"Rapid Rig: Advanced" - Auto Rig for Maya 2.1.3 (maya script) Cart_putAdd to cart

This is a tool that will set up a customizable rig for a bipedal character

Rapidrig_v2_silhouette Zoom

License Type:

Commercial

Price:

$40.00 (USD)

File ID:

15468

File Size:

131.8 KB

Created / Updated:

Dec 20, 2009 / Apr 30, 2013

Owner:

Dustin Nelson   More free downloads from this user See users marketplace items See this users portfolio Send a Private Message

Platforms:

linux, mac, windows

Maya:

2008, 2009, 9.x, 2010, 2011, 2012, 2013

Tags:

auto, maya, setup, fk, scale, biped, IK, Stretch, autorig, auto-rig, rapid, Rig, interface, animation Pose Save Dummy Dummies

Question about the eyes

Dashboard_avatar
Jul 27, 2010
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Hi all, just wondering if anyone would be able to help me figure out the eyes with the auto rig.  I go through the whole process skeleton, rig, skinning and the eyes don't work (meaning they don't move with the handle).  I am a complete newbie to rigs and such, so I am sure I am missing some fundamental thing that I should be doing but I just don't know what.  If anyone has any suggestions that would be greatly appreciated.  Thank you in advance.

View Dustin Nelson's profile
Jul 27, 2010
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Hi Keeley,

I don't have access to the rig at the moment to test your problem, but if you move the eye controls, the eyes should aim at them. This can be a bit confusing, because the joints don't appear to rotate, even though they are. As a quick test, create a cube and move it over the eye joint. Then parent it to the eye joint (the joint layer is set to Reference by default, so you will have to toggle that off to select joints). If you are unfamiliar with parenting, what you have to do is select the eye first, then the joint, and then press "p" for parent.

Once you have done that, move around the eye controls and you should see the cube rotate.

Let me know if this works for you, good luck!

Dustin

File Author
Dashboard_avatar
Jul 30, 2010
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Thank you so much. It works. I was trying all sorts of crazy constraints and would have never thought to try to parent the eyeball to the joint.

View Dustin Nelson's profile
Aug 06, 2010
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Awesome, glad you got it figured!

If you don't want to have it in the same hierarchy as the joints, a parent constraint would work, although you would still have to parent the eyes into the MainC hierarchy if you ever scale your entire character.

Dustin

File Author
Dashboard_avatar
Apr 12, 2012
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Not to bring up a long silent post but to piggy back on the eyes, I have a question also. With your rapid mesh in the tutorial you can open and close the eye lids. I created a similar set up on the character but do I have to work my own SDKs for it? I dont see any attributes for an eye blink in there by default.

View Dustin Nelson's profile
Apr 12, 2012
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Yes, the extra attributes on the eye controls are only created if the user has enabled the "Rapid Mesh" option. The reason it is not there without the rapid mesh is because these channels would have no functionality and therefore only clutter up the rig, making it less intuitive.

One thing a lot of people have to do is make custom changes to the rig to allow for more specific functionality they desire. So if you want to add custom attributes like that, you can definitely do that. One thing you can do is enable the Rapid Mesh and just never use it. And those custom attributes will be there. Then you can just turn off the visibility of the Rapid Mesh layer.

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Dashboard_avatar
Apr 16, 2012
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Post id: 309932
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Hi, how do i get the geometry of the eyes not to hide after hiding the joints layer when ive parented it? thanks

View Dustin Nelson's profile
Apr 21, 2012
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Post id: 309946
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Instead of parenting the eyes to the joints, use a parent constraint instead. Then you will be good to go!

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