- Reviews (20)
- Support Forum (75)
- Tutorials (2)
- Bugs (52)
- Feature Requests (64)
- Version History
Standard License (Royalty Free)
License terms and conditions for transmission of digital items from Seller to Purchaser
1. The Standard License grants you, the purchaser, an ongoing, non-exclusive, worldwide license to make use of the digital asset (Item) you have purchased or downloaded for free.
2. By completing a purchase or download you are hereby granted use of the item resulting in an End Product;
3. An End Product is a work that incorporates the Item into a product that is larger in scope. Approved distribution or use of Item as an End Product includes, but is not limited to:
a. For personal or commercial use
b. For advertising or promotional use
c. For a website or in any electronic devices
d. In broadcast, multimedia or animation
e. In mobile apps, books or magazines
f. As a 3D Print
More detailed examples of approved distribution or use:
a. As a displayed 3D model used in a mobile phone application as long as the original content is protected from extraction
b. As rendered imagery (still or moving) distributed as part of a feature film, commercial, broadcast, or stock photography or other stock media
c. As part of a game as long as the original content is protected from extraction and displays inside the game during play
d. Resulting as published content within a magazine, website, t-shirt, poster, or similar product
e. As part of a physical object such as a toy or physical model
What you CAN do with the Item
4. You can create an End Product for a client, and you can transfer that End Product to your client for any fee. This license is then transferred to your client.
5. You can modify or manipulate the Item in any way including shape, size, color, etc. You can combine the Item with other works and make a derivative work from it. The resulting works are subject to the terms of this license. You can do these things as long as the End Product you then create does not violate any of terms of (3) above.
What you CAN'T do with the Item
6. You can't re-distribute the Item as stock (free or paid). You can't do this with an Item individually or bundled with other items, including even if you modify the Item. ie, you can't purchase a character model, rig it, then resell it as your own.
7. You can't provide any free download of the Item in any web site or electronic devices.
8. You can't modify the Item and sell or distribute the modified Item in any form / media as it's own new Item.
9. You must not permit an end user of the End Product to extract the Item and use it separately from the End Product.
10. You can't use an Item in a logo, trademark, or service mark.
More details of this license terms
11. For some Items, a component of the Item will be sourced by the author from elsewhere and different license terms may apply to the component, such as someone else's license or an open source or creative commons license. If so, the component will be identified by the author in the Item's description page or in the Item's downloaded files. The other license will apply to that component instead of this license. This license will apply to the rest of the Item.
For example: A script might contain images licensed under a Creative Commons CCBY license. The CCBY license applies to those specific images. This license applies to the rest of the theme.
12. For some items, a GNU General Public License (GPL) or another open source license applies. The open source license applies in the following ways:
(a) Some Items, even if entirely created by the author, may be partially subject to the open source license: a ësplit license' applies. This means that the open source license applies to an extent that's determined by the open source license terms and the nature of the Item, and this license applies to the rest of the Item.
Split and other open source licensing is relevant for themes and plug-ins for WordPress and other open source platforms. Where split licensing applies, this is noted in the Item's download files: for more information, see this Knowledge Base article
(b) For some Items, the author may have chosen to apply a GPL license to the entire Item. This means that the relevant GPL license will apply to the entire Item instead of this license.
Where an Item is entirely under a GPL license, it will be identified as a GPL item and the license noted in the download files.
13. You can only use the Item for lawful purposes. Also, if an Item contains an image of a person, even if the Item is model-released you can't use it in a way that creates a fake identity, implies personal endorsement of a product by the person, or in a way that is defamatory, obscene or demeaning, or in connection with sensitive subjects.
14. This license applies in conjunction with the Membership Terms for your use of the Highend3d Marketplace. If there is an inconsistency between this license and the Membership Terms, this license will apply to the extent necessary to resolve the inconsistency.
15. This license can be terminated if you breach it. If that happens, you must stop making copies of or distributing the End Product until you remove the Item from it.
16. The author of the Item retains ownership of the Item but grants you the license on these terms. This license is between the author of the Item and you. Highend3d.com / Highend Network / Lumis Network, is not a party to this license or the one giving you the license.
17. Purchaser understands and agrees that certain digital items may contain third party copyrighted or trademarked material that may require additional licensing, permissions, releases, or rights clearance for any non-editorial use. Purchaser and their legal advisors should consider this and obtain such rights, if necessary, before purchasing, downloading or using any Content.
- Future Updates Included
- Highend3d Quality Checked
- Purchase Guarantee
- Support Included
2018, 2017, 2016, 2015, 2014, 2013, 2012, 2011, 2010, 9.x, 2009, 2008
-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.
V 2.1.4 (June 23, 2013)
-Fixed a bug where the spine/neck could misalign if the spine/neck are not in a straight line.
V 2.1.5 (August 21, 2013)
-Fixed a bug that was causing flipping of controls in Maya 2012 and earlier.
-Added the ability to scale the spine and neck joints with the micro controls (multiplier on top of the auto-stretch).
-Templated arm and leg joints which no longer hide properly in Maya 2014.
-Removed limit on the Jaw proxy so it can be lower than the head.
V 2.1.6 (August 29, 2013)
-Added the ability to quickly and easily change the colour of Rapid Rig controls. Located in the "Rig Extras" tab
V 2.2.0 (September 24, 2013)
-Scale channels are free for all three axes on the wristC's and MainC.
-The MainHipC and the SpineTopIKC are now scaleable.
-Added new attribute on the ElbowCurveC's and KneeCurveC's called "Toon Bend". A value of 1 is the default and standard functionality. Setting it to 0 will make the control follow the angle of the elbow.
-Cleaned up several warnings about cycles.
-Added support for new features or RRA.
-Added support for new toon bend.
V 2.2.1 (November 23, 2013)
•Rapid Anim - fixed typo that was causing an error when matching IK to FK on the arms.
V 2.2.2 (December 29, 2013)
-Fixed bug that could cause knees and elbows to lock when straight.
-Added full version numbers to the UI titles to better identify what version users currently have.
V 2.2.3 (January 1, 2014)
-users can now save and load the shapes of their controllers on rigs of this version or newer. Really useful when having to recreate a rig.
-resized UI to accommodate new feature.
V 2.2.4 (January 23, 2014)
V 2.2.5 (March 24, 2014)
•Rapid Anim -fixed bug with the IK/FK matching that was causing an error.
V 2.2.6 (June 23, 2014)
-Fixed bug where the autoVolume attribute was not affecting the forearm joint.
-Added icons to the download.
V 2.2.7 (July 15, 2014)
-Fixed alignment of ROOT joint.
-Fixed double transform on scale of the ROOT and SpineTop joints in Maya 2015.
V 2.2.8 (November 30, 2014)
-Added terms and condition text file.
V 2.3.0 (June 22, 2015)
-Fixed bugs with normals on some pieces of the Rapid Mesh. More noticeable in Maya 2016.
-Optimized code (removed over 1600 lines of code)
V 2.3.1 (July 25, 2015)
-Fixed bug where some layers got left behind when deleting the rig.
-Fixed bug when deleting the rig but keeping the single hierarchy joints.
-Updated the code to replace deprecated fileBrowser command.
-Created custom file extensions for saving proxy transforms and control shapes.
-Refreshed the UI to see the completed rig when the Single Hierarchy window pops up.
"Rapid Rig: Poser" for Maya for Maya 2.0.9 (maya script)
"Rapid Rig: Modular" - Procedural Auto Rig 2.3.8 for Maya (maya script)
Nick-Maya Rig With Advance Facial Setup for Maya 0.1.0
A Chipmunk or Squirrel Maya Rig and Model 3D Model
Bob rig for Maya 1.0.0 for Maya
Coal Mining Drill Rig 01 3D Model