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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:12/10/2022
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Adding joints to an animated rig.

Submitted by: Todd Gunther Todd Gunther

Hey Dustin,

First off thanks for such an awesome and solid tool! I've rigged and animated three characters with it so far and have had zero issues! I do have one question though that I've not seen mentioned in any of the other support posts.

I have a character that I rigged using RRM. She has a tail and now after animating her and seeing her in Unity, I feel her tail could benefit from a few more joints. Is there a way to update the already animated rig to add these joints with out having to start over?  I understand I'd need to adjust the skinning in that area and most likely have to re-animate the tail, AND that I should have added the joints in the first place :P  But She looked fine in Maya, it wasn't until I got her into Unity that I could see the issue.

Thanks for any help on this.


Replies to this question:

  • Dustin Nelson

    Dustin Nelson said almost 8 years ago:

    Unfortunately there is no way to update RRM generated rigs. You would have to make the changes to your proxies, then generate the rig and skin your mesh to the new rig. I have had people email me about adding this feature but it is no small task. It would need to be as non-destructive as possible, meaning the skinning works properly, the animation is reapplied and any custom changes the user has made would need to be preserved. Some day I may get to it, but probably not any time soon. You might have some success with saving/transferring the skin weights so you don't have to re-paint all your weighting. -Dustin
  • Replyindent
    Todd Gunther

    Todd Gunther said over 7 years ago:

    Yeah, I figured it wouldn't be a quick fix. Still a great tool though! Thanks for all the hard work, and thanks for the response.

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