Adverti horiz upsell

"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
  • Check 16 Highend3d Quality Checked
  • Check 16 Purchase Guarantee
  • Check 16 Support Included

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:03/13/2019
File Size: 151 KB

Keywords

maya, Rig, fk, autorig, auto-rig

Bugs

Reversed Object Translates

Statusclosed
Prioritylow
Date06/08/2010
Submitted byJohn Doe John Doe
Hey Dustin.

Me again. Big surprise huh? haha.

I am not sure if this can really be counted as a bug but maybe more of a preference. Anyways, on both  the Ik hands and IK feet controllers, the translate Z and Y are opposite.

So for instance if you grab both the IK hands and IK feet controls and try to move them all forward in Z via the channel box, the lieft side goes forward but the right side goes back. Same with Y, the left side goes down while the right side goes up.

Again, this is not that big of a deal but occasionally I like to animate using the channel box and also the bigger thing would be for keeping track of values for when doing something like a walk cycle.

I hope this makes sense. THanks.


Ryan

Comments on this bug:

  • Dustin Nelson

    Dustin Nelson said over 11 years ago:

    Hey Ryan, The reason for the translates doing that stemmed from having the rotation controls in fk mirror each other. For example, if you grab both fk shoulder controls and rotate them, they both rotate forward, rather than one rotating forward and the other rotating backward. So with FK, copying and pasting rotation values will mirror the pose from one side to the other. When it came to IK, I decided to keep it so that rotations were mirrored, for consistency. But because rotation is mirrored, it causes the translation to be flipped on those axes. I figured that would be the lesser of the evils, because all FK and IK rotations can have the values copied and pasted from one side to the other, it is just the translation on a couple of controls that have that opposite effect. If you are trying to move both controls at the same time, and they are doing that, you can probably just switch your translate to global rather than local. Let me know what you think about that. Thanks again for the feedback! Dustin
  • John Doe

    John Doe said over 11 years ago:

    Dustin. I see what you are saying about how the rotations will mirror eachother. You are definitely right about it being the lesser of two evils, so yes I agree now that the way you have it now is the correct way. You can consider this thread closed. Thanks again for your very prompt and polite response. Ryan

Post a comment: