Copyright (c) 2022
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.
2011, 2010, 9.x, 2009, 2008, 8.x
thanks for this practical tool.
I've noticed a strange behaviour when building the face rig. The eyelid controls are created above the head all in the same location. That's not a big problem thoguh.
THe issue is that the left Eyelid appears to have some sort of 1 to 1 connection to the Right Eylid, so that when I move the latter, the former moves too.
I noticed there are nodes above the left eyelid controls, lowerLidMirror_L and upperLidMirror_L (the right eyelid doesn't have anything like that. Are those leftovers? I noticed that if I break their connection than the left eyelid is free to move indipendently.
Any hint would be greatly appreciated.
Slap on Auto Rigging for Body and Face 4.0.1 for Maya (maya script)
The Rigging Toolbox 2 for Maya 2.0.5 (maya script)
Nick-Maya Rig With Advance Facial Setup for Maya 0.1.0
Male Character Base Mesh 3D Model
Rabbit cartoon character 3D Model
Duck cartoon character 3D Model