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"Rapid Rig: Modular" - Procedural Auto Rig 2.4.8 for Maya (maya script)

"Rapid Rig: Modular" frees you from the confines of bipedal autorigs! So get creative!

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History

Created:10/02/2013
Last Modified:03/25/2023
File Size: 323 KB

Q/A

Scaling Auxiliary Bones

Date:05/02/2016
Submitted by: Paul Merrell Paul Merrell
Hey Dustin,
I would like to add a simple facial setup that uses auxiliary bones to scale, rotate, and translate the eyes (quads 'floating' on top of the face). I'm using this rig to animate in Maya and export to Unity. The eye geometry is combined with the rest of the character's mesh and skinned to the single joint hierarchy made by RRM. Each eye is weighted 100% to the appropriate eye auxiliary bone. When I go to scale the control for that auxiliary bone, the eye geometry does not deform. It looks like it's because the scale of the single joint chain is not connected to the scale of the non-single joint chain, which is what the control is scaling directly. In order to fix this without breaking RRM's ability to rebuild a rig on command (as long as the proxy bones are still available), how should I go about 'fixing' this. Obviously I understand under normal circumstances, you don't expect bones to need to be scaled.

Paul 

Replies to this question:

  • Replyindent
    Paul Merrell

    Paul Merrell said over 8 years ago:

    Oh nice! I didn't notice that feature in the "Extras" tab on my own. I'll go check it out! Thanks for the quick response.
  • Replyindent
    Dustin Nelson

    Dustin Nelson said over 8 years ago:

    You are correct. By default, the scale is not connected to the single hierarchy join chain. The reason for this is because of joint sheering. However, if you go into the "Extras" tab of the UI, you can connect the scales of selected single hierarchy joints. This is a "use at your own risk" kind of thing because the results will not always be ideal. -Dustin

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