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

Q/A

Deleted rig and can't create a new one from proxy.

Date:01/10/2016
Submitted by: nghia59 nghia59


So I created a rig from the proxy then deleted it.  I tried creating another rig from the set proxy with my bone placement and it gets half way through creating the spline then just hangs.

I'm using version V01_06_01 with Maya 2015 latest service pack.  Here's the script log.

file -f -new;// Warning: file: C:/Program Files/Autodesk/Maya2015/scripts/startup/rememberViewportSettings.mel line 43: Active stereo does not work with Aero enabled. Active stereo has been disabled. // // untitled // commandPort -securityWarning -name commandportDefault;// cgfxShader 4.5 for Maya 2015.0 (Oct  5 2014)// mental ray for Maya 2015 // Mental ray for Maya: using startup file C:/Program Files/Autodesk/mentalrayForMaya2015//maya.rayrc.// mental ray for Maya: setup// mental ray for Maya: initialize// mental ray for Maya: register extensions// mental ray Node Factory: loaded// mental ray for Maya: successfully registered// mental ray for Maya: loading startup file: C:/Program Files/Autodesk/mentalrayForMaya2015//maya.rayrc// parsing C:/Program Files/Autodesk/mentalrayForMaya2015/shaders/include/abcimport.mi// loading C:/Program Files/Autodesk/mentalrayForMaya2015/shaders/abcimport.dll// generating Maya nodes...// parsing C:/Program Files/Autodesk/mentalrayForMaya2015/shaders/include/AdskShaderSDKWrappers.mi// generating Maya nodes...// parsing C:/Program Files/Autodesk/mentalrayForMaya2015/shaders/include/architectural.mi// loading C:/Program Files/Autodesk/mentalrayForMaya2015/shaders/architectural.dll// generating Maya nodes...// parsing C:/Program Files/Autodesk/mentalrayForMaya2015/shaders/include/base.mi// loading C:/Program Files/Autodesk/mentalrayForMaya2015/shaders/base.dll// generating Maya nodes...// parsing C:/Program Files/Autodesk/mentalrayForMaya2015/shaders/include/basehair.mi// loading C:/Program Files/Autodesk/mentalrayForMaya2015/shaders/basehair.dll// generating Maya nodes...// parsing C:/Program Files/Autodesk/mentalrayForMaya2015/shaders/include/bifrostMR.mi// loading C:/Program Files/Autodesk/mentalrayForMaya2015/shaders/bifrostMR.dll// generating Maya nodes...// parsing C:/Program Files/Autodesk/mentalrayForMaya2015/shaders/include/bifrostphenMR.mi// generating Maya nodes...// parsing C:/Program Files/Autodesk/mentalrayForMaya2015/shaders/include/builtin_bsdf.mi// generating Maya nodes...// parsing C:/Program Files/Autodesk/mentalrayForMaya2015/shaders/include/builtin_object_light.mi// generating Maya nodes...// parsing C:/Program Files/Autodesk/mentalrayForMaya2015/shaders/include/contour.mi// loading C:/Program Files/Autodesk/mentalrayForMaya2015/shaders/contour.dll// generating Maya nodes...// parsing C:/Program Files/Autodesk/mentalrayForMaya2015/shaders/include/layering.mi// loading C:/Program Files/Autodesk/mentalrayForMaya2015/shaders/layering.dll// generating Maya nodes...// parsing C:/Program Files/Autodesk/mentalrayForMaya2015/shaders/include/layering_phen.mi// generating Maya nodes...// parsing C:/Program Files/Autodesk/mentalrayForMaya2015/shaders/include/mrptex.mi// loading C:/Program Files/Autodesk/mentalrayForMaya2015/shaders/mrptex.dll// generating Maya nodes...// parsing C:/Program Files/Autodesk/mentalrayForMaya2015/shaders/include/paint.mi// loading C:/Program Files/Autodesk/mentalrayForMaya2015/shaders/paint.dll// generating Maya nodes...// parsing C:/Program Files/Autodesk/mentalrayForMaya2015/shaders/include/physics.mi// loading C:/Program Files/Autodesk/mentalrayForMaya2015/shaders/physics.dll// generating Maya nodes...// parsing C:/Program Files/Autodesk/mentalrayForMaya2015/shaders/include/production.mi// loading C:/Program Files/Autodesk/mentalrayForMaya2015/shaders/production.dll// generating Maya nodes...// parsing C:/Program Files/Autodesk/mentalrayForMaya2015/shaders/include/subsurface.mi// loading C:/Program Files/Autodesk/mentalrayForMaya2015/shaders/subsurface.dll// generating Maya nodes...// parsing C:/Program Files/Autodesk/mentalrayForMaya2015/shaders/include/surfaceSampler.mi// loading C:/Program Files/Autodesk/mentalrayForMaya2015/shaders/surfaceSampler.dll// generating Maya nodes...// parsing C:/Program Files/Autodesk/mentalrayForMaya2015/shaders/include/userdata.mi// loading C:/Program Files/Autodesk/mentalrayForMaya2015/shaders/userdata.dll// generating Maya nodes...// parsing C:/Program Files/Autodesk/mentalrayForMaya2015/shaders/include/useribl.mi// loading C:/Program Files/Autodesk/mentalrayForMaya2015/shaders/useribl.dll// generating Maya nodes...// parsing C:/Program Files/Autodesk/mentalrayForMaya2015/shaders/include/xgenMR.mi// loading C:/Program Files/Autodesk/mentalrayForMaya2015/shaders/xgenMR.dll// generating Maya nodes...// AbcExport v1.0 using Alembic 1.5.4 (built May  8 2014 13:47:10)// pymel.core : Updating pymel with pre-loaded plugins: mayaHIK, tiffFloatReader, bifrostvisplugin, cgfxShader, Mayatomr, ikSpringSolver, ik2Bsolver, xgenToolkit, AbcExport, retargeterNodes, modelingToolkitStd, modelingToolkit// AbcImport v1.0 using Alembic 1.5.4 (built May  8 2014 13:47:10)updateRendererUI;updateRendererUI;file -f -options "v=0;"  -ignoreVersion  -typ "mayaAscii" -o "T:/B5/Art Source/Rig/OpForce_02_rig.ma";addRecentFile("T:/B5/Art Source/Rig/OpForce_02_rig.ma", "mayaAscii");// ----------------------------------------------------------Time: 2016/1/10 04:10:53----------------------------------------------------------
// Warning: file: T:/B5/Art Source/Rig/OpForce_02_rig.ma line 55825: Selected nodes were ignored since the 'scene' flag was used. // // File read in  1.5 seconds.select -cl  ;select -r head_sas_lod1_00 head_sas_lod1_01 head_sas_lod1_05 upperbody_a_lod1_00 upperbody_a_lod1_01 upperbody_a_lod1_02 upperbody_a_lod1_03 upperbody_a_lod1_04 lowerbody_a_lod1_00 lowerbody_a_lod1_01 lowerbody_a_lod1_02 lowerbody_a_lod1_03 lowerbody_a_lod1_04 ;// Warning: line 1: Turning on inheritTransform for 'RRM_l_Finger_ConnectorG'. // // Warning: line 1: Turning on inheritTransform for 'RRM_r_Finger_ConnectorG'. // // Warning: line 1: Turning on inheritTransform for 'RRM_l_Thumb_ConnectorG'. // // Warning: line 1: Turning on inheritTransform for 'RRM_r_Thumb_ConnectorG'. // // Warning: line 1: Turning on inheritTransform for 'RRM_l_Arm_ConnectorG'. // // Warning: line 1: Turning on inheritTransform for 'RRM_r_Arm_ConnectorG'. // // Warning: line 1: Turning on inheritTransform for 'RRM_l_Eye_ConnectorG'. // // Warning: line 1: Turning on inheritTransform for 'RRM_r_Eye_ConnectorG'. // // Warning: line 1: Turning on inheritTransform for 'RRM_Head_ConnectorG'. // // Warning: line 1: Turning on inheritTransform for 'RRM_Neck_ConnectorG'. // // Warning: line 1: Turning on inheritTransform for 'RRM_Spine_ConnectorG'. // // Warning: line 1: Turning on inheritTransform for 'RRM_l_Leg_ConnectorG'. // // Warning: line 1: Turning on inheritTransform for 'RRM_r_Leg_ConnectorG'. // select -cl  ;RapidRig_Modular;// Warning: line 0: This flag is deprecated and will be removed in future Maya releases. Use the bindMethod flag instead. // // Warning: file: C:/Users/nghia59/Documents/maya/2015-x64/scripts/RapidRig_Modular.mel line 9449: 'OpForce_01_Spine_HierarchyCompensate_MD.outputX' is already connected to 'OpForce_01_Spine_LengthRatio_MD.input1X'. //  

Replies to this question:

  • Dustin Nelson

    Dustin Nelson said almost 9 years ago:

    If you are going to delete your rig, you should use the Delete Rig from the "Extras" tab. This cleans up all the nodes in your scene whereas deleting the rig from your outliner only deletes the transform nodes. It does not delete nodes like multiplyDivide, condition, blendColor, etc. But now that you have already deleted the transform nodes of the rig, the best way to get rid of those additional nodes is to open up the Hypershade and go to Edit>Delete Unused Nodes. This should clean up all the other nodes so that you can now rebuild your rig with the same name. -Dustin

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