Final Rig [Download]


#81

Hey,

Final Rig now has over 2000 reg users. Thank you for all the positive feedback.

Version 1.3 should be out soon.

EmEy

P.s. Still waiting to see some animations.


#82

very cool, i wanna see the new version!!


#83

who doesn’t …:beer:


#84

I love this thing. By the way, is the final version going to be free? If not, what is the projected cost?

Vic


#85

Uuuh, very cool rig:thumbsup: , but does anybody know an easy solution for the forearm rotation deformation?
Is there maybe a option for a second bone in the next release?
Because this would be really great :applause:

polarize


#86

Is there anyway to get a different spine setup? The stretchy spine doesn’t work well with everything. Maybe an option to pick it, or another setup?

Also, I ran into a problem. After completing the rig, the fingers moved (closing spread) immediately to a different position, but the amount set on the spread, 2.5, remained the same. Is this a bug, or did I do something wrong?

Thanks for a great script!

Vic


#87

I find this to be the only major drawback with Final RIg - the fingers don’t retain their position after you rig the bones…they flatten out - meaning that you have to model in unnatural hand/finger positions.

–magilla


#88

Hey Radiant Square guys! What’s up with the forum? Does seem to be down or sumtin’. I’ve tried on and off for a couple of days.


#89

RadiantSquare experienced some technical difficulties with its web server, so you may have noticed that the user’s area and the forums were down on the 26th.
We are working hard to get everything up and running, as today the user’s area and the forums are up again, please let us know if you experience any further problems.

cheers!!!

Emanuel -EmEy- Druckmann
Radiant Square


#90

any idea when the release date of FR 1.3 would be?, i’m sure u guys are working really hard to get it out soon, just wondering thats all, awesome job agian guys, cheers.


#91

I tried out your script and found it to be pretty solid (maya45, macOS). Thank you VERY much. I hope you’re finding this project satisfying, financially or otherwise. I’m a neophyte in this area. I’ve constructed a couple rigs on my own, using the tuts in the popular Maya books, so I understand the basics, but I’m wondering if your tutorial section will have some content soon? Particularly on the different parts of the finalRig script, cause I assume my questions are really of the newbie variety such as: sometimes a file with a posed character gets all twisted around on reopening; don’t know if the dummy objects are the only elements I should be manipulating. Sorry if these questions have been asked and answered, but the forums are still down. Just thought I’d post while its on my mind.


#92

Anyone using Final RIg with trax editor and clips?

I’m having some issues - the clips are not visible in the visor whilst the character is active, although they are still available through the trax “insert clip” menu.

–magilla


#93

hey boys and girls,

Sorry for being out of touch. I’m currently rigging on a movie and the rest radiant team is customizing FR for a video game company. (no I cant tell you right now, but maybe later)

A new version of FR will be out soon.

Thank you all for the great support.

Emanuel -EmEy- Druckmann


#94

thats great cloudtrix … good luck

can u till us whats new in the new version ?


#95

awesome autorig…

really am enjoying it. Love the carttony stretchyness to it. Makes it really cersitile and junk. Also the fact that its free is awesome!

great job:beer:


#96

I have been in and out of about 1/2 dozen auto-rig’s lately
and, although most of them are impressive in many ways,
FR has become my top choice (yes, even including TSM :slight_smile:

Brilliant in all respects - cheers mates!!!

TH


#97

Hi,

First I’d like to say I am loving final rig. I tend to use clusters for deformations on my characters. However with final rig I cannot sent up cluster deformation due to the drivers not loading in the set driven key editor for the joints I select on my rig created with final rig, thus not allowing me to set driven attributes for my cluster handle. Is there anyway to do this or a possible workaround?

Thanks!


#98

You know you should use the control shapes instead of the actual joints, right?

That’s the only thing I can think of…


#99

Hello Everyone,

Just wanted to know how to bring character back to bind pose. I cannot seem to figure out how to do this. Do I select both roots? The answer may be right in front of me, but, i cant find it. The way i set it back to bindpose, was just to set all controls back to 0,0,0 for the translates and rotates. Surely, this is the wrong way. I tried Skin > go to bind pose, but, it is not working. Please help. Thanks.

BTW, thanks Radiant Square, this is a wonderful tool.


#100

Hey Guys

one more thing, I keep getting the finger/hands controls in the UI locked every so often, not sure if this is a bug, but, as for now, im having to manually rotate digits in the channel box instead of the Final Rig UI. Anyway, i will keep playing here.