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

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

Q/A

One question about Shoulder FK rotation axes

Date:04/15/2018
Submitted by: Amplion Amplion
Good day! I bought your script and it is just amazing!!!
But I have an problem. When I built sceleton, rotation axes for Shoulder FK conttrolers are the same world axes!
(and it is strange for me because translate axes are perfect and go along the arm). Is there a way to fix it?
Actually, for the Clavicle Controld and its joints the situation is the same.
I feel that problem somewhere in my Proxy, bot where? In proxy for arm I can rotate only RRA Clavicle, but I am not sure that it will help me ...
Thank you for any advises!

Replies to this question:

  • Amplion

    Amplion said over 6 years ago:

    I tried to fix it and I feel that I can't. It seems that it happens beacause my character isn't T-posed.  After creating a rig rotation of shoulder joints are wery strange ((after elbow all rotation axes are ok). When my arm is horyzontal it works well, but when I tryed to make any other posed character it makes very bad rotation axes in shoulder ((((
  • Dustin Nelson

    Dustin Nelson said about 6 years ago:

    The shoulder joints should not be in world space. Are you sure your rotation tool is set to object space? If it's set to world space than the rotate manipulator will always rotate in world space, regardless of what the selected object's orientation is. If that doesn't fix it, I am not really sure what it could be. Maybe email me your scene.

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