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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

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$49.00
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  • 2019, 2018, 2017, 2016, 2015, 2014, 2013, 2012, 2011, 2010, 9.x, 2009, 2008

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History

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

Keywords

fk, autorig, auto-rig, Rig, maya

Q/A

Size of the control curves

Date:10/17/2012
Submitted by: jtengland jtengland
Hi Dustin - New RapidRig user here as of last night.  During my first rigging, I came across two issues that I'd love some feedback on.  

First, during the fitting of the proxy rig to my character, I was not able to lower the head into place.  It appears to have a constraint on it that prevents the neck joints from compressing past a certain point?  My initial approach was to size the entire proxy rig up so the root was in the proper place, but I ultimately had to size the rig back down so that the head base was in the correct place, and then everything else moved in Y with no trouble (root, top of the head, etc.).

Second, the majority of my control curves are either way too big or way too small.  The hands are a good example where the curves are so large that it's basically a guessing game on which joint you're selecting.  Polar opposite, the curves around the feet are almost the same size as the feet themselves, so I really need to zoom in to select them.  Can I control their size after creating the rig, or is there something I should be paying attention to prior to rig generation?

Alright, and since I'm here, I might as well ask a n00b question.   On my three-fingered character, there is a fourth "claw" like joint chain that is encroaching on my pinky fingers.  So, after binding the skin, the pinky mesh tears due to influence from the claw.  I assume I can work that out with weight painting or the component editor, but not sure of their reason in the first place.  I'm watching your fourth tut now, so maybe that question will be answered, but I wanted to get my first two posted right away.

Finally, I'll just mention that my character is Jack Skellington, so his proportions are exaggerated. 

Thanks!!!! 

Replies to this question:

  • Dustin Nelson

    Dustin Nelson said about 12 years ago:

    Hi John, welcome to Rapid Rig! The issue with the neck, that is an oversight on my part from the way the rig used to work. I have removed that limitation and updated the rig, you can get the update which is 2.0.1, now available. In the meantime, if you need to adjust your current setup, you can run this command to get rid of the limit: transformLimits -ty -0.75 1 -ety 0 0 RRA_Head; Or, simply go into the attribute editor of Head proxy and go to the limit information, and inside the Translate area, just turn off the Trans Limit Y checkbox. The controls' sizes are based on the the size of the limbs. So if Jack's arms are really long, the controls get made bigger. The logic behind this is the longer a character's arms/legs/body gets, the bigger the controls need to be. In your case, Jack is so skinny and has such small feet so it's not a perfect situation. You can customize the size of controls by adjusting the CV's. This is what I would recommend doing… 1. Highlight the control vertices of the control(s) that you want to resize. 2. For doing multiple at the same time (which I recommend doing so you can have the left side match the right), select the left wrist and right wrist controls and select all their cv's at the same time. 3. Turn on "Component use object scale" in the scale options. With this turned on, scaling will now occur from the pivot of the object, rather than the centre of the selection. 4. With the cv's selected, scale away! Hopefully it won't take you too long to resize them. By scaling the cv's, you are not affecting the transforms of the controls in any way so this will not have any affect on the rig itself. Do let me know if you have any further questions :) Dustin
  • Replyindent
    Dustin Nelson

    Dustin Nelson said about 12 years ago:

    Yes, it is in the works. I have been working on RRA 2.0 for a long time, and getting the tutorial videos and new screenshots all done took much longer than expected. Surprising how much time it can take! Especially when it's my side project. Never enough hours in the day. But now I should be able to shift my focus back to the modular tools for a while.
  • Replyindent
    jtengland

    jtengland said about 12 years ago:

    Thanks very much for the fast reply, Dustin, and I'll make sure and snatch up a copy of 2.0.1. BTW, I saw you mention a new rigging tool that would be modular for non-bipedal characters. Is that still in the works? Judging by how well RRA is written, I'd love to see a new tool for atypical character rigs. Cheers!

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