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Quadruped Rigger -- automated rigging for four legged characters 1.1.1 for Maya (maya script)

Automated rigging for four legged characters in Maya to get a solid rig for animation with a short setup time.

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Last Modified:09/27/2016
File Size: 123 KB


animation, maya, mel, Rigging, Tips


Dino Rig Scaling

Submitted by: brazz brazz
Thanks for a great script, it's quite stable and the features are great. I'm an animator that has to do rigging from time to time, so having this autoRig is awesome. I will try your  biped auto rigger as well( I use abautorigger lately).

My question is about rigging a dino. I have this t-rex that has those tiny arms which for my project can be a simple IK/Fk chain.

I read in another post that I can just add my joints and controls after the rig has finalised. I will attempt that, but I have a question:

Where should I put my joints inside the generated rig group in order to have them scale properly with the rig?

IF there are other things I need to know regarding scaling, let me know.


Replies to this question:

  • Replyindent
    i clemens

    i clemens said over 9 years ago:

    If you know a bit about rigging then it shouldn't be a problem to include your custom arms into the rig. You can either directly parent your arms joints to the appropriate spine joints or put them in their respective group and parent constrain this group to the spine joints. Either way should work. You can also dig into the rig and see how I went about the legs, as it should be a similar thing to do. As long as you don't include anything that is scale/length related you shouldn't have any problems with rescaling the character. If you are using just simple FK then parent your joints to the spine and that's it. Cheers, Ingo
  • brazz

    brazz said over 9 years ago:

    thanks for the reply.
  • brazz

    brazz said over 9 years ago:

    Sorry about this noob question, but how can I unlock the joints so I can easily select them from the viewport or add to them?
  • Replyindent
    i clemens

    i clemens said over 9 years ago:

    No problem. Go to the outliner and find all the sets related to the skinning joints (i.e. spine_skinJoints_set_NAME). For each joint go to the attribute editor, open the display folder and then the drawing overrides folder. The drawing overrides are enabled and the display type is set to reference. Simply disable the overrides. Or you can use the following script (paste it to the script editor and execute): // select all the joints you want to unlock and execute for ($s in `ls -sl`) setAttr ($s +".overrideEnabled") 0;
  • brazz

    brazz said over 9 years ago:

    thanks man. I just rigged a Girafe and a Trex using your script, such a life saver and time saver.
  • Replyindent
    i clemens

    i clemens said over 9 years ago:

    glad I could help. Have a good one

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