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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

Feature Request

Axes mirroring and arm twist joints.

Status:pending
Date:12/07/2012
Submitted by:eallin eallin
Hey Dustin, have been consulting this theme with animators and all of them from our team told me the same: they would like to have translate axes mirrored on IK feet instead of rotate axes. In my opinion it has its own work logic, because when you animate IK feet you are movind handles first so when you use the local or object translate tool results are oposite movements. In case of rotate axes when you change mirroring to translate solution just rotateY remains unmirrored. In case of twisting joints for arm propper volume it would be very good to have this option there, because Maya is buggy and when I make this feature in addition to your Rapid Rig solution I need to influence these joints not with oposite rotation of bound skeleton but with the oposite rotation of IK, FK arm joints weighted between ik and fk solution so the setup takes some time a top of common setup. If these two "options" would be available it would be very good. Thanks a lot.

Comments on this feature request:

  • eallin

    eallin said almost 12 years ago:

    And just one last thing I forgot. Twist joint for forearm is getting, with connection, exact value of twisting from the wrist. Is it possible to change the value to 0.5? I think multipleDivide node would help here. Thanks again!
  • Dustin Nelson

    Dustin Nelson said almost 12 years ago:

    Hi Eallin, As of version 2, nothing is mirrored with the IK controls. By mirrored, I mean actually doing the mirrored movement across the YZ plane. If the character is facing positive Z, translate Y, translate Z and rotate X have the same effect to both the left and right side. I am not clear on what you mean by changing mirroring to translate instead of rotate... do you mean to say that if you translate the left leg in positive X, the right leg should move in negative X? This again, is assuming the character is facing +Z. The only way that I know of to get mirroring to work on all three axes is to have one side scaled -1 on the X axis, but this creates all sorts of issues with constraints and hierarchies. Also, if there is no mirroring, not only rotate Y remains unmirrored, but so does rotate Z. Hopefully I am not misunderstanding you. For the twisting joints, are you saying you are adding your own into the rig? You should be able to use the skinning joints, not the IK and FK joints. I agree that there needs to be more control with the twist joints. I am planning to improve this and have the option to choose the number of twist joints. That includes the forearm stuff as well. I am currently working on another rigging tool, but I will try to get to these features as soon as I can :) Dustin

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