"Rapid Rig: Modular" - Procedural Auto Rig 2.4.8 for Maya (maya script)
"Rapid Rig: Modular" frees you from the confines of bipedal autorigs! So get creative!
Feature Request
Correct anatomical placement of joints
| Status: | pending |
|---|---|
| Date: | 10/31/2015 |
| Submitted by: |
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| Modify this request | edit |
Hi,
as mentioned above it would be good if the anatomy of your rig would be "so called" correct.
1. the head joint is placed in incorrect position.
2. Eye structure is useless because it doesn't scale with head.
3. Animators are missing so called palm bone on hands. Even it was incorrectly solved in Rapid Rig Advanced it was much better then in Modular version. I would rather see there four base finger joints which allow animator to correcly wide open the palm. It is correct anatomical feature of human hand.
4. Limb twist corrective joints. It needs to be implemented in shoulder and forearm area(sometimes it is really crutial in thigh area aswell). But not just with simple connections. It really needs twist(rotateX) division on each twist joint(if you don't plan to have custom count[1-3] of them so in case of just one of it you need half of its parent join rotation for propper deformation).
5. do not use lockNode on whole strucke please. And do not set unnecessary animation channels as a nonkeyable(many of them are just just hidden so animator is able to key it and make rig disfuncional on many parts, espetially joints bount to skinCluster)Your rig is good but not usable as final solution for us so we really need to customize it heavilly. We are using many features on top of whole structure and we need it to implement it so we have to unlock nodes, channels, move these channels back to connectible state, etc. ...
6. you have incorrect orientation/rotation on many joints. For example eye joints. It is very tiresome to correct all these things.
Thank you very much,
Josef
Comments on this feature request:
Dustin Nelson said about 11 years ago:
eallin said almost 11 years ago: