding. A lot of people want that ability. Summer has been pretty hectic, but I hope to get back onto adding features and fixes as time allows. -Dustin

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