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"Rapid Rig: Modular" - Procedural Auto Rig 2.4.2 for Maya (maya script)

"Rapid Rig: Modular" frees you from the confines of bipedal autorigs! So get creative!

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Last Modified:05/02/2019
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Feature Request

Ability to NOT stretch Spine rig ,for realistic creature rigs.

Submitted by:alfsici alfsici
Hi i wonder if is possible to have the spine rig so it doesn't stretch ,maybe with a control 0 to 1,so the animator can choose, to be able to create a realistic creature , the same would be for the Neck / Tail and so on ? I do like the option to have the ribbon spine with squash/stretch but, in production when creating a creature rig we always go for the simplest IkSpline solution because it gives us the solidity and ability to stretch the spine/neck/tail only if we need/want to. I think maybe having the option to choose between creating the Stretchy ikSpline setup or Ribbon Setup would make this modular rig a killer !. what are your thoughts about it? regards -a

Comments on this feature request:

  • alfsici

    alfsici said over 5 years ago:

    Also this would be a great addition for trunks and tails especially
  • Dustin Nelson

    Dustin Nelson said over 5 years ago:

    I am currently adding SplineIK to the FK Chain module to do just that. With the ribbon spline, there is no simple way to limit the ribbon from stretching which is why I am adding the functionality to the FK chain instead. Animators can blend between FK and SplineIK, or they can set the spline to be additive which will give similar results to the trunk rig, although not as elegant, but more flexible when doing things like tentacles. -Dustin
  • alfsici

    alfsici said over 5 years ago:

    Hi Dustin, that is GREAT news, Do you think would be possible to incorporate the spline-ik setup as an option for each of the Modles being created? for example at Guide Creation choosing between spine/neck options ( Ribbon/spline Ik/fk ) so in one rig we will be able to choose which type of rig you want to use for which part of the body ? this would be great, thanks for your quick response. ps: Yesterday i tried the "Trunk Rig", and as an animator, i really didn't like the fact that i am stuck on using only FK to control my animations, i like the ability of using an Ik/Fk hybrid system, as you specified having the FK on top of an ik spline i think is still the best method, especially for long tails/trunks i like also if it can translate, means that you can "pin" your controls where you need it to be, in specific situations. regards -a
  • Dustin Nelson

    Dustin Nelson said about 5 years ago:

    Version 1.2.0 now has the splineIK built into the FK Chain, so you can use that instead of the Ribbon Spline for things like necks, spines, tails, etc. if you choose. I will look into creating a separate popup after choosing a preset and hitting "Create" that will allow for quick customization while maintaining the same general layout. This isn't really a blocker feature, as you can either build a new rig from scratch or swap and reconnect different modules. Also, once you have a setup you like to always go to, you can use the "Save Setup" in the bottom right of the first tab. This way you can have your own custom presets that you can quickly start from. -Dustin
  • alfsici

    alfsici said about 5 years ago:

    This is Brilliant! Thank you Dustin, i will give it a try Asap! regards -a
  • alfsici

    alfsici said about 5 years ago:

    Hi Again, I was playing around with the Fk Chain, my question is how would i go to set it up so i have a full " IK " spine, Where the Top and the bottom are indipendent from eachothers , but the middle Control instead is kinda Blending the position between the two extremes? As if was a full ik Spine. Is it possible to set it up this way after being create? or would i have to manually go into it and tweak it ? regards -a
  • Dustin Nelson

    Dustin Nelson said about 5 years ago:

    This version doesn't have the ability to have the middle controls on a chain be affected by both the start and end. The only option is to turn down or turn off the Follow and/or Parent Influence. I think I'll need a separate module for that kind of option, where the number of controls can be independent of the number of joints. -Dustin
  • alfsici

    alfsici said about 5 years ago:

    Yes, The way i imagined a possible solution would be : Having a switch in the _MasterC where you can simply switch to Full IK setup, a middle control (similar to the one on the current ribbon spine setup, would appear), which would be staying in the middle Blendable between the first and last control of the chain, and the other additional middle Controls would NOT affect the middle part of the spine anymore, but just the Top or Bottom Control, that would make it a proper Full Ik Spine with still the ability of having an additional FK setup on top. Maybe there is a better solution? Yes i agree, the ability for the user to choose the amount of Mid controls to have should be independent from the amount of joint you want to have in the spine.Otherwise you end up with too many unneeded controls . regards -a

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