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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

License
$49.00
(qty: 1)

  • Check 16 Future Updates Included
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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

Q/A

No easy way to move a skinned joint?

Date:03/05/2015
Submitted by: sz200 sz200
Almost always after you have done some skinning, added in your own special joint chains do you find that you wish you could move say an arm joint or leg joint into a different position.  Maybe you just misplaced it at the wrong location.

I don't see any easy way of moving a joint without mucking up the entire already made rig.  Yes, I still have the proxy file so I can rebuild it, but that isn't at all feasible since I have so many other joints and things connected to my rig... where if I deleted it, all those would need to be redone or re-engineered back into the rig.

So I am wondering if there is any way to script in a way to make adjustments to a joint in the leg or arm, and rebuild that piece. 

Replies to this question:

  • Replyindent
    Dustin Nelson

    Dustin Nelson said over 6 years ago:

    With Rapid Rig (and all other Maya rigs that I am aware of), it is really difficult to move skinned joints, as well as have the controls update. A script that could do this would be quite complex. It is something I have thought about. The script would need to do a lot: -save the skin weights, then detach the mesh(es). -save the animation data that already exists. -delete the old rig, while preserving any attachments and also storing how those attachments were connected. Eg constraints, parenting, direct connections, expression, set driven key, nodes, etc. -rebuild the rig based on adjustments to proxies. -reskin mesh(es) and load the weights. -reattach and reconnect any user created nodes. -load the animation data back onto the character. This is no easy task and not something that I have had time to attempt. Hopefully one day I will get to it, but probably not in the near future due to a somewhat limited time and resources. Hope you understand, -Dustin

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