Automated "Animator Friendly Rigging" 1.0.6 for Maya (maya script)
Automated "Animator Friendly Rig" with all its wonderful features
Bugs
how to fix the bugs on version 0.7.0
| Status | closed |
|---|---|
| Priority | low |
| Date | 01/11/2010 |
| Submitted by |
|
| Modify this bug | edit |
first,thanks for the script :)
The few bugs I found was already solved on the Jason schleifer blog.
( I just copy past the solution )
TO FIX THE TWISTY SEGMENTS:
Select the geometry in the low arm and up arm and unparent from the existing twisty segments
O DELETE r_up_arm_grp
NOTE: THE SCRIPTS DO NOT WORK ON THE ?X AXIS.
To solve this issue,
O mirror the r_up_arm, delete the children of r_up_arm1 except the r_low_arm1
O Select the move tool, hold down the ?v? key and snap it into the r_up_arm (shoulder)
O mirror the r_low_arm, delete the children of r_low_arm2 except the r_hand1
O select r_up_arm1, USE AFRscripts create twisty segment and set the following:
Prefix: r_up_arm1
Joint: r_up_arm1
Num Segments: 4
World Scale: check
Node: all_anim
Attribute: global_scale
O select r_low_arm2, USE AFRscripts create twisty segment and set the following:
Prefix: r_low_arm1
Joint: r_low_arm1
Num Segments: 4
World Scale: check
Node: all_anim
Attribute: global_scale
O Select r_up_arm1_end_ctrl, take the move tool, hold down the ?v? key and snap it into the r_low_arm joint (elbow)
O Select r_low_arm2_end_ctrl, take the move tool, hold down the ?v? key and snap it into the r_hand joint (wrist)
O delete r_up_arm1 and r_low_arm2
O parent the arm geometry under the appropriate NEW twisty joint on the right side
O Parent r_up_arm1_grp under r_fk_up_arm_orient_anim
O Parent Constrain r_up_arm1_start_ctrl (follower) to r_up_arm (leader) (joint)
O Parent Constrian r_up_arm1_end_ctrl (follower) to r_low_arm (leader) (joint)
O Parent r_low_arm2_grp under r_up_arm1_end_ctrl
O Parent Constrain r_low_arm2_end_ctrl to r_hand_base_skin
TO FIX THE STRETCH ON THE RIGHT LEG AN ARM:
1. Select r_ik_elbow_anim_loc(Shape)
2. Open Hypergraph-connection
3. create two rendernodes: multiplyDividedNode
4. insert the multiplyDivideNode between r_ik_low_arm_toElbowDist and r_ik_low_arm_toElbowDist_worldScale, and r_ik_low_arm_toEndDist and r_ik_low_arm_toEndDist_worldScale.
5. Set the multiplyDivideNodes' second imput -1.
Don't break connection of 2nd imput of multiply\divide nodes you already had. Those are connected to all_anim.globalScale.
connect "r_ik_arm_toEndDistShape.distance" to "new_multiplyDivide1.input1X",
connect "new_multiplyDivide1.outputX" to "r_ik_low_arm_toEndDist_worldScale.input1X",
connect "r_ik_arm_toElbowDistShape.distance" to "new_multiplyDivide2.input1X" and
connect "new_multiplyDivide2.outputX" to "r_ik_low_arm_toElbowDist_worldScale.input1X".
Comments on this bug:
mifel said almost 17 years ago:
mifel said almost 17 years ago:
wajdyf said almost 17 years ago: