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Compatibility
-
2008, 8.x, 7.x
Operating Systems
History
| Created: | 05/09/2006 |
| Last Modified: | 06/15/2008 |
| File Size: | 457 KB |
Version History
Description: Puppet Master V 1.7Revision: V1.0
Updated: Created Full FK Rig
Revision: V1.1
Updated: Added Option for IK/FK Righ Setup
Updated: Also Added features on the Hand Controls for Locking the Wrist In Place or to move with the IK Arm
Revision: V1.2
Updated: Fixed a scaling issue with the character bones, just had to parent the bones to the master placement
Updated: Added Pole vector for the Elbow, which i forgot, sorry
Revision: V1.3
Updated: Added Create Locators, so you dont have to have a file with the locators, the script will just
create the locator with the correct names that the system needs
Updated: Added a extra node ont to the IK / FK arm joint, so that those joints are taken out of the bind
skeleton chain, so that these arms are not part of the geo's skin cluster
Revision: V1.4
Updated: Reconfigured the control panel, added 2 tabs one for the rig biulder and the other for
custom control maker, so you can create your own controls
Revision: V1.5
Updated: Added new control for the Head, Divided into main head, jaw and upper head
Cleaned up some of the bugs from the earlier version
Revision: V1.6
Updated: Added scalable feature so that the rig does not only have to be created at 1:1, but the default of 1 is still 1:1
Added The scale control is also added to the Character Placement Node, so you can adjust the scale after creation
Added So that if you want 1:10 scale then you enter .1 Etc....
I recommend that you do scale 1:1 and then scale down the rig master control, But each to there own
Also added stretchy IK for the spine, arms, legs * But you can only have this with the IK & FK option selected to Not for FK only *
Vehicle Rig Tab added and will be coming soom
Help Tab added, which links to help pages and instruction on my website
Revision: V1.7
Updated: Updated error with the IK rotation plane solver.
tested for maya 2008
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