Adverti horiz upsell

"Rapid Rig: Basic" for Maya 1.1.1 for Maya (maya script)

A free version of the Rapid Rig for Maya

License
Button download
18,733 Downloads

Compatibility

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

Operating Systems

  • Linux
  • Mac
  • Windows

History

Created:12/23/2009
Last Modified:03/13/2019
File Size: 34.9 KB

Keywords

basic, maya, fk, autorig, auto-rig, Rig

Bugs

Wrist bone skinning issue

Statuspending
Priorityhigh
Date08/18/2012
Submitted bysudhanshubisht sudhanshubisht
Im using maya 2009, the vertices that carry full influence of the wrist bone are not following the wrist bone, strangely the mesh follows the bone if I give the vertices around the wrist area zero influence, the rest of the mesh has been skinned fine. I've tried detaching skin and re painting the weights but the problem re occurs. Please Help!

Comments on this bug:

  • BlackOpsGrunt

    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

    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

    lu_raziel said over 9 years ago:

    I am using Maya 2012 and I have the same issue :(
  • sudhanshubisht

    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

    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

    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;

Post a comment: