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serious problems in Rapid Rig???
I need to mention some problems I have with Rapid Rig when preparing it for special cases. I know it is mentioned to make human based rigs so the physiognomy should be probably kept in human proportions. And maybe I am wrong but I cannot to solve these issues by myself effectivelly.
But there is ine BUT: when I move and rotate some parts of dummy rig(concrete nodes are these: DSN_ROOT and DNS_SpineTop) anyway whole setup of spine is completelly messed up with creating NURBS surfaces controlling spinal joints with hair follicles. NURBS surface itself is extremmely large and joints are placed too far away from its right place.
Typical problematic is rotation of dummy handles in 90 degrees along any axis. For example final tranformation group "name"_rWristJG1 is flipping thanks to its orient constraint(sometimes it is possible to solve this by changing interpolation of orient constraint to No Flip, but it work just sometimes, sometimes it doesn't help). I meet this problems allways all the time i am using this in other words really good script.
These problems are "common" so they can appear on any part of the rig.
At the end just one question: is it possible to leave all transformation channels on their nodes unmoved to non keyable state, please? When people need to repair problems it is really time consuming to use channel controll to appear them again vissible.
In my opinion it is necessary to have all channels of this type(channels on nodes which are not used by animators) locked, but it is not necessary to have them "invisible".
And at the end: just one tip: it would be great to unlock some really necessary channels for propper placing of dummy parts of the rig. For example I dont know why "DSN_rHip" node has its TranslateZ channel locked??? It determines preparation of the rig fatally so I cant to move joints where I want to them exactly. It is producing some "aproximations" and I need to solve these things with long time additive rig controllers.
Thanks a lot.
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