Adverti horiz upsell

Quadruped Rigger -- automated rigging for four legged characters 1.1.1 for Maya (maya script)

Automated rigging for four legged characters in Maya to get a solid rig for animation with a short setup time.

License
Button download
10,564 Downloads

Compatibility

  • 2017, 2016, 2015, 2014, 2013, 2012, 2011, 2010, 9.x, 2009, 2008, 8.x

Operating Systems

  • Linux
  • Mac
  • Windows

History

Created:07/05/2011
Last Modified:09/27/2016
File Size: 123 KB

Keywords

animation, maya, mel, Rigging, Tips

Q/A

Spine Joints

Date:02/13/2015
Submitted by: jfhtx jfhtx
Hi,
When I select character_grpx and export as FBX to AUTODESK FBX Viewer I have the animations of the 4 legs, the neck, etc but the Spine are not moving and stay in place and doess'nt follow the animated "main_ctrlx".
How to make the spine joints follow the "main_ctrlx"?
THanks.

Replies to this question:

  • Replyindent
    i clemens

    i clemens said almost 10 years ago:

    It's possible that FBX doesn't support all rig components especially the spline ik for the back. Usually it's best to bake out the animation to a joint only rig when it should be transferred to a different app.
  • jfhtx

    jfhtx said almost 10 years ago:

    Thanks, I see that in the spineJoints_grp you have an FK_spine_back1 and front. Is it possible to export that FK instead of the IK spine?
  • Replyindent
    i clemens

    i clemens said almost 10 years ago:

    Thanks for your feedback. Great to hear that all went well. All the best for further projects.
  • Replyindent
    jfhtx

    jfhtx said almost 10 years ago:

    Hi, I successfully rig my quadruped and I use the IcActor tool to duplicate the rig. I exported to unity and it is working fine (just have to change root rotation in unity). Thank you for your very handy tools. www.3dcbo.exto.org
  • Replyindent
    i clemens

    i clemens said almost 10 years ago:

    It's all part of the same rig and a complex rig like this has always export problems. It's not an issue of the controllers are ik or fk but for the rest that is build under the hood. See also https://vimeo.com/34676136 for more information.
  • jfhtx

    jfhtx said almost 10 years ago:

    Thank you, I will try my best with your icActor tool and your skincluster import/export to achieve an export to unity of the rig and the skin.

Post a reply: