Final Rig [Download]


#114

hey!

thanks… i really really like your script. i was just looking for an easier way… the way you described is what i’ve been doing. so thanks again… and if you ever needa beta tester for another script… i’d love to give it a shot… i break things easily :slight_smile:


#115

I’m having some trouble with this rig. After I create the basic fk/ik character setup, I select a elbo (or any other joint) and try to rotate it, my system comes almost to a complete halt. Maya become almost completely unresponsive for a good minute.

Any Ideas?

I’m using Maya 6.0.1


#116

Hey pin_pal,

Not sure what’s going on. There is nothing in the rig that should have major affect on the speed. I will need more info.
Is it just finalRig in the scene? Are you skinning a model? Did you try it on another computer?


#117

Hi cloudtrix,

I’ve narrowed the “bug” down, it’s Flexy IK. This slowdown (maya.exe in the task manager shoots to 99% CPU) only seems to occur when I create dummy boxes with Arm/Leg Flexy IK.

I setup a character (all default) with Flexy Leg and no flexy arms and dummy boxes, and I can move arms perfect. As soon as I translate the leg though, my system comes to a grind while it calculates the movement.

Using Maya 6.0.1 / Xp Sp2


#118

Pin_pal,

I’m still not sure.
run this after you create the rig…

// start
string $foo[] = ls "*SetRange*" "*blendColor*" "*stretchShader*";
delete $foo;
string $bar[] =ls "*Cube";
sets -e -forceElement initialShadingGroup $bar;
// end

This will get rid of the color change on the legs. This feature is the most expensive since it pushes the ogl.

Let me know, (If this fixes it then there is an issue with your video card.)


#119

Hi Cloudtrix,

Yup, that fixed it alright! Very strange though, my video card should be able to handle it. I’m using an ATI 9800 PRO w/256MB with the latest dirvers 6.14.10.65.25. I’m also running an AMD Mobile 2600 (in desktop) @2550 MHZ. So I think my system can handle, but I guess not hahah. Thanks for the fix!

PP


#120

HI

anyway this rigger seems so great

we (me and friend) needed some more controles in the fingers for indavidual lateral motion

and needed a more correct forarm with twist joints so here is a script to add in those controles if you too would like these things

the new twist should still obey all the stretching and stuff as well as work with fk ik blending and what not with out a problem
the radient square site seems to be down but i was going to say they should make the Skinning have an option for fall off right ??

anyway here if anyone wants

  • oh and i am not a good mel scripter by the way so please don’t make fun of me
    the arms seem to change position slightly i think but i don’t know if it will effect anyone or not

  • hamburger

 
// read the next post for the updated script :)
 

#121

hey

so i made some updates to that

it now uses the $characterName global proc so you can just run this script after you finish rigging with final rig

it adds indavidual lateral finger controle to the fingers
adds a head controle for the last joint in the head
adds a twist joint to the forarm and a twist bias controle on the hand to specify how much twist is in the wrist and how much is in the forarm

thats pretty much it
everything else should work in Final rig as it normally would


// final rig tweaks
//
//
// ifyou ran final rig a while ago and want to add this stuff in uncoment the next line
// and add your prefix name
// string $characterName = "yourprefixhere"
//
// Jeremy Sahlman jeremy@donkeycake.com
//////////////////////////////////////////////
//////////////////////////////////////////////
// add indavidual lateral controles to fingers
//////////////////////////////////////////////
//////////////////////////////////////////////
 
 
//disconect finger spread controle
//Right
disconnectAttr ($characterName +"_JT_DRV_R_Index_Hi_rotateX.output ")($characterName +"_JT_DRV_R_Index_Hi.rotateX"); 
disconnectAttr ($characterName +"_JT_DRV_R_Middle_Hi_rotateX.output ")($characterName +"_JT_DRV_R_Middle_Hi.rotateX"); 
disconnectAttr ($characterName +"_JT_DRV_R_Ring_Hi_rotateX.output ")($characterName +"_JT_DRV_R_Ring_Hi.rotateX"); 
disconnectAttr ($characterName +"_JT_DRV_R_Pinky_Hi_rotateX.output ")($characterName +"_JT_DRV_R_Pinky_Hi.rotateX"); 
//Left																												 
disconnectAttr ($characterName +"_JT_DRV_L_Index_Hi_rotateX.output ")($characterName +"_JT_DRV_L_Index_Hi.rotateX"); 
disconnectAttr ($characterName +"_JT_DRV_L_Middle_Hi_rotateX.output ")($characterName +"_JT_DRV_L_Middle_Hi.rotateX ");
disconnectAttr ($characterName +"_JT_DRV_L_Ring_Hi_rotateX.output ")($characterName +"_JT_DRV_L_Ring_Hi.rotateX"); 
disconnectAttr ($characterName +"_JT_DRV_L_Pinky_Hi_rotateX.output ")($characterName +"_JT_DRV_L_Pinky_Hi.rotateX"); 
 
//delete the attre
//Righ
catch (`deleteAttr -attribute "FingersSpread" ($characterName +"_RhandCtrl")`);
//Left
catch (`deleteAttr -attribute "FingersSpread" ($characterName +"_LhandCtrl")`);
 
//add the new attre
//Right
addAttr -ln IndexLat -at double -min -10 -max 10 -dv 0 ($characterName + "_ASK_System|" + $characterName + "_CharMainCtrl|" + $characterName + "_RhandCtrl");
	setAttr -e -keyable true ($characterName + "_ASK_System|" + $characterName + "_CharMainCtrl|" + $characterName + "_RhandCtrl.IndexLat");
addAttr -ln MiddleLat -at double -min -10 -max 10 -dv 0 ($characterName + "_ASK_System|" + $characterName + "_CharMainCtrl|" + $characterName + "_RhandCtrl");
	setAttr -e -keyable true ($characterName + "_ASK_System|" + $characterName + "_CharMainCtrl|" + $characterName + "_RhandCtrl.MiddleLat");
addAttr -ln RingLat -at double -min -10 -max 10 -dv 0 ($characterName + "_ASK_System|" + $characterName + "_CharMainCtrl|" + $characterName + "_RhandCtrl");
	setAttr -e -keyable true ($characterName + "_ASK_System|" + $characterName + "_CharMainCtrl|" + $characterName + "_RhandCtrl.RingLat");
addAttr -ln PinkyLat -at double -min -10 -max 10 -dv 0 ($characterName + "_ASK_System|" + $characterName + "_CharMainCtrl|" + $characterName + "_RhandCtrl");
	setAttr -e -keyable true ($characterName + "_ASK_System|" + $characterName + "_CharMainCtrl|" + $characterName + "_RhandCtrl.PinkyLat");
//Left
addAttr -ln IndexLat -at double -min -10 -max 10 -dv 0 ($characterName + "_ASK_System|" + $characterName + "_CharMainCtrl|" + $characterName + "_LhandCtrl");
	setAttr -e -keyable true ($characterName + "_ASK_System|" + $characterName + "_CharMainCtrl|" + $characterName + "_LhandCtrl.IndexLat");
addAttr -ln MiddleLat -at double -min -10 -max 10 -dv 0 ($characterName + "_ASK_System|" + $characterName + "_CharMainCtrl|" + $characterName + "_LhandCtrl");
	setAttr -e -keyable true ($characterName + "_ASK_System|" + $characterName + "_CharMainCtrl|" + $characterName + "_LhandCtrl.MiddleLat");
addAttr -ln RingLat -at double -min -10 -max 10 -dv 0 ($characterName + "_ASK_System|" + $characterName + "_CharMainCtrl|" + $characterName + "_LhandCtrl");
	setAttr -e -keyable true ($characterName + "_ASK_System|" + $characterName + "_CharMainCtrl|" + $characterName + "_LhandCtrl.RingLat");
addAttr -ln PinkyLat -at double -min -10 -max 10 -dv 0 ($characterName + "_ASK_System|" + $characterName + "_CharMainCtrl|" + $characterName + "_LhandCtrl");
	setAttr -e -keyable true ($characterName + "_ASK_System|" + $characterName + "_CharMainCtrl|" + $characterName + "_LhandCtrl.PinkyLat");
 
//add to charector set
character -forceElement ($characterName +"_TopControl") ($characterName +"_RhandCtrl.IndexLat") ($characterName +"_RhandCtrl.MiddleLat") ($characterName +"_RhandCtrl.RingLat") ($characterName +"_RhandCtrl.PinkyLat") ($characterName +"_LhandCtrl.IndexLat") ($characterName +"_LhandCtrl.MiddleLat") ($characterName +"_LhandCtrl.RingLat") ($characterName +"_LhandCtrl.PinkyLat") ;
 
 
// do set driven keys //
 
////Right
//
//middle
float $RMiddleLat	= `getAttr ($characterName +"_JT_DRV_R_Middle_Hi.rotateX")`;
 
setAttr ($characterName +"_RhandCtrl.MiddleLat") 10;
setAttr ($characterName +"_JT_DRV_R_Middle_Hi.rotateX") ($RMiddleLat+20);
setDrivenKeyframe -cd ($characterName +"_RhandCtrl.MiddleLat") ($characterName +"_JT_DRV_R_Middle_Hi.rotateX");
 
setAttr ($characterName +"_RhandCtrl.MiddleLat") -10;
setAttr ($characterName +"_JT_DRV_R_Middle_Hi.rotateX") ($RMiddleLat-20);
setDrivenKeyframe -cd ($characterName +"_RhandCtrl.MiddleLat") ($characterName +"_JT_DRV_R_Middle_Hi.rotateX");
 
setAttr ($characterName +"_RhandCtrl.MiddleLat") 0;
 
//
//ring
float $RRingLat	= `getAttr ($characterName +"_JT_DRV_R_Ring_Hi.rotateX")`;
 
setAttr ($characterName +"_RhandCtrl.RingLat") 10;
setAttr ($characterName +"_JT_DRV_R_Ring_Hi.rotateX") ($RRingLat+20);
setDrivenKeyframe -cd ($characterName +"_RhandCtrl.RingLat") ($characterName +"_JT_DRV_R_Ring_Hi.rotateX");
 
setAttr ($characterName +"_RhandCtrl.RingLat") -10;
setAttr ($characterName +"_JT_DRV_R_Ring_Hi.rotateX") ($RRingLat-20);
setDrivenKeyframe -cd ($characterName +"_RhandCtrl.RingLat") ($characterName +"_JT_DRV_R_Ring_Hi.rotateX");
 
setAttr ($characterName +"_RhandCtrl.RingLat") 0;
 
//
//Index
float $RIndexLat	= `getAttr ($characterName +"_JT_DRV_R_Index_Hi.rotateX")`;
 
setAttr ($characterName +"_RhandCtrl.IndexLat") 10;
setAttr ($characterName +"_JT_DRV_R_Index_Hi.rotateX") ($RIndexLat+20);
setDrivenKeyframe -cd ($characterName +"_RhandCtrl.IndexLat") ($characterName +"_JT_DRV_R_Index_Hi.rotateX");
 
setAttr ($characterName +"_RhandCtrl.IndexLat") -10;
setAttr ($characterName +"_JT_DRV_R_Index_Hi.rotateX") ($RIndexLat-20);
setDrivenKeyframe -cd ($characterName +"_RhandCtrl.IndexLat") ($characterName +"_JT_DRV_R_Index_Hi.rotateX");
 
setAttr ($characterName +"_RhandCtrl.IndexLat") 0;
 
//
//Pinky
float $RPinkyLat	= `getAttr ($characterName +"_JT_DRV_R_Pinky_Hi.rotateX")`;
 
setAttr ($characterName +"_RhandCtrl.PinkyLat") 10;
setAttr ($characterName +"_JT_DRV_R_Pinky_Hi.rotateX") ($RPinkyLat+20);
setDrivenKeyframe -cd ($characterName +"_RhandCtrl.PinkyLat") ($characterName +"_JT_DRV_R_Pinky_Hi.rotateX");
 
setAttr ($characterName +"_RhandCtrl.PinkyLat") -10;
setAttr ($characterName +"_JT_DRV_R_Pinky_Hi.rotateX") ($RPinkyLat-20);
setDrivenKeyframe -cd ($characterName +"_RhandCtrl.PinkyLat") ($characterName +"_JT_DRV_R_Pinky_Hi.rotateX");
 
setAttr ($characterName +"_RhandCtrl.PinkyLat") 0;
 
////Left
//
//middle
float $LMiddleLat	= `getAttr ($characterName +"_JT_DRV_L_Middle_Hi.rotateX")`;
 
setAttr ($characterName +"_LhandCtrl.MiddleLat") 10;
setAttr ($characterName +"_JT_DRV_L_Middle_Hi.rotateX") ($LMiddleLat+20);
setDrivenKeyframe -cd ($characterName +"_LhandCtrl.MiddleLat") ($characterName +"_JT_DRV_L_Middle_Hi.rotateX");
 
setAttr ($characterName +"_LhandCtrl.MiddleLat") -10;
setAttr ($characterName +"_JT_DRV_L_Middle_Hi.rotateX") ($LMiddleLat-20);
setDrivenKeyframe -cd ($characterName +"_LhandCtrl.MiddleLat") ($characterName +"_JT_DRV_L_Middle_Hi.rotateX");
 
setAttr ($characterName +"_LhandCtrl.MiddleLat") 0;
 
//
//ring
float $LRingLat	= `getAttr ($characterName +"_JT_DRV_L_Ring_Hi.rotateX")`;
 
setAttr ($characterName +"_LhandCtrl.RingLat") 10;
setAttr ($characterName +"_JT_DRV_L_Ring_Hi.rotateX") ($LRingLat+20);
setDrivenKeyframe -cd ($characterName +"_LhandCtrl.RingLat") ($characterName +"_JT_DRV_L_Ring_Hi.rotateX");
 
setAttr ($characterName +"_LhandCtrl.RingLat") -10;
setAttr ($characterName +"_JT_DRV_L_Ring_Hi.rotateX") ($LRingLat-20);
setDrivenKeyframe -cd ($characterName +"_LhandCtrl.RingLat") ($characterName +"_JT_DRV_L_Ring_Hi.rotateX");
 
setAttr ($characterName +"_LhandCtrl.RingLat") 0;
 
//
//Index
float $LIndexLat	= `getAttr ($characterName +"_JT_DRV_L_Index_Hi.rotateX")`;
 
setAttr ($characterName +"_LhandCtrl.IndexLat") 10;
setAttr ($characterName +"_JT_DRV_L_Index_Hi.rotateX") ($LIndexLat+20);
setDrivenKeyframe -cd ($characterName +"_LhandCtrl.IndexLat") ($characterName +"_JT_DRV_L_Index_Hi.rotateX");
 
setAttr ($characterName +"_LhandCtrl.IndexLat") -10;
setAttr ($characterName +"_JT_DRV_L_Index_Hi.rotateX") ($LIndexLat-20);
setDrivenKeyframe -cd ($characterName +"_LhandCtrl.IndexLat") ($characterName +"_JT_DRV_L_Index_Hi.rotateX");
 
setAttr ($characterName +"_LhandCtrl.IndexLat") 0;
 
//
//Pinky
float $LPinkyLat	= `getAttr ($characterName +"_JT_DRV_L_Pinky_Hi.rotateX")`;
 
setAttr ($characterName +"_LhandCtrl.PinkyLat") 10;
setAttr ($characterName +"_JT_DRV_L_Pinky_Hi.rotateX") ($LPinkyLat+20);
setDrivenKeyframe -cd ($characterName +"_LhandCtrl.PinkyLat") ($characterName +"_JT_DRV_L_Pinky_Hi.rotateX");
 
setAttr ($characterName +"_LhandCtrl.PinkyLat") -10;
setAttr ($characterName +"_JT_DRV_L_Pinky_Hi.rotateX") ($LPinkyLat-20);
setDrivenKeyframe -cd ($characterName +"_LhandCtrl.PinkyLat") ($characterName +"_JT_DRV_L_Pinky_Hi.rotateX");
 
setAttr ($characterName +"_LhandCtrl.PinkyLat") 0;
 
 
 
//////////////////////////////////////////////
//////////////////////////////////////////////
////////// add Twist Joints to arms //////////
//////////////////////////////////////////////
//////////////////////////////////////////////
 
//RIGHT
//unlock wrist so it can change position when joint is added
//Right
setAttr -l false ($characterName +"_JT_DRV_R_Wrist.translateX");
setAttr -l false ($characterName +"_JT_DRV_R_Wrist.translateY");
setAttr -l false ($characterName +"_JT_DRV_R_Wrist.translateZ");
//Left														 
setAttr -l false ($characterName +"_JT_DRV_L_Wrist.translateX");
setAttr -l false ($characterName +"_JT_DRV_L_Wrist.translateY");
setAttr -l false ($characterName +"_JT_DRV_L_Wrist.translateZ");
 
 
//unhook effector for same reason					 // THESE EFFECTORS WILL NOT BE NAMED THIS WAY ALWAYS IF YOU HAVE 
//													 // OTHER RIGS OR EFFECTORS IN THE SCENE BECAUSE THEY DON'T GET A NAME SPACE 
//												 // FROM FINAL RIG LIKE THEY SHOULD
//Right
disconnectAttr ($characterName +"_JT_DRV_R_Wrist.translateX") effector12.translateX;
disconnectAttr ($characterName +"_JT_DRV_R_Wrist.translateY") effector12.translateY;
disconnectAttr ($characterName +"_JT_DRV_R_Wrist.translateZ") effector12.translateZ;
//Left													 
disconnectAttr ($characterName +"_JT_DRV_L_Wrist.translateX") effector9.translateX;
disconnectAttr ($characterName +"_JT_DRV_L_Wrist.translateY") effector9.translateY;
disconnectAttr ($characterName +"_JT_DRV_L_Wrist.translateZ") effector9.translateZ;
 
//Get new joint Position Y
//Right
float $RTwistYPosv	= `getAttr ($characterName +"_JT_DRV_R_Wrist.translateY")`*.5;
//Left																		 
float $LTwistYPosv	= `getAttr ($characterName +"_JT_DRV_L_Wrist.translateY")`*.5;
 
// INSERT THE JOINTS
//RIGHT
insertJoint ($characterName +"_JT_DRV_R_Elbow");
// updateBinMembershipAfterConnection |($characterName +"_ASK_System")|($characterName +"_CharMainCtrl")|($characterName +"_backCtrl")|($characterName +"_SholderCtrl")|($characterName +"_JT_DRV_neck_Base")|($characterName +"_JT_DRV_R_Clavicle")|($characterName +"_JT_DRV_R_Shoulder")|($characterName +"_JT_DRV_R_Elbow");
rename ($characterName +"_JT_DRV_R_Twist");																																																																			 
 
//Left																																																																													 
insertJoint ($characterName +"_JT_DRV_L_Elbow");																																																																		 
// updateBinMembershipAfterConnection |($characterName +"_ASK_System")|($characterName +"_CharMainCtrl")|($characterName +"_backCtrl")|($characterName +"_SholderCtrl")|($characterName +"_JT_DRV_neck_Base")|($characterName +"_JT_DRV_L_Clavicle")|($characterName +"_JT_DRV_L_Shoulder")|($characterName +"_JT_DRV_L_Elbow");
rename ($characterName +"_JT_DRV_L_Twist");
 
// Place in middle
//Right
joint -e -co -r -p 0 $RTwistYPosv 0 ($characterName +"_JT_DRV_R_Twist"); 
//Left																 
joint -e -co -r -p 0 $LTwistYPosv 0 ($characterName +"_JT_DRV_L_Twist"); 
 
 
 
 
//hook new joint into the squash and stretch 
//Right
connectAttr -f ($characterName +"_RflexBlndCLMP.outputR") ($characterName +"_JT_DRV_R_Twist.scaleY");
// updateBinMembershipAfterConnection ($characterName +"_RflexBlndCLMP");
//Left
connectAttr -f ($characterName +"_LflexBlndCLMP.outputR") ($characterName +"_JT_DRV_L_Twist.scaleY");
// updateBinMembershipAfterConnection ($characterName +"_LflexBlndCLMP");
 
 
//hook in rot to twist joint
//Right
shadingNode -n ($characterName +"_RTwistMult") -asUtility multiplyDivide;
setAttr ($characterName +"_RTwistMult.input2X") -0.5;						 // Set to -1 for full twist in forarm
connectAttr -f ($characterName +"_RhandCtrl_orientConstraint1.constraintRotateX") ($characterName +"_RTwistMult.input1X");
connectAttr -f ($characterName +"_RTwistMult.outputX") ($characterName +"_JT_DRV_R_Twist.rotateY");
//Left
shadingNode -n ($characterName +"_LTwistMult") -asUtility multiplyDivide;
setAttr ($characterName +"_LTwistMult.input2X") 0.5;						 // Set to 1 for full twist in forarm
connectAttr -f ($characterName +"_LhandCtrl_orientConstraint1.constraintRotateX") ($characterName +"_LTwistMult.input1X");
connectAttr -f ($characterName +"_LTwistMult.outputX") ($characterName +"_JT_DRV_L_Twist.rotateY");
 
// add bias controle incase you want all twist in wrist or in forarm
// Right
addAttr -ln Twist_Bias -at double -min 0 -max 10 -dv 5 ($characterName + "_ASK_System|" + $characterName + "_CharMainCtrl|" + $characterName + "_LhandCtrl");
setAttr -e -keyable true ($characterName + "_ASK_System|" + $characterName + "_CharMainCtrl|" + $characterName + "_LhandCtrl.Twist_Bias");
// set driven keys
setAttr ($characterName +"_LhandCtrl.Twist_Bias") 0;
setAttr ($characterName +"_LTwistMult.input2X") 0;
setDrivenKeyframe -cd ($characterName +"_LhandCtrl.Twist_Bias") ($characterName +"_LTwistMult.input2X");
 
setAttr ($characterName +"_LhandCtrl.Twist_Bias") 10;
setAttr ($characterName +"_LTwistMult.input2X") 1;
setDrivenKeyframe -cd ($characterName +"_LhandCtrl.Twist_Bias") ($characterName +"_LTwistMult.input2X");
// reset
setAttr ($characterName +"_LhandCtrl.Twist_Bias") 5;
// add to charector set
character -forceElement ($characterName +"_TopControl") ($characterName +"_LhandCtrl.Twist_Bias") ;
 
 
// Left
addAttr -ln Twist_Bias -at double -min 0 -max 10 -dv 5 ($characterName + "_ASK_System|" + $characterName + "_CharMainCtrl|" + $characterName + "_RhandCtrl");
setAttr -e -keyable true ($characterName + "_ASK_System|" + $characterName + "_CharMainCtrl|" + $characterName + "_RhandCtrl.Twist_Bias");
// set driven keys
setAttr ($characterName +"_RhandCtrl.Twist_Bias") 0;
setAttr ($characterName +"_RTwistMult.input2X") 0;
setDrivenKeyframe -cd ($characterName +"_RhandCtrl.Twist_Bias") ($characterName +"_RTwistMult.input2X");
 
setAttr ($characterName +"_RhandCtrl.Twist_Bias") 10;
setAttr ($characterName +"_RTwistMult.input2X") -1;
setDrivenKeyframe -cd ($characterName +"_RhandCtrl.Twist_Bias") ($characterName +"_RTwistMult.input2X");
// reset
setAttr ($characterName +"_RhandCtrl.Twist_Bias") 5;
// add to charector set
character -forceElement ($characterName +"_TopControl") ($characterName +"_RhandCtrl.Twist_Bias") ;
 
 
 
//
//// ADD IN HEAD CONTROLE ////
//
circle -n ($characterName +"_headCtrl") -c 0 0 -1 -nr 1 0 0 -sw 360 -r 0.115 -d 3 -ut 0 -tol 0.01 -s 8 -ch 1; objectMoveCommand;
pointConstraint -n TempPointConstraint -offset 0 0 0 -weight 1 ($characterName +"_JT_DRV_neck_Tip")  ($characterName +"_headCtrl");
select -r TempPointConstraint ;
Delete ;
group -n ($characterName +"_HeadOffset") ($characterName +"_headCtrl");
parent ($characterName +"_HeadOffset") ($characterName +"_ASK_System") ;
parentConstraint -n ($characterName +"_HeadOffsetParent") -mo -weight 1 ($characterName +"_JT_DRV_neck_Hi") ($characterName +"_HeadOffset");
orientConstraint -mo -weight 1 ($characterName +"_headCtrl") ($characterName +"_JT_DRV_neck_Tip");

setAttr -lock true -keyable false ($characterName +"_headCtrl.tx");
setAttr -lock true -keyable false ($characterName +"_headCtrl.ty");
setAttr -lock true -keyable false ($characterName +"_headCtrl.tz");
setAttr -lock true -keyable false ($characterName +"_headCtrl.sx");
setAttr -lock true -keyable false ($characterName +"_headCtrl.sy");
setAttr -lock true -keyable false ($characterName +"_headCtrl.sz");
setAttr -lock true -keyable false ($characterName +"_headCtrl.v");

//
select -cl  ;
print "Final Rig Tweaks Done"
 

bye


#122

oh i just realized if you have been going to the radient square site and clicking on forum and not being able to do anything go to this forum instead

http://www.radiantsquare.com/forum/viewforum.php?f=1

then you can sign up and stuff


#123

The site seem to be down. Anyone knows what’s going on? Hopefully v2 will be ready when the site is back online. In the mean time can anyone send me the latest version?
“beau_cg at yahoo dot com”

Thanks

beau


#124

site should be working fine … try linking directly to
http://www.radiantsquare.com/modules/wmpdownloads/

We hope to have version 2.0 ready to show at siggraph


#125

The direct link also didn’t work. I keep getting connection time out

Thanks for such a great tool.

beau

still not be able to connect to the site. Am I the only one… :cry:


#126

Sorry for double post, but I still can’t connect to the site.
Anyone can help? Please…


#127

Where are you connecting from?


#128

Its in yourmail box now :thumbsup:


#129

I’m connecting from Japan, still no go.

    w0lverine, I'm looking forward to get your mail, Thanks!! :bounce: 
    
    beau_cg
    
    Edit: The problem seem to be at my end, ISP routing problem. They're fixing it. Sorry, for the trouble:blush:

#130

I’d like to give this a try, but I never get a reply to confim my email when I register at Radiant Square. I’ve tried 3 different email addresses.


#131

Seems like I can’t access the downloads either, from Sydney. I get a warning saying that I’ve been linked from an unauthorised site.

Seems wierd…

Okay I needed to register…


#132

Hiya: I’ve used Final Rig in a couple of tests and am now ready to apply it to a project.

Only, when I create char-setup from my guides, I get some unpredictable results…

One is that the finger joints are in a different ‘spread’ orientation as character setup than they were as guides. I can move them into place before skinning, I guess, but does this change their default or bind pose? (Can I still ‘zero’ them out to find my default pose?)

The second (and new) problems are a little more random:

<A> The shoulder icons get created two character heights above the rig, pulling the shoulders up to their max, and no way for me to re-locate them. (Translate attributes can be turned back on and it’s Y translation adjusted, but the elbows then stretch out totheir max, regardless of PV position)

<B> Sometimes, a new guideset will just be a random leg bone or two and a cluster, or a newly created character setup is missing large bits of itself, is not grouped up like usual and, basically, useless.

Any clues what’s causing this? I’ve reverted to Creature Tools in the interim, but really liked the flow and simplicity of Final Rig.

Thanks heaps in advance
and thanks for the time and effort you have put into making FinalRig

wes


#133

Hello guys,

I can’t register, login, or download Final Rig from the www.radiantsquare.com website. Is anyone else having these problems? This is what i get when I hit the register button:

Forbidden

You don’t have permission to access /register.php on this server.

Additionally, a 404 Not Found error was encountered while trying to use an ErrorDocument to handle the request.

Can anyone direct me to an alternate mirror site to download Final Rig?

thanks!

Molo