Adverti horiz upsell

"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

Extra leg joint

Status:pending
Date:06/17/2011
Submitted by:RELIC RELIC
Hey Dustin, I just purchased your rig for a character that I am in a bit of a rush on. Fantastic and insanely easy to use!! Now I realized what I was getting when I purchased the rig, but is it possible to add an extra joint and rotation control for the leg that would be similar to a dogs rear leg. The character is an alien that essentially walks on the ball of the foot with the ankle raised up like a dog. I can make your rig work the way it is now, but it would be so much better with this extra control joint on the raised ankle. Thanks, Craig

Comments on this feature request:

  • Dustin Nelson

    Dustin Nelson said over 13 years ago:

    Hi Craig, What you can try to do is lift up the ball of the foot dummy. By doing that, you might be able to get the joints in the proper location, although the control you want may not be as good as what you are hoping. Let me know if that works for you. I am starting to work on a quadruped rig that will have a features like what you are talking about, but I hadn't considered creatures like Minotaurs and what you are talking about. Definitely something to think about. Best of luck! Dustin
  • RELIC

    RELIC said over 13 years ago:

    Thanks Dustin, I already did that and it works fine, but when I use the heel ball attribute in the negative the foot raises up. This control would be perfect for my needs if the foot did not lift when animated in a negative value (ie, if it worked like adjusting heel ball in the positive values). Is there a way to stop the foot from lifting when the heel ball attribute is animated with a negative value? Craig
  • Dustin Nelson

    Dustin Nelson said over 13 years ago:

    Hi Craig, I am REALLY sorry for not getting back! I never got a notification of your last comment. Between the Bugs, Requests, Reviews and Forum, it is a lot to keep going and checking each one to see if comments are added. I will bug the CreativeCrash guys to make sure that I get notified of posts. Anyways, to answer your question, I don't think that will be doable with the way the rig is set up. The heel value is designed to be a pivot that doesn't change, and is relative to the foot control. I will look into adding another custom attribute that would allow for rotation from the ball of the foot that controls the ankle in IK. Obviously this is probably too late for what you were needing it for, so I do apologize for this. -Dustin

Post a comment: