Copyright (c) 2024
The MIT License (MIT)
Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
Compatibility
-
2014, 2013, 2012, 2011, 2010, 2009, 2008
Operating Systems
History
Created: | 05/05/2013 |
Last Modified: | 12/16/2016 |
File Size: | 255 KB |
Version History
v3.2.3- fixed right side arm and leg stretch bug
v3.2.1
- added joint labels for bound skeleton so mirror skin weights works correctly
v3.2
- added a lot of new features under the animation tab
v3.1
- changed skeleton hierarchy for leg chain. Will make use in MotionBuilder and game engines easier
- option for double knee and double elbow in setup bound skeleton window
v3.0.2
- select skeleton works properly now. Just make sure that you bind to skel hierarchy
v3.0.1
- fixed mirror body control
- changed dof on knee joints
- removed root bone from the bound skeleton (new root is hips)
v3
- NEW no flip IK setup
- knee and elbow controlled by attributes, pole vectors still available with switch
- NEW custom bound skeleton menu: creates clean skeleton ready to be exported to any game engine
- NEW animation tab (soon to be much larger)
- proxy skinner temporarily removed (need to rewrite to work with custom bound skeleton)
- NEW IK/FK switch for spine
- NEW roll attributes for fingers
- toung control simplified
- NEW script auto detects user settings per scene on startup
- if facial rig is not checked it actually sets up a rig without any face joints
v2.6.1
- fixed prepare facial network from throwing errors
- pole vector controls in proper position after clicking setup rig
v2.6
- proxy skinner
- smooth all influences button
- mirror facial controls button
v2.5
- changed reverse foot rig to joint driven for stability
- added toung rig
- eye rig simplified; you must now either parent or skin your eye geo to jnt_eye1
- set preferred angles on knee2 joints
- fixed bicep and elbow leaf joints
v2.4.3
- fixed right side reverse foot controls
v2.4.2
- fixed possibility of arm orientation issues when rigging a character in A pose
- select skin joints button replaced skin character button
v2.4.1
- fixed a bug where the right leg knee lock would flip out
v2.4
- bind skin button now requires information in text field instead of selection
- added a weight percent to influence tool under skinning tab
v2.3.1
- facial controls are now properly mirrored
- fixed a bug with connecting custom blendshapes
v2.3
- fixed some stretchy issues (some joints not scaling properly)
- added paint skin weights button
- reorganized custom GUI tab
- added ability to connect facial controllers to sliders
v2.2.3
- fixed the hip twist (you will have to start from scratch to fix the issue - sorry!)
v2.2.2
- added joint labels so skin weights will mirror properly
- to apply this to a rig that is already setup: run the script then type "jointLabels" in the MEL box
v2.2.1
- fixed bicep amount toggle
- added sticky lips back in with facial rig (whoops!)
v2.1
- fixed bug in stretchy arm scale when switching IK/FK
- auto blend shape GUI button
- mirror skin weights button
- every tab has an unlock bottons function now
v2.0
- fixed possibility of orientation issue on legs
- fixed stretchy popping when scaling the rig
- fixed stretchy FK switching
- FK mode now has ability to stretch (just make sure you use lock 'n hide before you try to do that)
- much better bicep simulation
- got rid of finger FK controls (I'll add them back in if peeps want them)
- added bendy controls for all limbs
- added new twist system that is ultra stable - no more flipping!
- eyelids now have controls on the face
- pole vectors now have indicator curves
- adding bend to the spine is no longer an issue
- simplified reverse foot controls
- added unified scale attribute and control visibility attribute to mover
- controls now scale to the size of your character so reshaping them is easier
- buttons grey out after you use them to prevent misclicks
- blink sliders blend with auto lid to prevent unwanted penetration
- default eye joystick sensitivity is now 4
- rig proxy is now created with joints instead of locators
v1.0.2
- fixed a small bug in the reverse foot setup
- fixed a small bug in the facial rig setup
v1.0
- joint based facial rig option
- leaf joint option
- simplified UI
- cleaned up joint hierarchy
- locator based rig setup
beta03.1 (v0.3.1)
- improved knee/elbow locking performance when dealing with double joints
- brought back the option to use single or double knees and elbows (compatible with stretchy)
- updated facial GUI slider (now it's a box)
- facial GUI mover no longer needs to be at the origin to add new sliders
- added facial GUI visibility option to the root control
beta03 (v0.3)
- full body stretch/squash option
- realistic shoulder twist
- more stable forearm twist
- advanced finger controls
- compatible with earlier versions of Maya now
- FK legs and spine removed in favor of IK rig
- fixed a bug with the facial GUI slider connect
- switched all driven keys to node driven
beta02
- fixed Eye rig
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