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"Rapid Rig: Advanced" - Auto Rig 2.3.8 for Maya (maya script)

This is a tool that will set up a customizable rig for a bipedal character

License
$49.00
(qty: 1)

  • Check 16 Future Updates Included
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Compatibility

  • 2019, 2018, 2017, 2016, 2015, 2014, 2013, 2012, 2011, 2010, 9.x, 2009, 2008

Operating Systems

  • Linux
  • Mac
  • Windows

History

Created:12/20/2009
Last Modified:12/10/2022
File Size: 132 KB

Keywords

fk, autorig, auto-rig, Rig, maya

Bugs

Reverse Foot + Fist fingers ?

Statuspending
Priorityhigh
Date11/15/2014
Submitted byrayshoes rayshoes
Hello Dustin,

I bought your Autorig a couple of weeks ago for a freelance project, so my request is quite urgent if you may have time to help me,

- I have some issues with Reverse foot that you call ''Heel Ball'', it is supposed to point and flex but it makes something very weird, I attached two screenshot to show you how it looks. How to correct that ? Maybe my joints are not situated in the good place? 
- Do you have a tutorial to show us where to place all the joints to make your autorig work perfectly?
- I don't see any attributes to make ''fist'' and ''spread'' fingers, we have to animate it phalanx by phalanx?
- I have a character who wears a shirt, I want to be able to stretch the arm (cartoony style) but I don't want the shirt rotates when the wrist is rotating, how to skin that?

Thank you very much,

 

Comments on this bug:

  • Dustin Nelson

    Dustin Nelson said about 10 years ago:

    Hi, For the heelBall attribute, what you are seeing is the expected behaviour. A positive value rotates the foot around the pivot of the ball. When the value is negative, it rotates around the heel. The heel's pivot point is set by the "RRA_lFootHeelPivot"/"RRA_rFootHeelPivot" proxy. For the fingers, you can either animate the individual finger controls, or select the ArmSwitchC, and use the channels on it. So for example, if you wanted to curl all the fingers at once, you ctrl (cmd on a Mac) click on all the channels that you want to affect at once. Then middle-mouse drag over the 3d view to see the value change. It is impossible for me to set up a fist or spread that would look good in all cases, because the proxies may have some fingers longer/shorter, straight, bent and spread. So once the rig is generated, a "fist" would be a very specific look per rig, rather than a generic fist. For the shirt, there is no simple way to skin this. The joints along the forearm twist to share the rotation coming from the wrist. This is to simulate the way the radius and ulna bones in the forearm twist. There is nothing in the rig itself that does not behave in this manner, so you would have to build a set of joints specifically for the shirt. This is what I would do to tackle your specific problem: 1. Create a group node and parent constrain it to the elbow joint. 2. Create a joint for each lower arm joint and parent it to the group node created in the previous step. 3. Match each new joint's position and orientation to the lower arm. 3. Point constrain each new joint to its corresponding lower arm joint. 4. Orient constrain each new joint to its corresponding lower arm joint, but turn off rotate x in the settings. Hopefully that is useful and makes sense. -Dustin

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