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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)

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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

Question about the eyes

Date:07/27/2010
Submitted by: Keeley Nolan Keeley Nolan
Hi all, just wondering if anyone would be able to help me figure out the eyes with the auto rig.  I go through the whole process skeleton, rig, skinning and the eyes don't work (meaning they don't move with the handle).  I am a complete newbie to rigs and such, so I am sure I am missing some fundamental thing that I should be doing but I just don't know what.  If anyone has any suggestions that would be greatly appreciated.  Thank you in advance.

Replies to this question:

  • Dustin Nelson

    Dustin Nelson said over 14 years ago:

    Hi Keeley, I don't have access to the rig at the moment to test your problem, but if you move the eye controls, the eyes should aim at them. This can be a bit confusing, because the joints don't appear to rotate, even though they are. As a quick test, create a cube and move it over the eye joint. Then parent it to the eye joint (the joint layer is set to Reference by default, so you will have to toggle that off to select joints). If you are unfamiliar with parenting, what you have to do is select the eye first, then the joint, and then press "p" for parent. Once you have done that, move around the eye controls and you should see the cube rotate. Let me know if this works for you, good luck! Dustin
  • Replyindent
    Dustin Nelson

    Dustin Nelson said over 14 years ago:

    Awesome, glad you got it figured! If you don't want to have it in the same hierarchy as the joints, a parent constraint would work, although you would still have to parent the eyes into the MainC hierarchy if you ever scale your entire character. Dustin
  • Replyindent
    Keeley Nolan

    Keeley Nolan said over 14 years ago:

    Thank you so much. It works. I was trying all sorts of crazy constraints and would have never thought to try to parent the eyeball to the joint.
  • Mel Gonzalez

    Mel Gonzalez said over 12 years ago:

    Not to bring up a long silent post but to piggy back on the eyes, I have a question also. With your rapid mesh in the tutorial you can open and close the eye lids. I created a similar set up on the character but do I have to work my own SDKs for it? I dont see any attributes for an eye blink in there by default.
  • Dustin Nelson

    Dustin Nelson said over 12 years ago:

    Yes, the extra attributes on the eye controls are only created if the user has enabled the "Rapid Mesh" option. The reason it is not there without the rapid mesh is because these channels would have no functionality and therefore only clutter up the rig, making it less intuitive. One thing a lot of people have to do is make custom changes to the rig to allow for more specific functionality they desire. So if you want to add custom attributes like that, you can definitely do that. One thing you can do is enable the Rapid Mesh and just never use it. And those custom attributes will be there. Then you can just turn off the visibility of the Rapid Mesh layer.
  • deolol deolol

    deolol deolol said over 12 years ago:

    Hi, how do i get the geometry of the eyes not to hide after hiding the joints layer when ive parented it? thanks
  • Dustin Nelson

    Dustin Nelson said over 12 years ago:

    Instead of parenting the eyes to the joints, use a parent constraint instead. Then you will be good to go!

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