Adverti horiz upsell

The Rigging Toolbox 2 2.0.5 for Maya (maya script)

The Rigging Toolbox is a set of tools and full auto-rigger designed to aid in the process of rigging articulated characters for animation.

License
$35.00
(qty: 1)

  • Check 16 Future Updates Included
  • Check 16 Highend3d Quality Checked
  • Check 16 Purchase Guarantee
  • Check 16 Support Included

Compatibility

  • 2017, 2016, 2015

Operating Systems

  • Mac
  • Windows

History

Created:08/03/2012
Last Modified:07/14/2017
File Size: 1.27 MB

Keywords

maya, Rigging, Rig, game engine

Q/A

v1.10 released

Date:09/02/2012
Submitted by: jbuck jbuck
New features:

* all floating elements now connect to a master controller during the "connect rigged" function.
* pole vectors and other floating switches have tethering options -- let me know if you'd like me to add to the list of what objects they can be tethered to.
* you can now gather User Defined Attributes in the scene edit window. This allow you to easily clean your scene from all the user defined attribute created during a rigging process.
* you can now export your rigged mesh, skeleton and animation to the Unity game engine with a single button press.

Don't forget to submit feature requests! 

Replies to this question:

  • manu djouf

    manu djouf said about 12 years ago:

    hello, how can we had ik fk blend for the foot? Thank you
  • Replyindent
    jbuck

    jbuck said about 12 years ago:

    Hi. IK/FK blending for legs has not been a common request — for this reason it’s unfortunately not part of the current auto-rig solutions for The Rigging Toolbox. I do, however see how FK legs would be desirable for certain animations. IK/FK leg switch/blend might be available future versions of The Rigging Toolbox along with a different spine solution and stretchy limbs. In the meantime, you could use the other auto-rig components of The Rigging Toolbox and manually rig the legs. Not ideal, I understand, but still a major time-saver. Out of curiosity, what would you be using FK legs for?

Post a reply: