View Full Version : Script for setting up Custom Skeleton

11 November 2004, 06:54 AM
Hey All,
Just finished this and was hoping I could get some people to run this and let me know what you think. There is a help file that explains in detail what it all does but basically it allows the user to create a custom skeleton with as few headaches as possible. Pretty straight foward but very handy. Makes this process very fast. Give it a whirl and let me know of future features for this or things that could make it better.


Mel file:
snSkelCreation.mel (

11 November 2004, 04:43 PM
Well done! I've build up a skeleton clean and easy. Will you plain to add quadruped skeleton?
Thanks for this jewel. I will try to restart making my rig using this script. Check it out!

11 November 2004, 08:39 PM
Glad you found it helpful. This script makes it so much easier to setup a skeletal system if a character is in a natural pose where the character is not in a default T-pose. The cool thing is that if you use the guides and make the bones from the default layout, you can still translate and rotate the joints into position. Once you do the orient part, the joints are redrawn and all the rotations and translates are zeroed out( except the translate X on the joints which is fine). An addition with a quadraped whould be nice. Great suggestion but don't have time to implement it anytime soon. Saw your stuff. Looks great. Look foward to the finished piece.

11 November 2005, 10:21 PM
Just stumbled across this and it's absolutely brilliant! In fact i'm surprised that there hasn't been more mention of it around here... Well done sir!

And for anyone in doubt about the power of this beast, Seans kindly put togther 2 videos showing it in action:

SphereMode.avi (

UserMode.avi (

- there's a host of other goodies available on Sean's site ( too!

11 November 2005, 05:20 AM
uh, wow :). Thanks for the plug Steve. Glad you like the scripts. Planning on updating some of the scripts on my site.

ControlMaker is getting beefed up. I use this one all the time. Controls curves will be stored in a separate mel file where you can add/remove/update control curves that are created.

oriJointTool. (Not added yet) This is stripped from the snSkelCreation script but better. This one will keep your joint names intact plus you will have an option for scaling the arrows used for orientation.

selJointType.(Not added yet) Give it a prefix and select your joint hierachy and it will select just the joints with the prefix. Plus there will be the option for making a selection set for it.

It's been kind of busy for me but I'll try and get those up asap.

Thanks again for the nice words.


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