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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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Last Modified:03/25/2023
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About a gimbal phenomenon in the limb's joints.

Submitted byDustin Nelson Dustin Nelson
Hey Dustin.

A little message late while working.
I'm on a quite realistic character, and using blendshapes correctives for elbow area and other places.
Those are triggered by driven keys, taking values from skinned joints rotations.
Fact is when you rotate the FK arm (r_Arm_ElbowFk_Ctrl) of a bipedal RRM rig, when your controller goes over -90° (arm bent), the joint involved (r_Arm_Elbow_CurveJnt)  begins to make a brutal gimbal lock. It's not visible on the skinned mesh...

BUT !!
When I'm trying to launch the driven key, the huge jump in the rotation values of the joint creates a real issue.
I wish I could use the FK controller itself to trigger it rather than the joint, but I need it to work in IK mode too...
I'm afraid this gimbal can bring trouble even if I use other solutions than driven key, to trigger the blendshape when the arm's or other areas are bending....

Same happens in the legs, knees, in various positions.
Note that if I parent the  knee joint (r_Leg_Knee_CurveJnt) to r_Leg_Hip_CurveJnt that does fix the issue. (Only for these knees joints issues)

Comments on this bug:

  • Dustin Nelson

    Dustin Nelson said over 7 years ago:

    Hi Florent,
    I have a fix for the shoulder and elbow curve joints. The other roll joints are a bit of a struggle. Maya overrides values that I do not want to have changed, but the elbow should work for SDK's now.

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