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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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Compatibility

  • 2019, 2018, 2017, 2016, 2015, 2014

Operating Systems

  • Linux
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History

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

Bugs

Proper spine with RRM?

Statusclosed
Prioritymedium
Date05/15/2018
Submitted byDustin Nelson Dustin Nelson
The thoracic cage should not be able to have several joints affecting it (only 1 at its base) yet with RRM since it's only
easy to place the spine joints evenly I often must make the confession of creating joints in the rib cage for no reason. 
 
Is it possible to have a spine that doesn't have its joints all spaced out the same amount mandatorily?
I'm aware that these joints can be moved individually but it's really hard to do so as it stands.

Comments on this bug:

  • FeastX

    FeastX said over 6 years ago:

    Tbh spines in rapid rig are really the weakest point, the system you used to create the spines should be changed to another one. I imagine that's a major rework but it'd be well worth it.
  • Dustin Nelson

    Dustin Nelson said over 6 years ago:

    The spine is comparable to industry standard setups. It has IK layered on top of FK. The joints are spaced evenly as a default, but you can space them however you like. They are not done so to an anotomically accurate human model because often times my tools are more generic, and used for stylized and cartoony characters. If you want to have less joints in the thoracic region, you can space them accordingly. You can also place the top of the Spline at the base of the thoracic region and then use an FK chain on top of that if that would achieve a better setup for your desires.
     
    However, trying to get realistic placement and movement of joints tends to fall apart unless you are layering on a complex set of muscle and dynamic simuluations to recreate the muscles, organs, fascia, skin, etc. Cheating joint placement can create more believable deformation than perfect landmarks of joints if you are not using more systems than joints for your mesh's deformation.
     
    You can also swap out an FK Chain for the entire spine if that would be more desirable. Either way, joint placement is up to the user.
     
    -Dustin
  • Dustin Nelson

    Dustin Nelson said about 6 years ago:

    The spine system is very much industry standard used at major film production and game production studios. You are of course entitled to your opinion, but I disagree. There are both the IK spline and the FK chain options for generating a spine. And the spacing of the joints is completely up tot he user.

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