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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

(qty: 1)

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  • 2019, 2018, 2017, 2016, 2015, 2014, 2013, 2012, 2011, 2010, 9.x, 2009, 2008

Operating Systems

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


fk, autorig, auto-rig, Rig, maya

Feature Request

Game Export

Submitted by:Matthew Tardiff Matthew Tardiff
So, I love the fact that you have a game choice rig. What would be great is a couple of buttons that streamline the process from Maya to an engine like UDK or even more basic to export out to fbx. The workflow would be as follows: Finish Animating Call up the export script Bake Animation on selected game rig and remove everything, leaving only the geo and game skeleton. Then export using "users" fbx options. I realize that it would not be that hard to create a stand alone script for this. But one of the main selling points that attracted me to your script was the game relative side. And if I need it for more cinematic quality then it's there too. Anyway, if I can help in any way please let me know.

Comments on this feature request:

  • Matthew Tardiff

    Matthew Tardiff said almost 13 years ago:

    FBX and/or Actor X for mainstream engines like UDK and Unity. Though I know with Unity you can just use the .ma file. regardless. Great tool.
  • Dustin Nelson

    Dustin Nelson said about 13 years ago:

    That's an interesting thought, I hadn't thought of doing something like that. One thing that might get tricky is there are so many different engines and pipelines. I don't think it would be too difficult to create the script, but having one that would work for a large user base might get pretty bloated. I will have to do some more research into what methods are more common for getting animations/rigs from Maya to an engine. I appreciate the suggestions! Feedback always helps me improve my scripts :) Dustin
  • a d

    a d said almost 12 years ago:

    Hi Dustin, I have just buy your rapid advance rig, and I am really looking for a script who copy the key controler on the skeleton , and keep only the skeleton and the geo on my scene Regard
  • Dustin Nelson

    Dustin Nelson said almost 12 years ago:

    Hey a d. If you have the single hierarchy joint chain, skin your character to those joints, and then when you are done your animation on the controls, you can bake the keys to single hierarchy joints. Then, for keeping your exported file clean, delete all the constraints on the single hierarchy joints and export only the single hierarchy joints and the mesh of your character. Be sure to save a back-up of your file before doing this! That way you have something to go back to if you want to change the animation.
  • Peter Tucker

    Peter Tucker said over 10 years ago:

    Hey Dustin, I was wondering by chance if you could give a more in depth instruction on how to achieve baking the animations to a single hierarchy joints? Thanks

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