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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


Single Hieraracy Joint Set Question

Submitted by: allanleeC allanleeC
First off thank you for all your work on this rig script.

Ok on to my question, could you elaborate on the down side of using single hierarcy jonit set when not working in the game enviroment. The only reason I kind of have interest in using a single hierarcy is I would like to use heat weight for my character skining.

Replies to this question:

  • Dustin Nelson

    Dustin Nelson said almost 11 years ago:

    The only downside with using the single hierarchy joints is you do not get true joint scaling. Most rigs just translate joints to simulate stretching. As an example, if you were to use the single hierarchy joints, and "stretch the arm, the vertices weighted to the shoulder would stay close to the shoulder and would not stretch as the elbow and wrist move further away. So even if there are vertices close to the elbow, but the elbow has no influence on the skinned vertices, they would not move as the elbow stretches away from the shoulder However, with the regular joints, those vertices would actually scale with the shoulder and stay proportionately distanced from the elbow, regardless of the elbow's weighting influence on those vertices. Where this would be most noticeable is if you have detailed textures or high detail in the arm mesh. The single hierarchy would cause non-uniform stretching. Also, with translate instead of scale, areas like the elbow which have about 50/50 influence from the shoulder and the elbow will only move half the distance the elbow translates. I have attached an image that hopefully helps explain. -Dustin

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