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"Rapid Rig: Modular" - Procedural Auto Rig 2.4.8 for Maya (maya script)

"Rapid Rig: Modular" frees you from the confines of bipedal autorigs! So get creative!

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History

Created:10/02/2013
Last Modified:03/25/2023
File Size: 323 KB

Bugs

Spine control Axis pointing downward on quadruped setup

Statuspending
Priorityhigh
Date03/26/2014
Submitted byalfsici alfsici
Hi, 

im pretty new to Rapid Rig, so apologies if is already been pointed out.

I used the quadruped preset to build a rig and i noticed that the

spine controls ( especially the middle controls ones) are all pointing downwards . 

i think every control should have the axis pointing accordingly to the other controls, Y up and X or Z forward.
the same for the neck and other controls in general.

Maybe having an UP axis control on the Guide rig would be easier and could help choosing which axis you want the rig controls to point at ?

regards
-a

Comments on this bug:

  • Dustin Nelson

    Dustin Nelson said almost 11 years ago:

    Hello, I assume by "pointing downwards", you mean the +Z axis of the control is oriented along the -Y (down) axis of the scene?
  • alfsici

    alfsici said almost 11 years ago:

    Hi Dustin, Yes Exactly! I would expect that every curve Control is oriented accordingly to the world of the main control of the character, for consistency in animation, unless is a secondary control where you need to be on a specific rotation axis (example some post animation "tweakers "). regards -a
  • Dustin Nelson

    Dustin Nelson said almost 11 years ago:

    The controls are oriented based on their module, rather than their parent node. The reason for this is that joint orientation is maintained no matter what angle the module is or what its parent is. So for example, the twist axis for the spline is always going to be the same whether the spine is horizontal, vertical or any other angle. This makes the rigs consistent and allows for proper animation sharing, mirroring and expected joint orientations in game engines. If you want the root to match the spine, you can pin the spine and then rotate the root. I initially had it set up this way, but the overwhelming consensus from users is that the root should have no rotation initially.
  • alfsici

    alfsici said almost 11 years ago:

    Hi Dustin, i just tried to keep the Quadruped spine module root pointing upward and having the end of the spine "joint" placed as a quadruped and pointing Upward Is this the way you meant ? Do you think it would cause any issues with twisting? Would you consider for the " spine/tail/neck " module only to have an "arrow" that will dictate the Control orientation (only the controls for animation , not the joint itself ) ? an arrow like the ones for the limbs for example? regards -a

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