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The MIT License (MIT)
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Compatibility
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2013, 2012, 2011, 2010
Bugs (3 reported) Help make this item even better. Your bug reports are appreciated!
Date | Priority | Title | Status |
---|---|---|---|
08/16/2014 | medium | Knees break when lifting the IK control | Pending |
12/21/2012 | high | leg stretch screws up ik leg when turned on (Maya 2012) | Pending |
06/01/2012 | high | Bugs creating the controllers | Closed |
Bugs
Bugs creating the controllers
Status | closed |
---|---|
Priority | high |
Date | 06/01/2012 |
Submitted by | Adar Bronstein |
I'm using Maya 2011 with abAutorig Standard 5.6 and I received quite a few bugs after taking the time to set up the rig and afterwards trying to create the rig controllers after building the skeleton.
1. When creating ths spine rig the masterSpine_ctrl appears to the right of the hand and seems misplaced.
2. When creating the Arms rig I receive an error saying // Error: setAttr: No object matches name: .v // and the controllers seem misplaced an only on the left arm.
3. When creating the Hands rig not sure but I think there are misplaced controllers for the fingers that appear flat at the end of each finger.
Thanks
Comments on this bug:
-
Adar Bronstein said over 12 years ago:
Seems to be working well now, thank you ! :) -
Adar Bronstein said over 12 years ago:
I believe I found the problem.. When creating the Proxy Skeleton if "ForeArm Split" is set to 0 those bugs occur -
crumbly said over 12 years ago:
Hey Adar, I've just uploaded a new version (5.61) that should address the issue of missing split joints when either the upper or lower number of splits is set to zero. I think your second issue is related to this, as well. The masterSpine_ctrl is intended to sit to the left (from the character's vantage) of the spine controls. Unless your character's arms are really short, it shouldn't be further from the spine controls than the hand. I couldn't recreate this issue, but feel free to send me an .ma copy of your skeleton and I'll see what I can figure out. Regarding your third issue, those controls are supposed to be there. They're the finger master controls. Moving them in local X will adjust the finger curl, Z will adjust the finger spread, and Y will affect them amount that the mid and tip joints rotate for a given amount of finger curl. The controls can be hidden by setting the handCtrl fingerMasterCtrlVis attribute to zero. -
crumbly said over 12 years ago:
Hey Adar, I just wanted to let you know that I uncovered some serious wrist issues in version 5.61 of the script. If you encounter any wrist related weirdness, version 5.7 should fix it. -
Adar Bronstein said over 12 years ago:
Thanks Crumbly ! I'll replace with the newer version of the rig !
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