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Compatibility
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2019, 2018, 2017, 2016, 2015, 2014, 2013, 2012, 2011, 2010, 9.x, 2009, 2008
Operating Systems
History
Created: | 12/23/2009 |
Last Modified: | 03/13/2019 |
File Size: | 34.9 KB |
Bugs (13 reported)
Help make this item even better. Your bug reports are appreciated!
Date | Priority | Title | Status |
---|---|---|---|
09/21/2012 | high | Head and Eyes Joints not visible | Pending |
08/18/2012 | high | Wrist bone skinning issue | Pending |
05/17/2012 | high | Major rig problem when scaling the rig | Pending |
05/13/2012 | low | Toe joint setup can't be moved on Y | Pending |
10/17/2011 | low | MAYA 2012 ERROR | Pending |
05/09/2011 | medium | Forarm to Rist Rotation issue | Pending |
09/30/2010 | high | Bad hierarchy for stretchy legs ??? | Closed |
04/09/2010 | medium | wierd knee and elbow orientation of moved in x or y before creating final r | Closed |
03/31/2010 | high | neck pivot | Closed |
03/22/2010 | high | Head "popping" | Closed |
03/11/2010 | high | Strange Knee 2 | Closed |
01/19/2010 | low | strange knees | Closed |
01/15/2010 | low | errors when rig is creating | Closed |
Bugs
Wrist bone skinning issue
Status | pending |
---|---|
Priority | high |
Date | 08/18/2012 |
Submitted by | |
Comments on this bug:
-
BlackOpsGrunt said almost 10 years ago:
I'm having the same issue in maya 2012. I fixed it once a few months ago but have since forgotten how I fixed it. This is really causing a lot of problems. :[ -
Dustin Nelson said almost 10 years ago:
Hey Chris, could you send me your file so I can take a look at it? dustin(at)rapidrig(dot)com Thanks! -
lu_raziel said over 9 years ago:
I am using Maya 2012 and I have the same issue :( -
sudhanshubisht said over 9 years ago:
Lu_ raziel hi, i have solve that problem, by adding one more bone in the same place of wrist bone and remove the influence form the wrist bone and add the influence to supporting new bone and make it the child to the wrist bone… ;-) Sudhanshu -
Dustin Nelson said over 9 years ago:
Could any of you send me a version of your file with the problem? I would like to fix this so that you don't have to go through these steps. dustin(at)rapidrig(dot)com -
Wob Bek said over 6 years ago:
This issue has been around for years, I have a script that fixes it (replaces the constraint on the wrist joint). It is not a beauty but works. //Fix for DSN_RapidRig.mel by Wobbe F. Koning - Dec 2012 //RightWrist ########################################################### delete "rWristJIKFK_BlndRotate"; createNode "plusMinusAverage" -n "rWristFKIKinverse"; setAttr "rWristFKIKinverse.input1D[0]" 1; setAttr "rWristFKIKinverse.operation" 2; //Set the Orient Constraints select -r rWristFKC ; select -tgl rWristJ ; doCreateOrientConstraintArgList 1 { "1","0","0","0","0","0","0","1","","1" }; select -r rWristIKC ; select -tgl rWristJ ; doCreateOrientConstraintArgList 1 { "1","0","0","0","0","0","0","1","","1" }; //Make the connections connectAttr -f rArmSwitchC.IkFk rWristFKIKinverse.input1D[1]; connectAttr -f rWristFKIKinverse.output1D rWristJ_orientConstraint1.target[1].targetWeight; connectAttr -f rArmSwitchC.IkFk rWristJ_orientConstraint1.target[0].targetWeight; //LeftWrist ########################################################### delete "lWristJIKFK_BlndRotate"; createNode "plusMinusAverage" -n "lWristFKIKinverse"; setAttr "lWristFKIKinverse.input1D[0]" 1; setAttr "lWristFKIKinverse.operation" 2; //Set the Orient Constraints select -r lWristFKC ; select -tgl lWristJ ; doCreateOrientConstraintArgList 1 { "1","0","0","0","0","0","0","1","","1" }; select -r lWristIKC ; select -tgl lWristJ ; doCreateOrientConstraintArgList 1 { "1","0","0","0","0","0","0","1","","1" }; //Make the connections connectAttr -f lArmSwitchC.IkFk lWristFKIKinverse.input1D[1]; connectAttr -f lWristFKIKinverse.output1D lWristJ_orientConstraint1.target[1].targetWeight; connectAttr -f lArmSwitchC.IkFk lWristJ_orientConstraint1.target[0].targetWeight;
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