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Last Modified:03/25/2023
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Critical: IK Leg bones don't rotate properly 1.8.2 when using Twist Joints

Submitted byjohn joe john joe
I'm testing using Maya 2016 and 1.8.2.

I build a leg module. I build SH with that, and the SH joints look good. However the knee IS NOT actually rotating properly. If you look at the knee's orientation, it does not actually bend. It looks like the problem is the Leg_Knee_CurveJnt. If you turn Orientation on for that bone, it doesn't actually rotate it's axis.

The problem has something to do with the Lower leg twist joint creation. Creating the rig without that joint the rig works fine. 

Comments on this bug:

  • Dustin Nelson

    Dustin Nelson said almost 8 years ago:

    I am not able to reproduce this issue. When I bend the knees in both FK and IK, the orientations of the CurveJnts are updating properly. Both the rotation values and the rotation axes in the viewports look correct. Could you email me your rig? -Dustin
  • john joe

    john joe said almost 8 years ago:

    Rig sent. Thanks!
  • Plastic sp. z o.o. Michal Staniszewski
    I have the same problem. While bending the leg 90 degrees, the joint shows only 11. I've noticed it while skinning. 
    Same problem on the arms.
  • Plastic sp. z o.o. Michal Staniszewski
    Found a solution. Disabling the the 'Toon arms/legs'  checkbox works. 
  • Plastic sp. z o.o. Michal Staniszewski

    Disabling the the 'Toon arms/legs' checkbox works for rotation of the first joint, however it gives me candy wrappers. Probably something to look into.

    So I've looked into as how the rotation of R_Leg_Hip_CurveJnt is controled. It has an aim constraint to 'R_Leg_Hip_CurveJnt_AimLctr', however the locator is placed in exactly the same place as the 'R_Leg_Hip_CurveJnt' , therfore there is no rotation.
    I've created an aim constaint pointing at the next twist joint and now it  works, more or less. The problem lays in figuring out the aim vector valuse when the rig is not in perfect T-Pose

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