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
-Added support for improved mirroring with RRM Selector
-Added version on the Extras tab for version number checking
-Added button on the Extras tab for going to Creative Crash website
-Fixed bugs with mirroring
V 1.0.2 (October 7, 2013)
-Fixed error when generating roll joints on the legs
-Fixed error when generating a spline with more than 10 joints
-Fixed color of "Edit Look-Ats" in the UI
V 1.0.3 (October 12, 2013)
-Fixed bug with limb stretching on two elbow/two knee rigs if a character is skinned to the rig.
-Fixed bug with saving setups with mirrored splines.
-Fixed bug with generating single hierarchy joint chains with mirrored splines.
-Fixed bug with odd orientations that can occur in a rig with a Spline due to its parent.
-Fixed a bug where a popup window will appear if you select multiple proxies from the same module and press "Delete Selected Module and Branches".
-Added the ability to delete multiple proxy modules at once.
-Joints and controls on splines now align to the same orientation as the proxies.
-Fixed a bug with pinning multiple branches at once if some modules were mirrored and some were not.
-Fixed a bug with scaling while pinning and unpinning modules.
-Fixed a bug where the "HeelBall" attribute on the FootIKC wasn't working properly with the LowerLegIKC.
-Fixed a bug on the LowerLegIKC auto orient that could cause flipping.
-UI cleanup and improvements with naming and colours to improve understanding of functionality.
V 1.0.4 (November 27, 2013)
-fixed stretching issue on two-knee leg setups.
-fixed bug with midIKC when angled a certain way and with an even number of joints in the spline.
-fixed bug on scaled splines.
-improved twisting on the arms. More work still needed though.
-locators on the leg that were previously visible in generated rigs are now hidden.
-improved naming of nodes.
-fixed error in installation instructions within the MEL files.
-cleaned up some of the wording in warnings.
V 1.0.5 (December 5, 2013)
-fixed bug that was causing roll joints to flip when rotations on the wrist were zeroed out or undone.
-added new naming conventions on string attributes for RRM Selector to work with referenced files.
-added support for referenced files (only compatible with rigs generated with the 1.0.5 update).
-COG control is now included in reset transforms.
V 1.0.6 (December 8, 2013)
-fixed bug that was causing lower roll joints to flip when rotated at certain angles.
-scale is now uniform on FK proxies to avoid shearing.
V 1.0.7 (December 17, 2013)
-fixed bug that caused the lower leg IKC to flip with auto orient turned on and the body and foot both angled.
-added version number to the UI titles of RRM and RRM Selector.
V 1.0.8 (December 28, 2013)
-bird preset has now been added!
-mirroring proxies left to right now works if a right control is selected, and vice versa.
-Roll joint proxies on arms and legs can now be selected and positioned by turning off "Template Roll Joints" in the parent node.
-fixed appearance of roll joint proxies.
-fixed bug in "Resize Controllers" that caused an error when mirroring scale.
-"Resize Controllers" now checks to see if something is selected.
-"Resize Controllers" will skip any invalid objects in selection and continue.
-Hid some visiblity channels that could cause an error in the Selector script.
V 1.0.9 (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.
-fixed issue with flipping kneeIKC/elbowIKC.
-fixed issue with orientation of fk chains and proxies.
-joints/controls now orient to the proxy, rather than aiming at the next one down the chain.
-added Creative Crash link to the top of the RRM script.
V 1.1.0 (January 12, 2014)
-fixed bug with naming of shape nodes that could cause errors with saving shapes.
-fixed orientation of shoulder joint to always orient to the angular plane between the shoulder, elbow and wrist.
-fixed error if there are multiple modules of the same type.
-fixed bug that could cause the roll joints to mis-align.
V 1.1.1 (February 10, 2014)
-cleaned up extra COG transform nodes.
-fixed bug in the arachnid proxy preset.
V 1.1.2 (February 11, 2014)
-added improved rolling to the arms and legs. Rotations now blend from the hips to the knees/shoulders to the elbows.
-improved the micro joints so they don't flip as easily.
-optimized code and have the arms and legs running the same code for improved consistency and editing.
V 1.1.3 (February 11, 2014)
-fixed bug on the shoulder curve and hip curve joints attachment.
-fixed versioning number.
-cleaned up printed messages.
V 1.1.4 (February 24, 2014)
-fixed bug on the direction of the knee proxies which could cause the ik chain to be aiming along the wrong axis.
-fixed bug on the roll joints on the arms and legs when parent joints are rotated.
-updated the quadruped proxy preset.
V 1.1.5 (February 26, 2014)
-fixed bug that caused errors on some machines due to two constraints on one transform.
V 1.1.6 (February 27, 2014)
-fixed bug that could cause misalignment in the MidIKC of splines.
-added new "Top Translate" feature to splines which is complimentary to the "Top Orient" feature.
V 1.1.7 (March 1, 2014)
-fixed bugs with the orientation of the shoulder and elbow FK controls.
-fixed bugs with the orientation of the hip and knee FK controls.
-fixed bugs with the preferred angle of the elbows and knees which resulted in flipping joints.
-improved installation instructions.
-cleaned up unnecessary code.
V 1.1.8 (March 1, 2014)
-fixed bugs with pole vectors when limbs are bent at extremes.
V 1.2.0 (March 29, 2014)
-added splineIK with controls to blend or be additive to the FK controls.
-separated auto spread into position and rotation.
-amount of splineIK blend is controllable.
-splineIK has Scale, Spread, Parent influence and Follow.
Fixed bug with mirroring Look-At proxies that was breaking some of the Preset proxy rigs
Fixed bug with renaming attributes on the Look-At proxies.
Fixed warning for deprecated skinning flag in 2013 and newer.
KneeIKC on two knee legs now aim at Knee1ElbowIKC on two Elbow legs now aim at Elbow1.
Fixed bug with roll joints and controls not scaling with the rest of the rig.
Rig scale is now uniform.
Fixed bug when the scene units are not set to centimeters.
-fixed issue with roll joints not being created.
-changed parenting of roll joints so that no other joint is a child of a roll joint.
User can now mirror individual controls rather than only poses
Added buttons for selecting the Root, Root Secondary, Root Parent, COG and main controls.
Added dropdown to support the new SplineIK on Fk Chains
V 1.2.1 (April 6, 2014)
-"RRM" letters in the MAINC no longer use Maya's Create Text, so there is no longer a dependency on fonts.
-fixed bug with the scaling of joints when the MAINC is scaled.
-fixed bug with the right side roll joints of single hierarchy arms and legs.
-Improved stability of RRMS UI.
-Fixed UI bug where the selection buttons of FK Chains were overlapping.
-Fixed UI bug where the “Reset Transforms” and “Reset Extras” buttons were hidden.
V 1.2.2 (April 10, 2014)
-Fixed pop-up text box for saving shapes.
-"Saving Shapes" is now "Save Shapes and Colors".
-Fixed bug with deleting rigs where not all nodes were deleted.
-Fixed bug where the roll joint attachment curves were being saved as part of the “Save Shapes” feature.
V 1.3.0 (April 27, 2014)
-Changed naming conventions:
-Pushed out the default position of the LookAt controls so it doesn't crowd the rest of the controls.
-Fixed bug with the MidIKC movement if the parent joint has a different orientation.
-Fixed bug with joint selections so that the extra joints are not included. Only affected skeletons with roll joints on arms and legs.
-Added “nonControl” attributes to curves that were missing it.
-Added missing attributes to the roll controls that were causing errors with RRM Selector.
-Fixed bug on two-elbow/two-knee limbs where the visibility channel on the curve control was not hidden.
-Supports the new naming convention
-Fixed single FK Chain selection bug.
-Fixed bug on vertical spacing of single FK Chain in the UI.
V 1.3.1 (April 28, 2014)
-Fixed bug with IK/FK match
V 1.3.2 (April 30, 2014)
-Fixed bug with the roll joints of the arms and legs causing errors when generating rigs.
-Fixed orientation of Head MasterCtrl.
V 1.3.3 (May 10, 2014)
-Fixed bug that could try to add the same attribute to controls more than once.
-Designed workaround for SplineIK causing NaN values on FK chains with two joints.
-Fixed attachment of Btm01JntIK joints when attached to the Root.
-Adjusted the orientation of the Head MasterCtrl to align to the Head Parent proxy instead of aiming at the Head Top Proxy.
-Fixed bugs with the Ankle/Wrist influence for the Knee/Elbow with the Two Elbow/Knee setup.
V 1.3.4 (May 11, 2014)
-Fixed bug that was causing arms not to build and resulting in an incomplete rig.
-Fixed bug with the orientation of the Hip Curve Joint.
V 1.3.5 (May 22, 2014)
-Fixed bug with the orientation of splines that could cause the MidIKC to misalign and pull in the wrong direction.
V 1.4.0 (June 3, 2014)
-Added Auxiliary Module Type
-Removed empty group node in spline module
-Fixed naming of Groups named G1 to Grp1
-Fixed bug on the orientation and flipping of the lower leg controls
-Fixed bug with the roll joints when bending elbow more than 90 degrees
-Fixed bug with the spline controls following the spline when rotating
-Added support for Aux Module
-Rearranged Control UI
V 1.4.1 (June 8, 2014)
-Fixed bug where generating an FK chain with several chains but only one joint was causing an error.
V 1.4.2 (June 9, 2014)
-Added proxy module renaming.
-Enlarged UI to accommodate module renaming.
-Changed "Preset" to "Template" in modular setup.
-Fixed bug that caused an error when trying to clone a module with a proxy from the left and right side selected.
-Fixed bug where a temporary node was not being deleted when cloning.
V 1.4.3 (July 20, 2014)
-fixed bug in single hierarchy where elbows/knees were not being constrained to the curve joints.
-fixed bug on auto volume on roll joints.
-added translate and rotate influence to MidIKC on splines (allows locking the MidIKC).
-fixed bug on flipping on FK Chain Splines.
-fixed bug where mid roll joints with two elbow/knee setups not generating.
-fixed bug how head scaling works.
-fixed but on double-transform scaling occurring in Maya 2015.
-added twist control for wrist/feet.
-unlocked all rotation axes on twist controls.
-fixed bug on the hip twist orientation.
V 1.4.4 (July 23, 2014)
-fixed bug with the auxiliary proxies not being saved in Save/Load Setup.
-fixed bug with FKtoIK not matching perfectly in the arms.
-fixed bug where head modules would cause errors if no jaw was created.
V 1.4.5 (August 29, 2014)
-fixed naming of dummy joints in arms and legs.
-improved rotation of Arm and Leg TwistCtrl’s.
-added orientation of arm and leg joints to the SwitchCtrl’s for use with PSD’s.
-fixed bug with flipping in splines when enabling Follow FKC.
-fixed bug with the hierarchy in the head modules if no jaw is created.
V 1.4.6 (September 1, 2014)
-fixed bug calling “graphEditor1FromOutliner” in the script could cause an error for some users.
-fixed bug with flipping in the roll joints when rotated more than 90 degrees on certain axes.
V 1.4.7 (September 4, 2014)
-added a new mirroring script. Rather than having to use a UI to mirror RRM rigs, you can map these commands to buttons or hotkeys to mirror faster. Open RapidRig_Modular_Mirror.mel for instructions.
V 1.4.8 (September 23, 2014)
-improved rotations of twist joints.
-twistCtrl’s shape is now mirrored on the right side.
-twistCtrl now follows the hip/shoulder FKCtrl when translated.
-fixed bug with legs if they are not oriented with the feet on the grid.
-fixed bug where modifying FK chains in +/-Y which was causing the orientations of the parent proxy to be frozen.
-fixed bug where pinned modules would not load the correct positions when loading a proxy setup.
-saving setup now saves information about pinned modules and loads them pinned.
V 1.4.9 (October 5, 2014)
-fixed bug with elbow joints flipping when rotated past 90 degrees
-fixed bug that could cause errors with constraints on hips under certain conditions
-further improvements to shoulder/hip and wrist/ankle twist
V 1.5.0 (October 28, 2014)
-added new moveable pivot control.
-fixed bug with matching IK to FK on the legs.
-fixed bug with the default orientation of controls on splines when at certain angles.
-fixed bug which was causing renaming modules to delete child modules.
V 1.5.1 (November 2, 2014)
-fixed bug on the twist snapping of the Twist Control for legs.
-fixed bug on Lower Twist Control flipping when upper limb is rotated past 90.
-fixed bug on generation error of double knee/elbow with roll joints.
-fixed bug when trying to attach a module to an existing auxiliary module.
-fixed bug when trying to attach a non-mirrored module to a new module.
-scaling curve controls now affects curve joints.
-corrected some naming conventions.
-single hierarchy joints now scale with the main ctrl.
-pivot control scale now conforms to size of proxy rig.
V 1.5.2 (November 27, 2014)
-fixed bug that caused shearing in the jaw when the Head MasterCtrl is rotated.
-fixed bug in "Select Skinning Joints" that was including some joints that should not be skinned to.
V 1.5.3 (January 13, 2015)
-fixed bug that was causing the ROOT joint and control to be in the wrong location.
-can now select joints from the UI if the rig is referenced.
-deleting a referenced rig from the UI now gives a descriptive warning instead of a line number error.
-deleting a referenced or non-existin proxy rig from the UI now gives a descriptive warning instead of a line number error.
V 1.5.4 (February 3, 2015)
-Ik controls on FK modules are now optional. This is set on the proxies upon creation and can be turned off by using the modify proxies.
-fixed bug on spline module that interrupted rig generation if units are set to meters instead of centimeters
-added support in RRM_Selector for the optional IK controls in FK Modules
-cleaned up code and messaging
V 1.5.5 (February 9, 2015)
-Fixed bug with backwards compatabilty of proxy rigs created before the update in 1.5.4 that allows optional IK in FK controls
V 1.5.6 (February 17, 2015)
-Fixed bug with converting to meters and added support for all the other unit types in Maya.
V 1.5.7 (March 3, 2015)
-Fixed bug that caused flipping on FK chains when switched to IK mode.
V 1.5.8 (April 3, 2015)
-Fixed bug that caused errros when saving proxies from versions older than 1.5.4
-Fixed bug that caused errors when loading the RR:Selector UI on rigs older than 1.5.4
V 1.5.9 (April 7, 2015)
-Fixed bug that caused the FK joints to scale incorrectly if the FK module was generated without "IK Enabled".
-Fixed bug that caused renamed modules to encounter an error resulting in an extra module with the old name.
V 1.6.0 (April 9, 2015)
-Fixed bug that caused the IK controls to not be consistent when proxies are at different scales for arm and leg modules.
-Fixed scale issue on the MidIKCtrl's of spline modules of generated rigs.
V 1.6.1 (June 8, 2015)
-Fixed bug that caused an error with splines with more than 10 joints when generating the single hierarchy joint chain.
V 1.6.2 (July 30, 2015)
-Fixed bug with SH chain in spline numbering
-Fixed UI numbering for Saving and Loading Shapes/Colours of controls.
-Changed orientation of spline controls so it conforms with X being the twist axis.
-Changed orientation of root controls so it conforms with X being the twist axis.
-TopIKInf for position and rotation now enabled by default on the MidIKCtrl.
-SHJoints now have all their rotations frozen and baked into joint orientation.
V 1.6.3 (August 4, 2015)
-Fixed deprecated file browser dialog and created extensions for the different files:
1. Save/Load Proxy Transforms (.rrmprox)
2. Save/Load Proxy Setup (.rrmsstp)
3. Save/Load Control Shapes and Colors (.rrmctrls)
-Now supports a spline with one in-between joint (rather than the previous minimum of two).
V 1.6.4 (November 11, 2015)
-Fixed bug with orientation of spline controls.
-Fixed orientation of FK controls.
-Fixed bug when trying to delete entire proxy rig from Setup Proxies tab.
V 1.6.5 (November 16, 2015)
-Fixed bug with editing FK proxy modules.
-Fixed bug with transferring and resetting FK chains.
-Added new option for transferring/mirroring/setting to module.
-Added new feature of rebuilding a rig and reskins mesh with one click. Requires original proxies.
V 1.6.6 (November 25, 2015)
-Added the option for the spline/root modules to have X or Y as twist axis. Default is now Y axis so similar behaviour as pre 1.6.2.
-Root orientation can be set from the channel box.
-Spline orientation can be set from the Create and Edit buttons in the RRM User Interface.
V 1.6.7 (November 27, 2015)
-Added backwards compatability to older proxy rigs for the new "Twist Axis" setting on the spline.
V 1.6.8 (December 1, 2015)
-fixed bug where colours of controls were not being applied when rebuilding rig.
-added backwards compatibility for the "Rebuild Rig" to Maya 2011 and newer.
-fixed bug that would cause rebuild to error if skin cluster was generated with a geodesic voxel setting.
-fixed bug that would not close the node editor properly when prompted.
-fixed bug that would not save out all the weights of vertices.
V 1.6.9 (December 23, 2015)
-fixed bug in the pivot control so that it works properly if the orientation of the root is set to x as twist axis
-fixed bug that caused the midIkCtrl to flip if the rig is rotated 180 on the y axis.
V 1.7.0 (January 27, 2016)
-fixed bug which could cause improper interpolation on some attributes.
-fixed bug on Fk chain where the joints flip on the right side if number of joints is set to 2.
-fixed bug on Fk chain where the fist joint doesn’t move on the right side if number of joints is set to 2.
-fixed default value on the midOrient attribute on the midIkCtrl.
V 1.7.1 (January 27, 2016)
-optimized arms, legs and fk controls using parenting instead of constraints and connections.
-MasterCtrl on look-at modules now moves the joints.
V 1.7.2 (February 6, 2016)
-added ability to disable toon joints while maintaining roll joints. Disabling toon will improve rig performance by ~33%.
-fixed bug that could interrupt generation of two elbow/knee arm/leg modules.
-fixed bug that caused an error if generating an arm/leg with mid roll joints on two elbows/knees.
V 1.7.3 (February 24, 2016)
-locked critical nodes on the rig so that users are forced to use the “Delete Rig” option which cleans up all the nodes of the rig.
-auxiliary controls now match the size of the auxiliary proxies.
-fixed bugs in the Pose Proxy Rigs options. The “All” and “Branch” options now works correctly.
V 1.7.4 (February 28, 2016)
-fixed bug with improper mirroring of preset proxy rigs.
-Fixed bug that would cause an error if generating a single hierarchy chain with roll joints on the arm and a module is attached to the shoulder.
V 1.7.5 (March 5, 2016)
-added templated line on the IK controls for FK Chains to make it clearer which joint the control affects.
-fixed bug that caused incorrect mirroring on non-mirrored FK chains.
-fixed bug that caused incorrect mirroring on Auxiliary modules.
V 1.7.6 (March 6, 2016)
-fixed bug on renaming arm and leg modules if no roll joints exist.
-fixed bug on cloning modules with branches.
-fixed bug when saving proxies with splines that causes Twist Y to be saved as Twist X, and saving with Twist X causes an error.
V 1.7.7 (March 11, 2016)
-fixed bug that would not allow modules to be built if that name was already used in the scene.
-added an option in the "Extras" tab to drive the scale of single hierarchy joints from their target joint.
-UI now refreshes as each module of the rig is generated.
-fixed bug where the grow bar for "Finishing Up..." reached 100% too early.
V 1.7.8 (March 13, 2016)
-fixed bug that was causing the joints not to move with the controls.
-optimized rig generation to be ~50% faster.
V 1.7.9 (March 16, 2016)
-Fixed bug that caused an error when generating an arm/leg module with roll joints and toon arms/legs disabled.
-Fixed bug when generating the auxiliary proxy that stated more than one object was selected even if this was untrue.
-Code optimization on naming shape nodes.
V 1.8.0 (March 21, 2016)
-Fixed bug that could cause the spline orientations with X as the twist axis.
-Spline proxies now maintain their transforms when making changes under the "Edit Modules" tab.
-Elbows/knees now maintain their transforms when making changes to the Arms/Legs under the "Edit Modules" tab.
V 1.8.1 (March 22, 2016)
-FK proxies now maintain their transforms when making changes under the "Edit Modules" tab.
-Fixed bug where most channels were locked but not hidden as before.
-Fixed bug on the look of the IKCtrls on FK modules.
-All nodes that should be hidden have their visibility channels locked.
V 1.8.2 (March 30, 2016)
-Added new Help "?" buttons in the proxy tab to make it easier to learn about each part of the UI.
-Fixed bug that caused an error when trying to modify an FK module that was not mirrored.
-Fixed bug in hierarchy that made curve controls not select with the “>ALL< button in RRM_Selector.
-Fixed bug where bend deformers were not deleted on double-knee legs.
-Fixed the colour of TwistCtrl’s for toon arms/legs
-RRM_Selector now supports multiple rigs. Each rig has its own tab.
-RRM_Selector code clean-up so the script no longer does unnecessary selections.
V 2.0.0 (July 17, 2016)
-Mirrored behavior now supported on modules.
-soft IK option to prevent knee/elbow popping.
-additional control for the foot.
-several new custom attributes for the feet and hands.
-foot controls can be hidden if you only want to use the channels.
-animatable pivots are available on the feet.
-additional offset control on main control.
-bug fixes for different scene units.
-Updated orientations and naming under the hood.
-Set custom prefixes which propagate to the final rig.
-Custom channel on the right parent node of a proxy module to define the mirroring type.
-Toe proxies can now be raised for better deformation, and Toe Ik Control still pivots from the ground.
-Code has been optimized to build the rig faster.
-A custom name is no longer required for the rig.
-Set custom prefixes.
-Rig rebuild is more stable with saving and loading weights.
-Rig rebuild now allows for control shapes to be rebuilt based on any changes you have made to them.
-Single Hierarchy joints have the option to preserve rotations now. Desirable if game engine does not support joint orients.
Post Rig Settings
-Can now define a rest pose for your rig to define the zeroed out value for controls.
-Better UI and more stable for renaming single hierarchy joints to match Motion Builder/HIK naming convention.
-Additional tabs for each part of the rig.
-Delete Rig and Delete Proxy rig buttons now exist in their respective tabs.
-New control shapes for easier selection.
-Circles now have a point to make it clear which direction is up.
-arm and leg Fk controls have an optional volume appearance, to make the controls more box-like.
-Shoulder/Hip Fk control visibility can be optionally enabled even in Ik to allow moving the shoulder/hip.
-End Fk controls visibility can be optionally enabled.
-New appearance for spline proxy joints.
-new naming convention.
-Fixed bugs that caused issues in some cases with curve controls
-Fixed bug on orientation of spine if not in upright position
-can use “shift” key to mirror/transfer pose of entire rig.
-ik/fk matching now works with double-knee rigs.
-Controls will always mirror properly, even if the user renames them .
V 2.0.1 (July 25, 016)
-Fixed bug with loading rig/selecting joints
-fixed orientation issue with spline module when the spline is horizontal
-fixed bug and update proxies for the quadruped template
-ik handle now hidden when two knees are created with the knees
V 2.0.2 (August 21, 2016)
-Fk Controls for arms, legs, and fk chains can now be displayed as boxes by using the "Volumetric Appearance" Option
-Added “Ball Influence” which allows the ball to roll automatically in the “Toe Heel” roll
-Fixed bug that made joint scale negative on the left elbow/knee locks
-Fixed orients on non-mirrored fk chains
-Fixed orients of proxy fk chains with 1 joint per chain
-Fixed bug when generating an fk chain with 2 joints per chain
-Fixed bug where MidIkCtrl on Splines may rotate unnecessarily when adjusting attributes
-Users no longer have to enable “Allow multiple bind poses” when skinning
-Now works with referenced files
-Added batch mirroring for animations. Can batch all controls or selected. Can choose entire timeline or specify frame range.
V 2.0.3 (August 29, 2016)
-Fixed bug that created error for versions 2014 and older
-Fixed bug with control rebuilding that would cause errors with hierarchy changes
-Fixed bug that would cause the midIk controls on splines to move at the default position when adjusting custom channels
-Changed center controls from green to yellow to be less confusing with selections
-Changed colors in RRM_Selector to reflect new control colors
-Fixed bug on Fk to Ik matching on the wrists
-Changed Ik to Fk on legs to match the ToePivotIkCtrl instead of channels on the FootIkCtrl
V 2.0.4 (Sept 3, 2016)
-fixed bug when creating arns with two elbows
-added “TopIkInfTwistOnly” attribute to MidIk_Ctrl on splines
-added control for MAINSHJnt if single hierarchy with origin joint option is enabled
-fixed bug that could cause errors when rebuilding rig with preserving control shapes if proxy rig hierarchy has changes
-Fixed bug that caused an error if multiple RRM characters were in a scene (affected Maya 2015)
V 2.0.5 (Sept 13, 2016)
-Added V1.8.3 to the download for users still on the old tools.
-Fixed bug where using the control scaling didn’t work with mirrored setting.
-Fixed several bugs for the spline with Twist X and behavior.
V 2.0.6 (Sept 18, 2016)
-Fixed bug on spline twist that previously made the midIkCtrl flip after TopIkCgtrl rotates past 90 degree rotations. Still flips at 180.
-Fixed bug in RRM_Selector that caused an error when trying to select IK controls on FK Modules
V 2.0.7 (January 3, 2017)
-fixed warnings that occur when loading the script in Maya 2017
-rebuilding arm/leg proxies now maintains twist joint transforms
-fixed bugs in double elbow/knee joints that caused errors when generating rig
-set default value for arms to be fk. This affects the Reset in the Selector script
-added a check to make sure prefix names are valid
-improved spline setup so controls move properly, even when the spline is in more extreme shapes
-removed blend shapes on splines for performance gain and reduce conflicts in the rig
-other minor fixes
-optimized the "Record Rest Pose" function.
-fixed bug that was hardcoded in the "Record Rest Pose" function
-fixed bug when generating Fk modules with only one joint per chain
-fixed bug for joint flipping in Maya 2017 when generating FK modules with IK enabled
-fixed bug on elbow/knee curve joints that caused flipping
-fixed bug where Fk to IK doesn’t always match up perfectly
-cleaned up code to get rid of warnings that appear in Maya 2017
V 2.1.1 (February 6, 2017)
-updated links to point to the Highend3d instead of Creative Crash
-cleaned up print commands
-fixed an error in the code that was causing errors
V 2.1.2 (February 11, 2017)
-fixed orientations on single right arms
-fixed an error when loading the script on a character with non-mirrored arms/legs
V 2.1.3 (February 16, 2017)
-fixed bug that made the sub-foot IK controls not mirror properly
V 2.1.4 (March 7, 2017)
-extra attribute channels have been locked, which was causing errors with the RRM_Selector script
-fixed bug where batch mirroring animation was only using the "Start/End" setting
V 2.1.5 (April 19, 2017)
-added X twist option on head module
-fixed bug on single arms that caused flipping of toon controls and joints
-fixed bug that causes spline joints to rotate when changing FollowFkCtrl attribute
-fixed bug that has rotation values on the head_TopJnt
V 2.1.6 (May 22, 2017)
-fixed bug on twisting joints with toon limbs disabled
V 2.1.7 (August 2, 2017)
-Tilt proxies on the foot can now be angled to give more realistic banking on feet that may not be perfectly rectangular
-Fixed bug when modifying the legs with fewer lower joints than upper joints
-Fixed bug when setting rest poses with translation
-Fixed bug when matching Fk to Ik if the rest value is over 180
-Fixed bug with Look-At selector
-Fixed bug where mirroring would not work with custom prefixes
-Fixed bug that set some float values to integers when mirroring
V 2.1.8 (August 23, 2017)
-Fixed bugs in the spline and fk chains that caused issues where the rig changes when saving and loading, along with unexpected channel values.
-Fixed bug where center controls were not mirroring when using batch mirror.
V 2.1.9 (September 14, 2017)
-Fixed bug where the left foot bank rotation was inverted.
V 2.2.0 (September 17, 2017)
-Fixed bug that only exists in Maya 2018 where shoulder joints flip after saving and reopening a file.
V 2.2.1 (October 2, 2017)
-Fixed bug where the arm joints were not in the control rig hierarchy
-Fixed bug where cloning an FK chain with more than 10 joints caused an error
-Fixed the toe roll, so toe rotates up and down instead of left to right
-Fixed bug when generating Single Hierarchy on arms with double elbow joints
-Added non-flipping funtionality to the non-toon limbs
-Fixed bug where FK chains could not be attached to different modules
V 2.2.2 (October 2, 2017)
-Fixed bug with the orientation directions of the joints.
-improved twisting on limbs
-Fixed bug where rig scale was not hooked up when rig generated with single hierarchy and a trajectory joint
-Fixed bug where using the button to select the main control of a non-mirrored eye control caused an error
V 2.2.3 (November 19, 2017)
-Fixed bug where renaming a module deleted all attached modules
-Fixed bug where auxiliaries were deleted when its parent module is renamed
-Fixed bug where fk chain modules weren’t mirroring properly
-Fixed bug on orientations of right finger joints and controls
-Fixed bug where renaming a spline module with more 10 or more joints caused an error
-Fixed bug where joints were not selectable through the UI when referencing a rig
-fixed bug where selecting joints through the UI of a rig that was referenced wouldn’t work
-fixed bug that allowed attaching modules to the COG proxy
V 2.2.4 (November 21, 2017)
-Fixed bug where the toon arms/legs on the right side would flip
-Fixed bug where an error occurred if something was selected but no rig loaded when pressing the “Select Skinning Joints” button in the UI
-Fixed bug where pinning was not mirrored when mirroring proxies
-Fixed issue where SDK’s from the wristCtrlGrp could be affected when selecting the wrist SwitchCtrl
-Fixed bug where the rig would still build when hitting “Cancel” at the node editor prompt
V 2.2.5 (December 10, 2017)
-fixed proxy rig bug where attaching to scaled modules causes undesired scaling on the selected module that was attached.
-added feature to batch IkToFk/FkToIk matching over multiple frames.
-fixed bug where the ballIkCtrl was not reset when matching IkToFk.
V 2.2.6 (January 13, 2018)
-fixed bug where renaminng legs and head to match motionbuilder causes errors
-RRM Selector now supports up to four nested references
-added minimum limit to "dampen_softness" which otherwise could cause crashing if the keyframes on this channel were moved below a value of zero.
V 2.2.7 (February 3, 2018)
-fixed bug where pinning did not work on auxiliaries
-“Follow” attributes on wrist and feet are now fully enumerations (dropdown attribute)
-Fixed bug where renaming joints in the UI caused errors if the skeleton had additional joints that would not exist on a Motion Builder skeleton
-Replaced all Set Driven Keys with nodes to improve rig performance
-debugging rotation values are now optional and off by default to improve rig performance
RRM Selector - space switch matching has been added for elbows/knees and wrists/feet in the UI.
V 2.2.7 (February 3, 2018)
-fixed bug where the new parenting controls errors when using a custom rig name.
V 2.2.8 (February 10, 2018)
-fixed bug on renaming legs with two knees
-fixed bug with renaming heads
-fixed bug when attaching legs to other parts of the character than the root
-works no matter how many levels deep of file referencing
"Rapid Rig: Advanced" - Auto Rig for Maya 2.3.6 (maya script)
"Rapid Rig: Poser" for Maya for Maya 2.0.9 (maya script)
UTILITIES for RIG (create controls, blending IK/FK, attribute follow, duplicate joint, mirror controls, orient joint, corrective blend shape) 2.0.0 for Maya (maya script)
Little Monkey Animation Rig for Maya 2.0.0
Bob the Hero Animation rig for Maya 1.0.0
Autorig : bird and flying creature for Maya 1.4.0 (maya script)