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"Rapid Rig: Modular" - Procedural Auto Rig 2.4.8 for Maya (maya script)

"Rapid Rig: Modular" frees you from the confines of bipedal autorigs! So get creative!

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Last Modified:03/25/2023
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Feature Request

Disconnect Controllers from Skeleton

Submitted by:brandelan brandelan
I just bought this tool. Works great, btw. Is there any way to disconnect the controller rig from the skeleton (I'm using the the single hierarchy skeleton)? Basically, I want to disconnect the rig controller and save it out as its own file so I can load it in as a reference file. Is that doable with this setup? Does that make sense? Thanks!

Comments on this feature request:

  • Dustin Nelson

    Dustin Nelson said over 10 years ago:

    Hi, Yes, you can totally do that. There are a couple of steps you will need to do first. You will need to delete all the constraints on your single-hierarchy joints. 1. In your outliner, find the group called 2. Expand (hit the +) next to it, and you should see the 3. Select , then go under Edit>Select Hierarchy 4. With the hierarchy selected, go Edit>Delete by Type>Constraints 5. Now it is safe to delete your rig. Select and delete it. In the next update, I will add an option to the "Delete Rig" in the "Extras" tab to automate this process. Thanks for the suggestion :) -Dustin
  • brandelan

    brandelan said over 10 years ago:

    How about re-connecting the rig to the skeleton after it's been disconnected?
  • brandelan

    brandelan said over 10 years ago:

    Just for clarification this is the workflow I'm imagining: Remove the constraints from the skeleton to detach from the rapid rig. Save the rig to a separate file and save the mesh that is skinned to the single hierarchy joints to a separate file. Reference in your rapid rig to the mesh/skeleton file. Re-constrain the referenced rapid rig and the single hierarchy skeleton. Does that sound doable/make sense?
  • Dustin Nelson

    Dustin Nelson said over 10 years ago:

    I suppose that could be possible. What is the reasoning behind this? Is the idea that you want to have the rig referenced in so that you can make updates to the rig without having to recreate it? If I can understand what you are trying to achieve, it would make it easier for me to come up with a possible solution. -Dustin
  • brandelan

    brandelan said over 10 years ago:

    The idea is more that I can change the mesh and only have to go through the skinning process once and have that propagated to every scene the mesh/skeleton are referenced into. Basically, I'd like to keep the model skinned to its skeleton in one file and the rig in its own file. I'd reference the rig into an animation scene. Then I'd reference in the skinned mesh. Then I would just re-constrain the skeleton to the referenced rig. This would be done so if I make changes to the model and have to re-weight it, those changes would be automatically updated when I reference in the model with its skeleton. As it is now, if I reference in just the model, and it's geometry has changed, I have to go through a process of transferring weights to the rig's skeleton. This is fine for one animation scene, but would be a tedious process to repeat for multiple scenes.
  • Dustin Nelson

    Dustin Nelson said over 10 years ago:

    Would it not be a whole lot simpler to have the model with the rig and skeleton all in one file, and then reference all that into your animation scene? Or even referencing the rig and skeleton into your model file, and then referencing that file into your animation scene? In your description, I don't see the benefit of separating the rig and skeleton. Unless I am missing something, it seems like you want to create unnecessary extra steps. -Dustin
  • brandelan

    brandelan said over 10 years ago:

    For me I like to keep the skinned model and the rig in separate files and reference them individually into the animation scene. This allows modularity when updating the skinned model. I don't like referencing a reference into a scene. Maybe I'm alone in this and can work around it.

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