Using "Rapid Rig: Advanced"
The rapid rig is a tool designed to bridge the gap between character modeling and character animation. Using the user interface, the script enables the user to set up a bi-pedal character skeleton and rig in minutes, a process which can take up to several days.
The advanced version of the rig comes with enhanced features including customizable number of fingers and toes, stretchy and "toony" arms, legs, neck and spine, locking and following while using inverse kinematics for elbows and knees, orientation control for hips, shoulders, head and eyes, optional geometry created based on the user's rig set-up, as well as other animator-friendly controls.
To use the Rapid Rig script:
1. Place the script in your scripts folder, then in your command line, type DSN_RapidRig
Users/YourUser/Library/Preferences/Autodesk/maya/scripts/ on a Mac
C:/Users/YourUser/Documents/maya/scripts/ > on a PC
OR
Source the file from the script editor inside of Maya (you will have to browse to the path where you have saved the file)
2. An interface will come up called DSN_RapidRig BiPed. Start with the "Dummy Rig" tab

3. Step 1.1: Fingers and Toes (Per Side)
The radio button toggles on and off thumbs, and the the fingers and toes number is based on how many fingers per hand and how many toes per foot.
4. Step 1.2: Create Dummy Rig Click the "Create" button to generate the dummy joints.
This will generate the dummy rig for you to pose the different dummy joints. Use these to line up the rig to your character
-First thing to do is scale the main control, located on bottom of the rig. Scale this up until it is as close to your character's size as possible
-Adjust the other controls to fit. Some allow you to translate, rotate, and or scale.
-If your character was not built facing in the +Z direction, you will have to re-orient your character in this fashion
-There are arrows on the elbows and knees. Elbows and knees are hinge joints (they only bend in one direction), so these arrows indicate the axis on which the joints will rotate (basically, this means where the elbow/knee will point when you bend the arm/leg)
-There are 3 locators on each foot. These need to be placed in accordance with the geometry.
-FootInTilt needs to be placed on the inside of the foot
-FootOutTilt needs to be placed on the outside of the foot
-FootHeelPivot needs to be placed at the far back of the heel.
-The rig does not allow you to rotate or move any center joints off the center axis, this includes spine, neck and head joints
-The rig does not allow you to "break" the arms or legs by positioning the elbows or knees in a position that is not humanly natural.
5. Step 1.3: Pose Dummy Rig
This step has three buttons to speed up your rig setup by allowing you to mirror one side to the other, so the best thing to do is set up one side, then mirror to the other. When mirroring, Left to Right means the character's left side to right side, eg. left arm and leg to right arm and leg.
6. Click on the second tab, called "Generate Rig"

7. Step 2.1: Optional Geometry for Animation
If you wish to have geometry created for your rig, enable the "Create Rapid Mesh" radio button. This geometry can be adjusted using the attributes of each piece of geometry, or by sculpting it. You may find this useful as either a proxy for your high-resolution character or as an actual character to animate with.
8. Step 2.2: Enable Toon Limbs
Enabling "Toon Arms" or "Toon Legs" is only recommended for cartoony characters, where you need to be able to have really rubbery arms/legs. If this is not a desired ability of your character, leave these turned off, otherwise you will end up with extra controls and extra joints which will make painting weights unnecessarily more time consuming.
9. Step 2.3: Create Character Rig
There are two options here, "Generate Rig" and "Delete Dummies".
-If you press "Generate Rig", a window will pop up recommending you save first. If you have already saved or do not wish to save, click "Generate Rig" the dummy rig will be deleted, and the actual character joints and controls will be generated.
-If you press "Bo Back" the window will go away and you can now save your file. If you clicked "Delete Dummies" a different window will pop up verifying whether you want to "Delete Rig" or "Cancel". If you click "Delete Rig" the dummy rig will be deleted.
If you chose to generate the rig, you should get a message that says "CONGRATULATIONS! RIG COMPLETED!"
10. Step 2.4: Skin Geometry to Rig
If you click "Select Skinning Joints", the script will select all the joints in the rig you should bind your character to (there are extra joints like tip joints as well as joints used for some of the advanced systems. These should not influence your character).
To attach mesh(es) to the rig;
-click "Select Skinning Joints" to select all the joints to bind to
-add the mesh(es) to your selection
-go skin>bind skin>smooth bind
-make sure "Bind to:" is set to "Selected joints"
-adjust the other settings as necessary, then hit Bind Skin/Apply
11. The script automatically adds the joints and curves to their respective layers inside Maya
12. Rig Funcionality (this tutorial assumes basic understanding of 3d animation)
-on top of the standard controls, you can switch the arms and legs between fk and ik using the arrows near the wrists and ankles
-the arms and legs have squash and stretch in ik and fk.
-to use fk stretch on the arms, use ScaleX on the fkShoulder controls
-to use fk stretch on the legs, use ScaleY fkHip controls
-to use ik stretch on the arms, use Stretch on the ikWrist controls
-to use ik stretch on the legs, use Stretch on the ikFoot controls
-by default, the spine is fk only, this is typical for most basic, realistic rigs
-to turn on ik for the spine, select the main control, and turn on Spine IK
-3 ik controls will appear on the spine. These are essentially by the fk controls
-The ik spine controls are affected by the fk controls, so they can be used in conjunction with fk
-the ik spine controls can be used on their own as well, to give more cartoony animation
-there is an extra attribute on the ik spine controls letting you know how long or short the spine is
-Spine Length default is 1, higher values means the spine is being stretched, lower values means it is squashed
-the foot controls have extra attributes you can use to move the foot from different pivots around the foot.
-there are two ways of controlling the eye joints. The eye joints should be used for attaching eyeballs to
-To change between the two methods, use the Aim Point attribute on the Head control
-Aim (default) allows you to move the aim controls and the eyes will look at the controls
-Point allows you to rotate the controls and the eyes will match the rotation
-the head, shoulders, and hips can either orient to the rest of the skeleton, or the main control
-use the respective Orient attributes to choose.
-A value of 1 follows the rest of the skeleton
-A value of 0 ignores the rest of the skeleton, and orients to the main control's position
-the IK wrist controls have dynamic parenting so you can have them move and orient with the hips, chest, and/or head.
-the IK elbow/knee controls have dynamic parenting so they can move along with the character more easily
-the elbow and knee joints can lock to the ik controls, making it easy to have the knees and/or elbows locked to a surface.
13. Start animating!
*Please provide feedback on any improvements, bugs, etc. you would like fixed or added.
The advanced version of the rig comes with enhanced features including customizable number of fingers and toes, stretchy and "toony" arms, legs, neck and spine, locking and following while using inverse kinematics for elbows and knees, orientation control for hips, shoulders, head and eyes, optional geometry created based on the user's rig set-up, as well as other animator-friendly controls.
To use the Rapid Rig script:
1. Place the script in your scripts folder, then in your command line, type DSN_RapidRig
Users/YourUser/Library/Preferences/Autodesk/maya/scripts/ on a Mac
C:/Users/YourUser/Documents/maya/scripts/ > on a PC
OR
Source the file from the script editor inside of Maya (you will have to browse to the path where you have saved the file)
2. An interface will come up called DSN_RapidRig BiPed. Start with the "Dummy Rig" tab

3. Step 1.1: Fingers and Toes (Per Side)
The radio button toggles on and off thumbs, and the the fingers and toes number is based on how many fingers per hand and how many toes per foot.
4. Step 1.2: Create Dummy Rig Click the "Create" button to generate the dummy joints.
This will generate the dummy rig for you to pose the different dummy joints. Use these to line up the rig to your character
-First thing to do is scale the main control, located on bottom of the rig. Scale this up until it is as close to your character's size as possible
-Adjust the other controls to fit. Some allow you to translate, rotate, and or scale.
-If your character was not built facing in the +Z direction, you will have to re-orient your character in this fashion
-There are arrows on the elbows and knees. Elbows and knees are hinge joints (they only bend in one direction), so these arrows indicate the axis on which the joints will rotate (basically, this means where the elbow/knee will point when you bend the arm/leg)
-There are 3 locators on each foot. These need to be placed in accordance with the geometry.
-FootInTilt needs to be placed on the inside of the foot
-FootOutTilt needs to be placed on the outside of the foot
-FootHeelPivot needs to be placed at the far back of the heel.
-The rig does not allow you to rotate or move any center joints off the center axis, this includes spine, neck and head joints
-The rig does not allow you to "break" the arms or legs by positioning the elbows or knees in a position that is not humanly natural.
5. Step 1.3: Pose Dummy Rig
This step has three buttons to speed up your rig setup by allowing you to mirror one side to the other, so the best thing to do is set up one side, then mirror to the other. When mirroring, Left to Right means the character's left side to right side, eg. left arm and leg to right arm and leg.
6. Click on the second tab, called "Generate Rig"

7. Step 2.1: Optional Geometry for Animation
If you wish to have geometry created for your rig, enable the "Create Rapid Mesh" radio button. This geometry can be adjusted using the attributes of each piece of geometry, or by sculpting it. You may find this useful as either a proxy for your high-resolution character or as an actual character to animate with.
8. Step 2.2: Enable Toon Limbs
Enabling "Toon Arms" or "Toon Legs" is only recommended for cartoony characters, where you need to be able to have really rubbery arms/legs. If this is not a desired ability of your character, leave these turned off, otherwise you will end up with extra controls and extra joints which will make painting weights unnecessarily more time consuming.
9. Step 2.3: Create Character Rig
There are two options here, "Generate Rig" and "Delete Dummies".
-If you press "Generate Rig", a window will pop up recommending you save first. If you have already saved or do not wish to save, click "Generate Rig" the dummy rig will be deleted, and the actual character joints and controls will be generated.
-If you press "Bo Back" the window will go away and you can now save your file. If you clicked "Delete Dummies" a different window will pop up verifying whether you want to "Delete Rig" or "Cancel". If you click "Delete Rig" the dummy rig will be deleted.
If you chose to generate the rig, you should get a message that says "CONGRATULATIONS! RIG COMPLETED!"
10. Step 2.4: Skin Geometry to Rig
If you click "Select Skinning Joints", the script will select all the joints in the rig you should bind your character to (there are extra joints like tip joints as well as joints used for some of the advanced systems. These should not influence your character).
To attach mesh(es) to the rig;
-click "Select Skinning Joints" to select all the joints to bind to
-add the mesh(es) to your selection
-go skin>bind skin>smooth bind
-make sure "Bind to:" is set to "Selected joints"
-adjust the other settings as necessary, then hit Bind Skin/Apply
11. The script automatically adds the joints and curves to their respective layers inside Maya
12. Rig Funcionality (this tutorial assumes basic understanding of 3d animation)
-on top of the standard controls, you can switch the arms and legs between fk and ik using the arrows near the wrists and ankles
-the arms and legs have squash and stretch in ik and fk.
-to use fk stretch on the arms, use ScaleX on the fkShoulder controls
-to use fk stretch on the legs, use ScaleY fkHip controls
-to use ik stretch on the arms, use Stretch on the ikWrist controls
-to use ik stretch on the legs, use Stretch on the ikFoot controls
-by default, the spine is fk only, this is typical for most basic, realistic rigs
-to turn on ik for the spine, select the main control, and turn on Spine IK
-3 ik controls will appear on the spine. These are essentially by the fk controls
-The ik spine controls are affected by the fk controls, so they can be used in conjunction with fk
-the ik spine controls can be used on their own as well, to give more cartoony animation
-there is an extra attribute on the ik spine controls letting you know how long or short the spine is
-Spine Length default is 1, higher values means the spine is being stretched, lower values means it is squashed
-the foot controls have extra attributes you can use to move the foot from different pivots around the foot.
-there are two ways of controlling the eye joints. The eye joints should be used for attaching eyeballs to
-To change between the two methods, use the Aim Point attribute on the Head control
-Aim (default) allows you to move the aim controls and the eyes will look at the controls
-Point allows you to rotate the controls and the eyes will match the rotation
-the head, shoulders, and hips can either orient to the rest of the skeleton, or the main control
-use the respective Orient attributes to choose.
-A value of 1 follows the rest of the skeleton
-A value of 0 ignores the rest of the skeleton, and orients to the main control's position
-the IK wrist controls have dynamic parenting so you can have them move and orient with the hips, chest, and/or head.
-the IK elbow/knee controls have dynamic parenting so they can move along with the character more easily
-the elbow and knee joints can lock to the ik controls, making it easy to have the knees and/or elbows locked to a surface.
13. Start animating!
*Please provide feedback on any improvements, bugs, etc. you would like fixed or added.








Comments
great plugin, definitely worth downloading.. i'm a modeler and i really dont have much time to learn the best practices when it comes to rigging.. this quick rigging tool saves a lot of time for people like me.. UI is straightforward, got it the first try!!
thanks Dustin!
This script Saved me a LOT of time.... thanks...
thanks!it's very useful!
This doesn't work with Maya 2010. Is there any chance you can recompile for Maya 2010 as this tool looks really awesome. It looks like an awesome pipeline tool.
This plugin does work in Maya 2010. Just follow the installation instructions contained in the beginning of the script. Awesome tool!
Good script I like it but if include finger comtrol would be great
Very useful plug-in, but I'm wondering if there's a way to join the separate bones into a single skeleton with one root. Was hoping to use a different (better) skinning script than the one Maya has but it requires a skeleton with one root.
Any way to modify the rig to accommodate this?
Thanks in advance.
Hey Justin,
The basic version of this script has all the joints in the same hierarchy like you want. The advanced one I am still working on needs to have the hands, feet and spine separated because of the orientation and scale that is going on. The basic version does not have these features, which is why i am able to have all the joints in a typical hierarchy.
Just out of curiousity, what script are you using for skinning? Or is it something for private use?
I've only used it once so far, but PM_heatWeight script required little or no manual weighting after the bind. The notes say it weights verts to bones, not joints first, so the results really do come a lot closer to the desired end result.
Given that, it relies heavily on a fully-present skeletal system to operate.
I'll try using your basic script tonight, see how it works in conjunction with it.
Thanks again for the quick reply.
really nice & very useful plugin.
And a small request
plz develop one animal skeletal system plug in
thanks
kiran
india
Hi Kiran,
A quadruped is definitely something I will be doing, but at this point, I want to work out all the bugs in my current biped rig before modifying it for a quadruped. Otherwise I will have to fix bugs in two different rigs when I find them.
Once I finish my features for my full version of this rig, I will begin working on the quad.
this is my first time using this incredible autorig, thank you so much, Dustin!
for now, before moving on to weight painting, i do one question:
in these sentense you wrote:
The eye joints should be used for attaching eyeballs to
-To change between the two methods, use the Aim Point attribute on the Head control
-Aim (default) allows you to move the aim controls and the eyes will look at the controls
-Point allows you to rotate the controls and the eyes will match the rotation
i don't see the aim point on the attribute window, 'HeadC', there are only rotation x,y and z.
Could you help me in this matter? thank you, Dustin!
Hey vp_trickster,
I wrote this for the full version, not the basic version. Sorry about that, I will clarify and write one that is specific to the basic version. Also, I will be updating this one over the weekend to include all the recent updates made to the full version.
So that being said, in the basic version, there is only the aim method for the eyes, so there is no attribute in the channel box of the HeadC in the basic version.
I am glad you like the tool so far, let me know if you have other questions.
Hi Dustin.
I just purchased the Advanced RIG mel. All I gotta say is that its amazing. Great Work!
Only thing I am having trouble with is getting the FK IK Match to work. I see the drop down options in the channel control "to FK" "to IK" when I select either one, nothing happens. If you could make explain in more detail how to use this option I will be 100% satisfied with this purchase ;)
Hi John,
I really need to update this tutorial. The IK/FK matching is probably something that will be temporary in its current implementation, because there are some issues with it, because it uses a script node.
Anyways, enough techno-babble. I can not force the script node to "Test" from mel, which forces it to work, so try saving and reopening the scene, and it SHOULD work properly.
I am currently working on a second interface for animating the character including mirroring character pose, and it will also include a button to switch ik and fk for the selected limb. I will let you know as soon as I have this done, and I greatly appreciate your support! Let me know if you have any other problems or questions.
Dustin
Hi Dustin,
Really amazing script! I loved your basic script and after seeing the demo clip, I purchased the advanced rig immediately. However, there are 2 issues that popped up after testing the advanced rig:
1. Missing Upper Forearm Twist
Both the basic and advanced rig seemed to be missing the above mentioned setup. When testing it on the Rapid Mesh that came with the advanced rig, rotating the upper arm worked great because the whole upper arm is being rotated. However, when bound to a character, it creates a deformation problem where the upper arm is being twisted with no falloff from the shoulder to the elbow. Can a setup similar to the lower arm be implemented?
2. Implement An Option To Choose The Number Of Arm & Leg Joint Segments
Similar to the above issue, would it be possible to implement an option where the user can choose the number of bone segments for not only the upper and lower forearm, but also on the thigh? So instead of having 2 bone segments for the lower forearm, the user can choose to have 4, making the falloff even nicer?
3. Single Root Joint Implementation
Like Justin, I use PM_heatWeight for my skinning too. It just saves me tons of time from having to deal with the default Maya skinning tools. I first tested with your basic rig and since it has a single root joint, testing it with PM_heatWeight script yielded beautiful results. However, the advanced version lacked that option. Would it be possible to implement it at all?
Thanks.
Hi Fery,
1. With the arm twist, just to clarify, you are talking about twisting the upper arm, are you trying to twist at the shoulder or the elbow? And are you just using the regular joints, or the toon setup? Just trying to figure out exactly what your issue is there, so I can come up with a solution
2. The number of bone segments is a very good point, I will get to work on this ASAP!
3. I have been meaning to try out the PM_heatWeight script. Unfortunately with this rig, having squash and stretch becomes really difficult to achieve if all the joints are parented together. I will look into inherit transforms and a couple other things to see if there is some way to keep all the joints under the root joint, and I will look more into how this script works.
Thanks for the feedback, and I will start working on all the feedback I have been receiving. Much appreciated!
Dustin
Hi Dustin,
Extremely quick response!! Thanks.
Regarding the arm twist, it's the upper arm (between the shoulder and elbow). I'm currently using the regular joints and trying to twist it at the shoulder. The elbow doesn't seem to have the option to rotate on the z-axis. I tried with the toon setup and the same situation happens. Maybe I'm missing something?
As for the PM_heatWeight script, I wish the author could allow the user to select the joints as oppose to using a single root joint. Unfortunately, that option is not available...
Hope that helps to illustrate the situation.
Fery
Hey Fery,
With the elbows, it is a hinge joint, like the knees, and finger joints. So it shouldn't be able to twist. At least, not in a physically accurate rig. If you need to twist at the elbow, what actually happens in the human body is the shoulder is actually twisting. Your elbow only works on one axis. If you use the IK arms, it's the same thing, when you use the control that the elbow aims at, it is rotating at the shoulder, not the elbow.
Hope that makes sense.
Dustin
Hi Dustin,
Thanks for the explanation. I understand what you're trying to say, knowing that for a realistic character approach, the rig will work as you described. However, it is a bit less flexible and the character won't be able to fold his arms, or have them in a, say, hands clutching together position, without rotating the shoulder joints. With a falloff system from the shoulder to the elbow, that would be very easy to achieve.
I've uploaded a clip to demonstrate what I meant:
https://download.yousendit.com/bFFNUGhXSytFd2V4dnc9PQ
I hope that helps to explain more easily what I felt was missing, and would love to see it implemented in your already amazing script soon!
Fery
Hey Fery,
Thanks for that! I can see why that would be useful, takes a lot of the trouble out of trying to get good deformations out of the shoulder. That is definitely something I will explore.
Great to hear that! I look forward to it!
Hi bought your rig but am unable to use the ribbon twists in the arms and legs.It works fine on your rapid mesh.The stretch works fine too but i cannot bend the hands and legs to deform it.I use maya2010.Hope you can help..
bipincvijayan,
I think the problem you are having is fixed in the latest version i just updated. But if you already have your character set up and don't want to go through the process all over again, you can paste this into the script editor:
if (`objExists lShoulderCurveJ`)
{
select lShoulderCurveJ lLowerArmCurveJ1 lLowerArmCurveJ2 lLowerArmCurveJ3
lElbowCurveJ lUpperArmCurveJ1 lUpperArmCurveJ2 lUpperArmCurveJ3
rShoulderCurveJ rLowerArmCurveJ1 rLowerArmCurveJ2 rLowerArmCurveJ3
rElbowCurveJ rUpperArmCurveJ1 rUpperArmCurveJ2 rUpperArmCurveJ3;
}
if (`objExists lHipCurveJ`)
{
select lLowerLegCurveJ1 lLowerLegCurveJ2 lLowerLegCurveJ3 lKneeCurveJ
lUpperLegCurveJ1 lUpperLegCurveJ2 lUpperLegCurveJ3 lHipCurveJ
rLowerLegCurveJ1 rLowerLegCurveJ2 rLowerLegCurveJ3 rKneeCurveJ
rUpperLegCurveJ1 rUpperLegCurveJ2 rUpperLegCurveJ3 rHipCurveJ;
}
Then shift select your character, and go Skin>Edit Smooth Skin>Add Influence. That will add the joints to your skin cluster and influence the mesh. Let me know if that works.
Thanks!
Dustin
Anyone who hasn't tried this script yet should. It took me 15 mins to set up my rig and it works great. My boss was blown away when he saw what I was able to do with this script because I don't know anything about rigging. We are more than likely going to purchase the advanced rig script since this one works so well! Thanks Dustin, this script saved me hours!
Wow the advance version is really amazing!!! i've been trying for a few hours and i can't believe how good it is. I wonder if somebody knows where i can find a good GUI picker for maya in MAC.
Hi Ibrah,
I have started working on a GUI interface which will be in a free update for anyone who has purchased the script. It's going to be a little while before I complete it, so I appreciate your patience!
Dustin
It's not working for me! I'm not able to bring up the script. What am I doing wrong here? can someone please email me gregorycjones@comcast.net
Hi Greg,
I emailed you some instructions that should help get you going. Let me know if you have any further troubles.
Dustin
I have the latest version you (this site) sent me, and I had an issue you might want to fix, in the IK/FK hands, I had to manually attach:
Connected lArmSwitchC.SwitchIkFk to lWristJG1_orientConstraint1.lWristJFKW0
and I ran a reverse node to the IK orient constraint for the IK side of the constraint.
Either way without this when you switch to IK from FK, the arms don't follow rotation, which might have somehow failed on my build, but Might also be because I ran the script several times, due to that I had to place joints, test it, re-load the sphere file, adjust things and re-run...
Hope you can fix it soon, doesn't cause an Issue for me since I allready fixed it in my rig, but could be troublesome to others.
Hi andreimaraklov,
There should be SDK's that are created on the constraint weights when you generate the rig. I can't seem to recreate your issue, is it possible the keys were deleted? Were both wrists having this issue?
Dustin
That was the issue, when I animated the Range of motion for binding, I went in and deleted all the curves...
I typically do connections like this with a connection from the attribute to the constraint, and then use "createNode reverse -n invertIKFKSwitch" to then hook up the switch to the opposite attribute, but I try and stay away from all things curves in my rigs due to it makes things easier to diagnose, when animators are having issues.
It also makes things trickier for animators if they want to slide their animation forwards or backwards, inadvertently moving set driven keys
Yeah, I may look at getting rid of all animation curves in the future. I just like to use SDK's rather than nodes just to not bog down the rig as much. I guess there is no one rig that works best for everyone, as I have learned. As long as you only manipulate the animation on the control curves, you won't have issues with the SDK's in the rig.
Dustin
Nodes Evaluate very quickly, unlike expressions, so I prefer to use math nodes of multiplyDivide or add / subtract matrix, reverse most of which have 3 Inputs and 3 outputs, so I can load up 3 Attributes, or set driven keys per node, which would take 3 UU curve nodes, so in the end you're using less nodes, unless you're plugging into those curve nodes 3 times, 1x per axis...
This script Saved me a LOT of time
hey
i am using maya 2010 and every time i load the script, i get the following error
// Error: Wrong number of arguments on call to DSN_RapidRigBasic.
please help, its urgent
thanks
Shibiya
Hi Shibiya,
I haven't tried the basic version in Maya 2010 yet, I will look into it as soon as I can. I will get back to you in the next few hours.
Dustin
Hi Shibiya,
How are you loading the script, and do you get the UI to come up? I can't seem to replicate your problem.
I recommend you place the script in your scripts folder
On Mac: USERS/YourUser/Library/Preferences/Autodesk/maya/scripts/
On PC C:/Users/YourUser/Documents/maya/scripts/
Then execute DSN_RapidRigBasic either in the command line or the script editor.
Hi Dustin,
Got stumbled into your script via Lesterbanks. A quick question, is it possible to use your script for cartoony quad character yet? (long ears, short tail).
I am sure I saw a tiger character rigged using Rapidrig.
- Jimmy
Hey Jimmy,
Thanks for the interest! lesterbanks.com is a pretty awesome site, I am humbled that he posted my rig there. Unfortunately, my rig does not do quadrupeds yet. I am still working on some of the features for the bi-ped rig, and once that is done, I will be building a quad. I realize you probably need a rigging solution sooner than that, so I apologize. But best of luck, and thanks for the interest in my rig!
Dustin
Hi Dustin, I just purchased this script and generated my rig. I think it's a great script, it's definitely going to save me time. Only problem is I'm getting the following warnings:
// Warning: Cycle on 'Girl_Rig_lWristIKC.scale' may not evaluate as expected. (Use 'cycleCheck -e off' to disable this warning.) //
// Warning: Cycle on 'Girl_Rig_lWristFKC.scale' may not evaluate as expected. (Use 'cycleCheck -e off' to disable this warning.) //
// Warning: Cycle on 'Girl_Rig_rWristIKC.scale' may not evaluate as expected. (Use 'cycleCheck -e off' to disable this warning.) //
// Warning: Cycle on 'Girl_Rig_rWristFKC.scale' may not evaluate as expected. (Use 'cycleCheck -e off' to disable this warning.) //
Please reply soon on how to fix this problem. Thanks.
Hi Pauline,
This is a known issue, and I am trying to fix it. Fortunately, it won't cause you any issues when you work. It is only a warning. If you want to suppress the warning, you can copy, paste, then execute the following command in your script editor or command line:
cycleCheck -e off;
I will let you know once I get that taken care of. Thanks for being in touch, and if you have any other problems, let me know!
Dustin
Thanks for the quick reply. Good to know it won't cause problems when I use the rig. I'll look out for your future updates on fixing the problem.
Hi
I just tried out the basic rig and it works fine. I want to purchase the "advanced" Rapid Rig but only have Maya 2008. Do I still need Unlimited? And if so is there any work around for the issues of using 2008?
Many Thanks
Pat.
Hi Pat,
Thanks for the interest in my scripts!
The way the spine is set up, it uses a plane that deforms, and the joints are attached to the plane. They are attached using Maya's hair system, because that is the only way (that I know of) that I can attach the joints to the "normal" of the plane, which is how I am able to create the really stretchy spine stuff.
I am planning on re-working the spine so the user can customize the number of joints, and I will see if I can get the same thing working that I use on the arms, which is just joints attached to a curve.
Might not be for a while though, as I am currently working on some other features at the moment :)
Dustin
No worries. Thanks for the really quick response.
I notice someone earlier mentioned the extra twist at the shoulder. It's not there in the basic rig, but you should at least add it to the advanced ( I can't see it in the videos if you already have). There is too much deformation on the skin at the shoulder if rotating the lower arm out from there. I also notice that some earlier rigs like Package man, have this two-tiered twist.
Just a thought :)
Really good work tho'. And best of luck with the changes
Cheers
Pat.
Hey Pat,
Additional upper arm joints for the non-toon version, along with the option to set the number of joints for the forearm and upper arm are part of the plan. As well as elbow twist, to help with the shoulder deformation.
Stay "tooned" for more! (lame joke, I know...)
Dustin
Hey Dustin,
Having used the basic rig I really loved how simple and straight forward it was to use and most of all it had a solid hierarchy which makes it perfect for baking down animation and getting them into engines. Problem is as others have mentioned when painting weights the advanced rig has the head/hands/feet/spine split apart and when trying to parent them all back together after baking and stripping the scaling tends to break horribly. Would it be possible to have an option to generate the basic rig with some of the advanced rig's functionality so some people could gen rigs for pre-rendering/short films and others could build rigs for direct exports which require the solid Hierarchy.
Great work ^_^b
Hi David,
I am starting to get a lot of requests for the single hierarchy, so I will be adding that as soon as I can. A single hierarchy will be limiting, as I probably won't be able to scale joints because of shearing, but I can probably use joint translation instead. Not true stretching, but it should work for most cases. That would also work with Heatweight, which is another thing a lot of people like to use.
Thanks for the feedback!
Dustin
Hi Dustin.
That sounds great I'll keep an eye out for an update and let you know how I get on :-). One other thing I forgot to ask was DNS_RapidAnim is it possible to get this working with the basic rig?
Thanks,
Dave
Hi David,
I will look into the DSN_RapidAnim for the basic version, that was not something I had considered. Thanks for the suggestion!
Dustin
Am I right in saying the latest build of the basic rig isnt generating a head control?
**EDIT**
Appears that a control curve is being generated in Maya 2011 but for some reason isnt visable and is still scaled at 1,1,1 so is only accessable through the outliner. Only possible reason I can think for this is that I've scaled down the global control prior to generating the rig. Seems fine at a deafult size.
Hey David,
I looked into it, and I found the problem, if you rotate the Spine04, Neck and/or Head dummy before creating the final rig, you get a couple warnings that appear about non-zero rotations. This is causing the problem you are having. I will fix this ASAP!
Dustin
I remember rotating them slightly as one of our characters had bad posture to say the least ^_^ look forward to the update.
Yeah, for the time being, maybe just move them in to place, instead of rotation. Sorry about that, hopefully it won't take long to fix.
Hey Dave,
The bug was in both the Basic and Advanced versions. Version 1.0.6 of the basic and version 1.2.7 of the Advanced rig have the fixes. Fortunately that was an easier fix, other updates are coming, I promise :)
Thanks for finding that bug!
Dustin
No worries ^_^ really looking forward to that solid Hierarchy so I can make use of those stretch controls. Keep up the good work.
Hi David,
I did a quick prototype to see about creating a single hierarchy. The best way of doing it is to have another set of joints that is parent and scale constrained to the original joints. The scale appeared to work without shearing, as long as I did not scale the axis that pointed towards the next joint down the hierarchy. What that means is the volume control will work the same as the original joints, but you won't have true stretching as the arm/leg/torso gets longer.
I want to check a couple more things to make sure it is stable, and then I will start adding it as another option to the rig.
Dustin
Sounds great, sounds similar to a shadow rig method I've used in the past but havent attempted scaling. Creating some really interesting characters with the basic rig so far just wish the RapidAnim script worked as it was so helpful in the advanced rig. Look forward to the update and I'll keep you posted on any problems that may occur.
I am trying to use yout script on a character. It works great so far, but I amused to setting up a character with a control driving the pelvis from the foot position with an expression. I wonder if there is a way to use utility nodes with your appiled rig instead?
Dave,
I was trying to come up with a solution as to how you might be able to use the RapidAnim with the Basic rig... But the way I wrote it, it would take a lot of effort to get it to work, so it will probably be faster for me to build the single hierarchy joints into the Advanced version. Would this work for you, or have you spent a lot of time getting everything set up with the basic version?
Larry,
Welcome to the discussion! If I understand you correctly, you have an expression that automatically updates the position of the torso by connecting the average position of the two feet?
It should be possible to do the same thing with this rig. But make sure your script/utility nodes connects the IK feet controls to the root control. If you were to take the output from the actual joints, you would probably get a cycle happening, because the root affects the joints.
You could also create a pelvis control if you wanted to keep the root control free to move. You can probably parent the root control to your pelvis control, and then make sure your pelvis control is parented to the main control.
I haven't tried this myself, but it should be relatively straight forward if I understand what you want to do.
Dustin
Everything is still in a very early stage of prototype so I can adopt the advanced rig once the single Hierarchy is implemented. Do you have a rough estimate as to when the advanced rig might have this feature? RapidAnim really would speed up my work flow along with the advanced rigs other great features so it is in my best interest to switch over.
Thanks for the quick reply. Those are good suggestions. I'll let you know how they work out.
Hi Dave,
I will work on it this weekend and hopefully have some sort of solution in the next few days. I would like to go back and re-work a lot of the script, but I will save that for later, and just try and tackle this request first. I would love to see what you are using the rigs for!
Dustin
Hi David,
Alrighty, in version 1.3.0, I have set it up, so that as soon as the normal rig is completed, a window pops up asking if you want to create a single hierarchy joint chain.
I was able to get the volume working using scale, but for the actual length of the joints, they do not scale for stretching, the joints just translate, so it's not true stretch. Most other rigs are set up this way anyways.
The other issue I could not resolve is scaling the hands and the head. You will probably have to avoid this for now. I haven't had a lot of time to thoroughly test everything, but I tried a bunch of things and everything checked out so far. If you get a chance to put the rig through its paces, and you find any issues, please let me know!
Dustin
Looking to take a look at the Advanced rig now thanks again for making these changes. I'll let you know how I get on. ^_^b
Hi Dustin,
Having tested the Advanced rig I'm pleased to say it has resolved my issues and I'm now able to fully utilize the advanced rig within our Engine thanks to the single Hierarchy and even make use of HeatWeight. I am having one dilemma though which is more a problem with the Engine than the rig but I was wondering if it would be possible to add an 'Auto Volume' Attribute to 'SpineTopIKC' so the spine joints don't scale when stretched (only translate). It seems that Child joints within the Engine are inheriting scaling which is causing undesired deformation when Auto Volume is set to 1 i.e arms and head scaling. This is resolved in the arms and legs when turned off it sacrifices the pleasing volume change but is necessary until I can solve the Engine issue. keen to use the spine stretch if you could implement that.
Thanks again for the Hierarchy change the additional controls and added benefits of the 'RapidAnim' plugin are greatly improving my work flow with the rig compared to Basic highly recommended.
Dave
Hi Dave,
Version 1.3.1 now has auto volume control for both the spine and neck. The attribute is on the ROOTC for the spine, and the Neck02C for the neck. Also in this update is a leg and arm scale, which is designed to avoid the dreaded IK "pop" on knees when a leg straightens. By using this attribute, you can always get the IK leg to bend, no matter where the FootIKC is. This attribute is also used for IK/FK matching, if the legs are scaled. But just a warning: the matching does not work properly if you are using the elbow/knee lock.
Good to hear the RapidAnim is speeding things up. You might want to check out the Rapid Poser. It is a more robust and user friendly animation companion to the rig. :)
Hope that all makes sense, enjoy the latest update!
Dustin
Hi Dustin,
Thanks again for getting onto this so quickly that should resolve my scaling issues and I'm keen to give those new anti-pop attributes a go. :)
Couple of suggestions that came to mind whilst using the advanced rig nothing major.
-Error caused by trying to generate the rig if you're current layer is set to 'R'
//Error:SetAttr:No Object Matches Name:<name>.Identification
(Came across this error quite a few times not sure what caused it.)
-Would be nice to be able to translate the heel pivot proxy in its X Axis if feet are pivoted in the model.
-Saving proxy positions or updating the current set e.g you've added toes but then decide to not have any this would prevent the user from having to re-generate the whole proxy rig and re position them all again. A save feature would be nice as you could then create a proxy very quickly if a large proportion of you're rigs are of similar size and shape e.g save/load current proxy positions.
-Being able to reduce finger joint counts, although 3 joints per finger are great for features sometimes you need to go down to 2 to aid the overall joint count in games. Maybe add an additional attribute prior to generating the proxy to select how many fingers but also how many joints.
-It's currently difficult to see the spine/neck/hip control curves when using a broad character again maybe an option to offset/scale these controls when required.
It's becoming a very simple robust rig kudos and thanks again for the recent changes.
Dave
****EDIT****
P.S just been working with version 1.3.1 and I can't seem to get the leg scale attribute to make any significant changes. I'm still getting a pop in the leg when it straightens from a stretch and when set to zero the leg curls up and breaks. Could you elaborate on it's use a little more.
Hi Dave,
I can't seem to duplicate your issue with the layer error... I have tried with layers set to R, T, as well as combinations with Visibility turned on, and I don't seem to get that issue.
For the heel pivot, it only rotates on the x axis, so changing its position on the x axis wouldn't have any effect. What you would need to do instead is rotate DSN_lAnkle dummy to be lined up with the feet are angled (hopefully I understood what you were saying correctly)
I am planning on adding the ability to save dummies (either save the actual dummies, or save a text file that you can load for a new dummy, still figuring that stuff out). Still working on that one...
The finger and toe count has probably been the biggest pain out of this whole process, due to the huge number of options that this creates, which means a lot of if/else statements... So being able to control the number of joints per finger is giving me a headache just thinking about it :) No promises on that one for the time being.
For the controls, you can scale them by selecting the components of the shape node. If you want to do it to several at once, you can select them, then in the scale tool option, choose "Component use Object Pivot". I realize that's not ideal, especially if you have to keep doing it over and over. I am looking into having the controls already there when you create the dummies, but the issue there is some controls are not generated until after the rig is created, based on the Generate Rig options.
For the leg and arm scale, 1 is the default, so the leg should just be normal length. If you increase the value beyond 1, the leg joints scale, which essentially makes the leg longer, and therefore should bend the knee to keep the foot in the same place. Going below 1 will shorten the leg.
Hope that helps with most of your questions, and if you could give me any more info on how to reproduce that error you are getting, that would be much appreciated. Also, if you want to start some forum posts/feature requests/bugs on the actual rig, that might be better, because I think these posts might be spamming everyone who has already posted on this tutorial. Plus, that makes it easier for me to track individual things as I knock them off the to-do list.
Dustin
I would like to use the generated rig in a layered animation as an override layer to Mocap. I need to come up with a workflow that I can use for an animation with four main characters. Have you used Mocap and your rig in Trax, in animation layers, or retargeting Mocap?
Hi Larry, I have not used any Mocap or Trax on this rig... In fact, I haven't used Mocap in Maya at all, and I have only used the Trax Editor a couple times ever. Not sure if I can help you out with that, but if you come up with an idea or a method, I would love to hear about it.
Dustin
Its an amazing TOOL.... I am loving It...thank you
Hi Dustin,I just purchased your product,and my order number is 6733,but it didn't provide a download link for me, instead, it just sent me an e-mail told me that my order was currently being processed but was flagged for review due to security protection.The most important thing is,the system had took my money from my credit card already.Would you please check it out and help me,thanks in advance!
Hi predator16,
Did you try downloading the file from this location:
http://www.creativecrash.com/maya/marketplace/scripts-plugins/character/c/-rapid-rig-advanced-auto-rig-for-maya--2/
If you are unable to download it, you will have to contact Creative Crash's support from the "Contact" menu. Hopefully they can resolve it for you. This site manages all the financial transactions and I manage the files that I have uploaded. Sorry I can't be more assistance.
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