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Last Modified:03/25/2023
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Rebuild rig option gives gimbal on twist joint - ver.2.2.2

Submitted byziggie ziggie
Hi Dustin
ok, so, I have this old character from 2.1.8 ver, of course I'd like to update it to current ver. and, for most part the rebuild respects the skin and hierarchy but the problem is with my twist bone on my right forearm, more exactly, twist joint on rebuild gets a very weird rotation value on x rot and cannot be operated on correctly due to the insane gimbal '' mutated '' value :) 
Added image with precise description of the problem, hope you have some idea about this issue.
Many thx man, all best as always

Comments on this bug:

  • ziggie

    ziggie said over 6 years ago:

    sry, it doubled pics, my bad :(
  • mchavis

    mchavis said over 6 years ago:

    same issue occurs with my rigs. the right_arm curve cntrls rotate when I rotate the shoulder control. 
    Also, when I select and rotate all fingers on the right hand, I notice the middle finger rotates in the oppostite direction. 
  • Dustin Nelson

    Dustin Nelson said over 6 years ago:

    Could you send me your file so I can take a look at it?
    Also, mchavis, the issue with the fingers has been resolved in version 2.2.3.
  • ziggie

    ziggie said over 6 years ago:

    OK, well, i seriously don't know what's happening, but all the new updates are breaking things more then they are fixing them, for example now on top of the issue with the twist bone I have another problem on rebuilding, my foot toes and Leg_HeelIk_Ctrl and Leg_ToeIk_Ctrl are basically unusable, feels like constraint hierarchy get overrided and when I move my Leg_FootIk_Ctrl hierarchy under it doesn't behave like it is suppose to. On top of these issues, every time I rebuild my character scene gets insanely laggy and I have no option but to kill entire rig, and reskin the character again, clean.Certain thing, or issue I've noticed that every time I use '' Select All '' in selector and key all controllers twist bones stop behaving properly and Arm_Switch_Ctrl in Wrist_Angle x y z channels for some reason receive keyframes with undesirable value of either 0 or 1 depending on the default value of the property. So, yea, rebuilding is not an option for me at this point since it renders my rig completely unsable. About the file, I'm really sorry, but I cannot send you the file,  its under NDA, but you can try and replicate the the issue on any rigged mesh you have. Key to this possibly is in bad skin value translation from one rig to another, but I'm only guessing here, to be honest I have no idea.
    All  best man, peace
     p.s. I'm sending you image instead, it's allowed so say my bosses.
  • ziggie

    ziggie said over 6 years ago:

    Hi Dustin, ok, so here is the wrist issue I've mentioned earlier, again, in jpeg format
    you have any idea how to get RRM to stop generating keys for the constraint channels, these things usually break twist bones, wrist orientations and generally FK and IK on arms ( I suspect something similar is happening to the legs as well, but there is no keyframe indications on leg switchers.
  • ziggie

    ziggie said over 6 years ago:

    hey man, I don't see these issues any more in new version, it's working just fine for me :) many thx ! I hope that new ver. resolve issues for Mchavis as well, or anyone else with similar problems.
    all best man, many thx. 

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