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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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Last Modified:12/10/2022
File Size: 132 KB


fk, autorig, auto-rig, Rig, maya

Feature Request

Suggestions for future updates

Submitted by:reyrey reyrey
I just purchased your fantastic rigging script v. 1.0.7. I really love the DSN script! The spine is just superb especially with the IK option. I really love the Shoulder Orient Option in FK mode, can't stress that enough. -Question- I can't figure out how to get Match IK FK seamless for the arms? I used the ArmSwitchC Control but when i switch between IK and FK it just jumps between the arm poses. -Suggestions- 1. Would it be possible in future updates to give it a heel pivot similar to the ToeKC controls on the foot? 2. Also a swivel attribute would be nice so that the foot could rotate in Y, on the Ball joint. 3. Give the KneeIKC control some type of dynamic parenting options like (Foot, World or Root) so that it had the option to follow the FootIkC when it rotates and translates. Same would go for the ElbowIKC (World, Wrist, Shoulder, Clavicle or Root). Some similar dynamic parenting for the hands WristIKC control would be fantastic also (SpineTop, Root, Hip, World and Head) 4. Have additional options for the hands like cup deformation. For example when you place your hand flat on a surface and have your pinkie and thumb finger tips touch each other. Your hand forms like a cup. Adding a Translate feature the finger joint 1 control might give us this feature. 5. It would be a great if we had the option to turn on or off Jaw or Eye rigging. Similar to the Toon rigging option. 6. If it would allow us during the initial setup to Translate Y on the DNS_Spine01 - 03 not just Z. So that we might place our spine however we liked.

Comments on this feature request:

  • Dustin Nelson

    Dustin Nelson said almost 14 years ago:

    Hi Reynaldo, That's great feedback! To answer your question, there is an ik/fk match which I think you have found. It uses a script node, which will require you to save and re-open your file for it to kick in. Try that and let me know if that works the way you were hoping. With the feet, it's not as simple, because there are several extra attributes in the IK foot controls which can cause the foot to end up in all sorts of different positions. Because of this, switching the feet isn't as straight-forward if you have values in the heel/ball for example. And addressing your Suggestions: 1. I will give the heel control some thought, as I realize that would be nice to have. I am trying to keep things relatively simple for a user to jump in and not feel overwhelmed by the sheer number of controls. I think I will try to get it in there, but maybe have it hidden by default, and if an animator really needs it, they can find it. Similar to the Spine control that is hidden, but you can unhide it from the main control. 2. For the swivel on the ball joint, is rotating the foot controls on the Y axis the same thing as a swivel? If not, can you explain a bit more how you envision that working. 3. That is a very good suggestion with the kneeIKC, and I will do the same for the elbowIKC so that it can do that. 4. Hand cupping is something I have been thinking about for a while now. Translating the finger joints is sort of a hack, because the deformations would stretch the hand geometry in odd ways. I guess it would just be up to the animator to not push it too far. What would be needed is another joint in the palm for each finger that could "cup" so that the geometry can deform properly. The down side is it adds more joints to paint weights for, which can get a bit messy, especially with the ability to set a custom number of fingers in the rig. That being said, I will unlock the translates on the fingers in the next version, but use at your own discretion! :) 5. I will see about having that option, it shouldn't be too tough. I am planning on creating a UI for character animation. So the issue is; the more customized the character can be, the more customized the UI will need to be as well, which is probably going to be a big can of worms. 6. That is a good point, I guess I have tried to streamline things as much as possible and trying to make the rigging process as dummy proof as possible. That being said, I can understand why that control would be desirable. The way things are right now, I will need to re-work a couple things before I can give that option. So all in all, you have given me a lot to think about (and a lot to do!), and I greatly appreciate it. The feedback I get from my users is invaluable to improve my script. Thanks again! Dustin P.S. If you want to unlock some of the channels that are hidden from you now, I wrote a script that makes it really easy to unlock and unhide all the standard channels. It saves me the headache of always going in to the Channel Control to find the channels I want to bring back, which I have to do all the time when I am working on my rigs (it's free!):
  • reyrey

    reyrey said almost 14 years ago:

    Hey Dustin, Thanks for the fast reply and update. :) I used your DSN_Unlock script on the Dummy Rig Spine it does unlock it. Now i'm able to change it in Y axis. I figured out how to do the IK FK match and thanks for the Heel Ball fix. 2. For the foot swivel it would be an attribute were the foot would rotate using the Ball Joint or a Locator as a pivot. It would look similar to how a dancer does a spin on one foot. Foot Spin
  • Dustin Nelson

    Dustin Nelson said almost 14 years ago:

    Hey Reynaldo, I see what you mean, that should be an easy addition. Thanks! Dustin
  • Dustin Nelson

    Dustin Nelson said almost 14 years ago:

    Hey Reynaldo, Version 1.1.0 now has the foot swivel as well as the dynamic constraints for the knee and elbow ik controls. The wrist parenting is next! Dustin
  • Dustin Nelson

    Dustin Nelson said almost 14 years ago:

    Hi Reynaldo, the dynamic parenting for the ik wrist controls is now in version 1.1.1 Enjoy! Dustin
  • GWPGearWorx

    GWPGearWorx said almost 13 years ago:

    Also adding in Master fist controls to the hand controller would be a great addition. Allowing you to make a fist using the attributes in the channel box.

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