V1.0.1 (April 6, 2010)
-optional toon limbs
-increased stability all around with more error-checking
V1.0.2 (April 14, 2010)
-confirm dialogs to prevent accidental button clicks
-joint radius smaller on fingers to see controllers better
-improved eye controls
-improved geometry, including eyes with eyelids
-channels for adjusting the size of most geometry
-palm control for hand cupping
V1.0.3 (May 4, 2010)
-fixed popping in forearm joint
V1.0.4 (May 9, 2010)
-more stable wrist setup
-fixed geometry naming
-head scale now works without creating rapid mesh
-rapid mesh now works in maya 2008
V1.0.5 (May 10, 2010)
-optimized forearm and curve control
-added scale control for the hands
V1.0.6 (Maya 24, 2010)
-uniform scale on hand controls
-hand scale works properly with rapid mesh
-added scale attributes to first control of each finger/thumb joint
-fixed jaw scale on rapid mesh
-added limits to control scaling
-empty tab (that only shows up in 2011) in the UI no longer appears
V1.0.7 (May 28, 2010)
-fixed bug on control twist on forearm joint and forearm curve joints
V1.0.8 (June 6, 2010)
-fixed bug with stepped splines on rFootIKC and lFootIKC controls and rapid mesh on the eyes
V1.0.9 (June 8, 2010)
-fixed bug in the script node for IK/FK Matching
V1.1.0 (July 16, 2010)
-added swivel on foot IK
-fixed unit error if using a setting other than "cm"
-fixed scale bug on fingers and thumbs
-follow attribute for elbow and knee ik controls (4 settings)
-lock attribute for elbow and knee joints to match position of ik controls
-removed aim constraints and unlocked rotation on elbow and knee ik controls
-thumb curves no longer disappear on the joints layer
-fixed dummy rig reset on left foot
-fixed bug on heel/ball/toe rotate on rFootIKC
-fixed bug on toon knee joints flipping
-fixed bug with left knee geo with toon legs
-re-distributed scale on toon joints based on upper and lower portions of limbs
-fixed bug on eyeAimC local/global interpolation
V1.1.1 (July 22, 2010)
-fixed default orientation of rLegIKC
-added dynamic parenting to wristIK controls, can now be relative to hips, chest and/or head
V1.1.2 (July 24, 2010)
-ball swivel attribute on ik foot controls is now infinite
-added elbow and knee ikc aiming back in with more stability for elbow and knee locking
V1.1.3 (July 26, 2010)
-improved the dialogue in the UI window and pop ups
V1.1.4 (August 8, 2010)
-Fixed bug on toon elbows flipping
-Added colours to controls to differentiate left from right
V1.2.0 (September 19, 2010)
-added naming so multiple characters can be created in the same scene
-fixed bug on knee locks
-locked out unusable channels on toon and toe controls and groups
-fixed bug that would delete constraints on joints outside of rig
-fixed bug that would delete bind pose if the rig was not the first thing created in the scene
-added animation UI script
-includes character mirroring
-includes ik/fk matching has been moved to the animation UI
-includes control selection
V1.2.1 (September 25, 2010)
-improvements on IK/FK matching that better aligns IK and FK
-fixes a bug on with IK/FK matching flipping
V1.2.2 (September 26, 2010)
-IK/FK matching is tighter
-matching now works with Hip Orient and Shoulder Orient channels set to 0
V1.2.3 (October 1, 2010)
-IK/FK matching now works in conjunction with dynamic parenting
-fixed bug on pose mirroring if toon limbs are not turned on
-cleaned up history on some of the controls
-cleaned up head geometry
-added directional indicators to main controls
-added colours to rapidGeo
-added volume controls to arms and legs
-fixed bug on feet when stretching legs and using the footIKC channels
V1.2.4 (October 2, 2010)
-fixed bug on left elbowIKC shoulder follow
V1.2.5 (October 10, 2010)
-fixed bug on Ik to FK matching, previous versions required matching twice if elbowIKC followed wrist and/or shoulder.
-fixed bug for mirroring dummy rig with more than one toe. (This bug has only been reported in Maya 2009 SP1 x64)
V1.2.6 (October 17, 2010)
-added finger selection to the RapidAnim interface
-added functionality to "right to left", "left to right" and "reset" in the RapidAnim Interface
-changed two procedure names in RapidRigs to be more specific
-added auto volume to mirroring in RapidAnim
-made animationUI resizable and frames collapsable
-IKFK matching now automatically changes the IK and FK values on the switch controls
V1.2.7 (November 3, 2010)
-fixed bug that causes head control to not appear, if neck and/or head dummies have rotational values.
V1.3.0 (November 6, 2010)
-Added an option for single hierarchy joint chain. Window pops up after the rest of the rig is created to choose the option
-Added Palm Joints to the "Select Joints" option
-"Select Joints" will automatically select the standard joints
-If Single Hierarchy Joints exist, "Select Joints" has a pop-up to choose which joints to select.
-Cleaned up hierarchy if toon arms/legs are on without Rapid Geo.
V1.3.1 (November 12, 2010)
-added arm and leg scale for compensating IK snap
-IK/FK matches scale as well as translation and rotation
-fixed bug for single hierarchy rig with 10 toes
-added auto volume control to spine and neck
-added shoulder and elbow rotation and elbow lock to resets
V1.3.2 (November 18, 2010)
-added spine curve controls to give more control over spine shape
-fixed bug on jaw scaling
-adjusted deformation on stretchy spine
-fixed bug so that rig scale does not affect spine length value
-added new spine curve controls to the reset and mirror buttons
V1.4.0 (December 5, 2010)
-added dummy pose saving and loading
-added limits to the most dummies for stability
-dummies can only be deleted through the interface
-improved spineFK functionality, now has translates and scale
-locked out visibility on spine curve controls
-added neck orient (same functionality as head orient)
-locked motion path channels
-added functionality for the additions to Rapid Rig
-set layers to be referenced for joints and geometry
V1.4.1 (January 17, 2011)
-added the ability to change the number of spine joints from 2 to 10, and added improved deformation
-added attribute to control curvature of spine
-fixed bug if "curveInfo1" already exists in the scene
-fixed hierarchy if rig has toon legs but no toon arms
-scale limits on dummies has been changed from 0.1 to 0.01
-fixed foot plant when legs stretch in ik
-improved twisting on spineMidIKC
-fixed scaling of Neck02C on rig build
-fixed bug when deleting dummies
-fixed bug so you can save and load dummies of different numbers of finger, toe and spine joints
-added compatibility for spine joint variants
V1.4.2 (February 13, 2011)
-bug fix: Fixed rotation on thumb joints which can potentially be an issue in some game engines
-added the ability to move the ball of foot dummy up and down
V1.4.3 (February 15, 2011)
-bug fix: Forced every nurbs curve to have properly named shape nodes
V1.4.4 (February 16, 2011)
-bug fix: Saving Dummies was saving the positional data of the hips to the knees. This has been fixed.
-bug fix: fixed problem with selecting all controls and resetting transforms if the spine has more or less than 3 joints
V1.4.5 (February 18, 2011)
-added "Clavicle Influence" to FK shoulder controls, to have the rotation from the clavicle rotate the shoulder.
-bug fix: Improved rotation on forearm joint
-added support for the Clavicle Influence
V1.4.6 (March 2, 2011)
-Fixed bug on placement of right toe dummies
V1.4.7 (March 2, 2011)
-bug fix: if thumbs are created, translates on spine##FKC's now stay unlocked.
V1.4.8 (May 5, 2011)
-bug fix: fixes any conflicts that might occur with curveInfo nodes already present in scene
-bug fix: fixed flipping on constraints on the wrists
V1.4.9 (March 6, 2012)
-bug fix: Bindpose is now deleted, which previously could have caused problems
-bug fix: fixed flipping on forearms by adjusting rotation order
-bug fix: zeroed out rotations on single hierarchy joints. This was an issue for some game engines.
V1.5.0 (March 20, 2012)
-bug fix: Fixed IK to FK matching in rig to work with Rapid Anim and Rapid Poser
-bug fix: Centered pivot on IK/FK switch controls.
V 1.5.1 (April 11, 2012)
-Orientation on clavicle and shoulder dummies now affects control orientation on setup
-Scale for curve controls now influences curve joints
-bug fix: fixed issue with the eye controllers sometimes being created behind the eye joints
-bug fix: fixed scaling issues with clavicle controls. Now they don't get quite so large in certain scenarios
-bug fix: fixed bug on spine spacing
-spine controls now orient based on the angle between the root and top joints
-added lines to show connections between dummy nodes
-can now translate clavicle controls
-SwitchC now has custom channels for controlling fingers and toes
-removed global strings from code to prevent conflicts
-bug fix: fixed bug with rapid mesh and 6 fingers
-added a dummy for the palm joint
-each finger#J1C has a Palm Influence attribute so the animator can control the cupping of the hand
-general code clean-up and reduction
-added functionality to Rapid Anim to support the updates to Rapid Rig
V 1.5.2 (April 12, 2012)
-bug fix: code update was generating the Jaw control at zero scale. This is fixed now.
V 1.5.3 (April 26, 2012)
-bug fix: fixed issue with the neck and head not generating in the correct location if the proxies are bent over.
V 1.5.4 (May 10, 2012)
-bug fix: fixed issue where flipping could occur on the right forearm curve joints when the dummies are created at certain positions
V 1.5.5 (June 2, 2012)
-added 3 channels for curve of toon arms and legs. Now includes upper/mid/lower curve control. Original curve control now acts as a clamp to the upper/mid/lower curve channels.
-bug fix: fixed the pivot points of the lEyeAimC and rEyeAimC so the eyes look straight forward by default
• Rapid Anim
-added functionality for the upper/mid/lower curve controls
-bug fix: fixed an issue with the finger functionality of the "Controls Up/Dn" and "Controls Across" buttons. This bug was introduced in V1.5.1
V 2.0.0 (October 10, 2012)
-Customizable number of neck joints ranging from 1 to 9
-WristIK is no longer mirroring rotations, local translation and rotation of the left and right side are the same now
-FootIK no longer mirrors rotations
-Dummies are now called proxies
-Proxies have their own layer now
-Proxies are no longer automatically deleted when the rig is generated
-The proxy layer is turned off after the rig is generated to reduce visual confusion
-Added "RRA" to main control
-Head and wrist proxies are bigger to better visualize the proxies
-Changed control colour-scheme to be Red for Right side, Blue for left side and Green for centre controls
-Also colourized curve controls with a different shade for easier identification
-All parts of the Rapid Rig UI have annotations added to give helpful tips on using the rig
-Added connection lines from the ElbowIKC to ElbowJ and KneeIKC to ElbowJ to easily determine which IKC is affecting which joints
-Added attribute to control the orientation of the spine top to be local or global
-added Curve and Auto Volume attributes for head
-moved spine volume and curve to spineTopIKC
-added translate to hips and shoulder fk controls (Shoulder and Hip FK controls always stay visible as a result)
Rig Extras Tab:
-Can now delete rig. This gets rid of all nodes that may be missed if manually deleted by the user. If a single hierarchy joint chain exists, you have the option to keep it. This is mainly for video game pipelines where they would bake the animation to the joints and then delete the rig.
-Added version number to main control and UI
-Main Control is generated with uniform scale even if the proxies are scaled non-uniformly
-Several Fixes to naming convention
-Large amounts of code optimization and clean-up
-Fixed bug on the right knee aim control angle
-Fixed bug with channels not being locked on Finger5J3C
-Fixed issue with the naming of the tenth toe (if set by the user) which was causing the final rig to not generate the tenth toes
-Cleaned up hierarchy
-Fixed bug that was causing the spinetopIKC to orient improperly, which was causing the fk arms and the neck and head to be offset from their proxies
-Fixed issue with elbow curve joint rotating when arm is stretched
-Fixed bug on forearm orientation
-Changed rig in progress to proxies already exist
-Added toe and neck proxies to save/load proxy transforms
•Rapid Rig Anim
-More stability for file referencing
-Fully updated to support Rapid Rig: Advanced 2
*Files have been renamed so you will need to set up new shelf buttons if you already were using shelf buttons for the previous version.
V 2.0.1 (October 17, 2012)
-Disabled limit on the RRA_Head proxy to allow more customizability.
-Re-uploaded to have proper version number in the rig.
V 2.0.2 (November 3, 2012)
-Locked several group nodes that could be accidentally keyed and interfere with the rig's functionality
-Added email address to "Rig Extras" tab for quick reference to contact me.
-Cleaned up the user interface
V 2.0.3 (November 10, 2012)
-Fixed bug on the neck that fixes the position of Neck01FKC as the spine rotates.
-Added fixes to the "Delete Rig" functionality so that left-over utility nodes and materials are deleted
V 2.0.4 (November 25, 2012)
-In Maya 2013, Autodesk has introduced the Node Editor. If this editor is open while generating the proxies or rig, it takes significantly longer for the script to complete. If you are using Maya 2013 and the Node Editor is open when generating the proxies or rig, you will be prompted with a choice to close the Node Editor.
V 2.0.5 (December 8, 2012)
-Fixed a bug with the SDK on the left ElbowIKC follow channel.
V 2.0.6 (December 11, 2012)
-Explicitly specified the parents for the layouts in the user interface, which could cause an error.
V 2.0.7 (January 13, 2013)
-Improved the angle of the pole vector for the legs so that they follow the KneeIKC properly
-Added connector lines from the eye joints to the eye controls
-Added option to disable the auto-aim on the Eye Aim Control
-All channels on constraints are now locked to prevent accidental key-framing which would break constraints' effects.
V 2.0.8 (March 1, 2013)
-Added version checking for Maya, so that the UI has support for 2010 and older.
V 2.0.9 (March 15, 2013)
-Fixed bug where the head control does not line up with the head if the neck is not straight up.
-Cleaned up rig naming convention and hierarchy.
-Added checking to see if fingers, toes, eyes or jaw have been deleting. No longer creates an error if this is the case.
V 2.1.0 (March 21, 2013)
-Fixed bug where finger and toe selection did not work on referenced characters.
V 2.1.1 (March 24, 2013)
-Fixed issues if the character is bent over. The midIKC on the spine and neck would not move properly also when rotating the character, the offset on the TopIKC pointConstraint would cause the TopIKC to be in the wrong location
-Added some of the missing functionality on the neck that the spine had.
-Now checks to see if the head, jaw and eye controls exist so that the file does not error out if the user has deleted these.
V 2.1.2 (April 27, 2013)
-Added an attribute to set whether the spine/neck are pure fk or spline.
-Added proper orientation for spine/neck proxies if character is bent over
-User can now translate spine/neck proxies on the y axis-fixed another issue with the spine/neck if character is bent over
-Transforms are now frozen on knee proxies which previously caused issues when resetting the proxy rig
-Added an attribute to the headC and spineTopIKC called "Follow FKC". Use this to choose whether the neck and spine follow the spline or the fk controls
-Added attributes to the headC and spineTopIKC to control the curve of the joint splines . This way the rotation of the higher head/spinetop controls do not affect lower joints.
-Cleaned up duplicated constraints on spine control groups
-Added functionality for the new spine and neck attributes
-Optimized code to reset any custom channels that may be added to the rig in the future, this will reduce the number of iterations needed in the future. Also works on any custom attributes added to the rig by the user.
V 2.1.3 (April 29, 2013)
-Fixed a bug where the spine/neck could misalign if the spine/neck are not in a straight line.