abAutoRig Update Log 3d.php?sid=173 Update Log for abAutoRig en-us Wed, 06 Jun 2007 01:03:28 -0400 daily 1 Update/Bug Fix Thu, 07 Jun 2007 13:17:15 -0400 Heel locs axes, and therefore foot Ik control curves, are now properly aligned.

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Update/Bug Fix Fri, 08 Jun 2007 13:41:13 -0400 Went back to my previous way of doing stretch on arms and legs that I think is more flexible.  FK stretch is no longer limited by the IK maxStretch attribute.  Exposed stretch amount on arms and legs.

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Update/Bug Fix Wed, 01 Aug 2007 17:24:51 -0400 Split joints now work properly.  Master control can be rotated without any problems.  Added split joint rotation ratios to spineSplit ctrl (the visibility of which is now located on the root ctrl).

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Update/Bug Fix Sat, 09 Jun 2007 11:41:49 -0400 Exposed stretch value for spine on cog ctrl.

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Update/Bug Fix Fri, 15 Jun 2007 10:21:15 -0400 Fixed a problem with the arm and leg creation failing on 8.5 in osx.

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Update/Bug Fix Tue, 14 Jun 2011 17:16:17 -0400 Shelf will be now enabled if off.  Adjusted UI sizes for 2011 and up.  Added "Mirror From To" to Wire Replace UI (select a source curve then a destination curve and click).

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Update/Bug Fix Tue, 19 Jun 2007 00:32:05 -0400 FK to IK snap now fully implemented on legs.  Stretch value now displays the correct value when used on an arm or leg with split joints.

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Update/Bug Fix Thu, 21 Jun 2007 13:48:21 -0400 Added optional ik fingers to hand rig.  Space switching on mirrored controls now works properly (leg and arm IK, hand).  PV controls will now follow their ik curves when their space is set as such.  Updated Fk to Ik snap to work when a character's rig group has been regrouped or moved in the scene hierarchy.  Fk/ik snap also now supports references via the namespace optionMenu and works with previously built characters.

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Update/Bug Fix Wed, 01 Aug 2007 17:32:36 -0400 Split joints now work properly.  Master control can be rotated without any problems.  Added split joint rotation ratios to spineSplit ctrl (the visibility of which is now located on the root ctrl).  Fixed the way scale is determined so pv control wires will now mirror properly.  Added popup to select target object when wire mirroring encounters multiple mirror objects.

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Update/Bug Fix Fri, 03 Aug 2007 14:12:46 -0400 Made a small change to the way finger IK ctrls are scaled.

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Update/Bug Fix Fri, 10 Aug 2007 00:12:30 -0400 Weight spine joints now rotate correctly with rootCon rotations.  Thanks to Josh Yoder for finding this.

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Update/Bug Fix Thu, 27 Sep 2007 16:13:49 -0400 Under "Tools" menu added "Save Wires to Shelf" (with its own icon) and "Rig Remover", both of which should make for easier updates.  IK and PV controls are now aligned along the world axes.  Improved default rotation order on control curves.  Script will now attempt to repopulate UI fields (hidden and non) automatically, which, among other things, means that parts of the rig can be added after the UI has been closed and opened again without a problem.  Added scale slider and four new shapes (tweaked others) to abWireReplace UI.  Improved error handling (the script now checks for an existing rig upon creation).  Slight improvements to the default skeleton.  Killed a few bugs.

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Update/Bug Fix Wed, 03 Oct 2007 15:02:44 -0400 Fixed the hand IK rotation problem by adding "Align Hand IK to World Axes" checkbox to the Arm tab.  Leaving the checkbox blank will align the IK control to the wrist joint and allow it to rotate the hand.  Enabling it will freeze the control's transforms and lock and hide the rotation channels.  Modified default LRA alignment on arm, wrist and hand joints to make the IK control a bit more intuitive.  IK finger rig now blends properly between FK and IK.  Added curl attributes for each finger as well as midCurlAmt and tipCurlAmt, which determine how much the respective joints will rotate relative to the base joint when using masterFist and fingerCurl attributes.  Added masterSpread to hands and individual finger spreadAmount attributes to spineCtrlCrv to specify the amount each finger is affected by masterSpread.  Wire replacer should now work more reliably overall.  Adjusted the object centers of curves which should eliminate drifting when replacing wires.  Replaced wire scale slider with a float field, which can be control-LMB MMB or RMB dragged on to interactively scale the selected wire.  Creating wires along the -z axis now works as expected.  UI field auto fill is now more comprehensive (be aware that it fills mirrorable object fields (upArm, upLeg, the hand fields etc) with the left objects by default).  Added the ability to rig mirror limbs at the same time (The options menu finally has a child).  Lot's of other small stuff.

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Update/Bug Fix Fri, 21 Dec 2007 14:31:57 -0500 Added ability to select hand joint rotation axes under Options > Hand Options.  Added "Stretchy Spline From Curve" to tools menu to make quick and dirty IK spline joint chains.  The knees once again stretch as they should (oops).  UI field auto fill now includes the number of split joints.

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Update/Bug Fix Fri, 04 Jan 2008 16:44:10 -0500 Added individual up and low limb stretch attributes to legs and arms (works with limbStretch on foot and wrist controls).

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Update/Bug Fix Thu, 10 Jan 2008 17:00:25 -0500 Added the ability to scale the stretchy spine.

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Update/Bug Fix Fri, 08 Feb 2008 15:28:31 -0500 Less flipping when sliding IK/FK blend on leg and arm joints.  They'll still flip occassionally when the root ctrl has lots of rotations, but only when the IK and FK limbs are in matching positions and the ikFkBlend is between 0 and 1.

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Update/Bug Fix Thu, 21 Feb 2008 00:03:33 -0500 Rig is now scaleable.  Added true IK to spine controls (enable "useRootSpace" attribute on the control curve).  Added translate control to the head, which can also be used in IK mode (enable "ikCtrlVis" on head ctrl to see the control).  Added utility to match ctrl positions across space switches ("Space Switch Matcher" in tools menu).  Added snapIKtoFK and hugely improved SnapFKtoIk (both can be found in the character shelf button).  Unfortunately, older snapFKtoIK buttons won't work anymore, which is not a huge problem because it wasn't really working that well anyway.  FK controls with align attribute now auto align with the root ctrl (<- this is awesome for those of us who love the align att).  Rig Remover will now work with multiple characters in a scene.  Improved stretchy splines (made with "makeStretchySpline") scaling.  Removed World space from space switch options as it was pointless.  Disabling all of the spaces does the same thing.  Fixed spine stretch value.

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Update/Bug Fix Mon, 25 Feb 2008 14:07:15 -0500 Very small fix.  IK/FK snap button now works when rig_grp position has changed in the rig hierarchy (placed in a new group).

To fix a button made with 1.9, just copy the button command into a text editor and replace all instances of ">|" with ">" and all "&|" with "&".  Replace your current command (of the IK/FK snapping shelf button) with the modified version and you should be good to go.

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Update/Bug Fix Tue, 22 Apr 2008 23:09:32 -0400 Weight Spine joints are now created in the skeleton grp.  They aren't deleted when you remove the rig, so you don't have to reattach and weight them when you update the rig.  Added "Reset Character to Default Pose" (which can be also be called with "abRTResetCharPose(1)") and "Reset Selected Control Curves to Default" (call with "abRTResetCharPose(0)") to Tools menu.  Added ability to lock proxy controls to prevent troublesome translations and rotations.  Added a warning when building the skeleton about snap to PV not working under certain conditions.

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Update/Bug Fix Wed, 23 Apr 2008 12:56:12 -0400 The script now supports feet that have been rotated out of the YZ plane.  When building your skeleton, match the foot locators (ankle, ball, and toe) to your mesh by moving them in their local YZ planes (no X) and rotating the "lf_foot_grpLoc" in Y.  If you want to use an existing skeleton you'll have to orient the ankle and ball joints first.  To do so, select left and right ankle and ball joints and run "joint -e -orientJoint xyz -sao ydown;" in the command line.

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Update/Bug Fix Mon, 28 Apr 2008 14:22:08 -0400 Skeletons on layers can now be rigged.  IK and FK joints won't be colored, though, so you're better off keeping it off of a layer until the rig has been created.  Added a spine_end group control to the proxy skeleton.

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Update/Bug Fix Wed, 07 May 2008 11:01:21 -0400 The skeleton created by skeleton builder is now mirrored in behavior instead of orientation (except for the eyes and, optionally, the legs).  I had to update hand rigging (among other things) to accomodate the change, so I've added a new a menu item (Options > Hand Options > Reverse Right Curl) which should be enabled when rigging skeletons created with earlier (pre 2.0) versions of the script.  Added "Mirror Leg Behavior" menu item to the skeletonMaker UI (enabled by default).  Disable it to mirror the leg joints by orientation.  Changed the way "Align Hand IK to World Axes" works -- rotations are now allowed.

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Update/Bug Fix Thu, 08 May 2008 12:12:11 -0400 The UI autofill feature was missing some important hidden fields which kept certain spaces (like handCtrl for finger IK controls) from being created.  Now that it's fixed, the finger IK curves travel with the hand as they should (they're constrained to handCtrl space by default).  I also added the option to skeletonMaker to specify the number of fingers on the proxy.  Note that if you recall a saved skeleton from a shelf button, it will respect the current finger num value if the skeletonMaker UI is open.  Neck and head joints are now aligned so their control curves rotate the same way as the spine curves.

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Update/Bug Fix Fri, 09 May 2008 14:45:11 -0400 Proxies saved to the shelf now have local transforms preserved (including scale on the rootLoc).  Feet rotated out of Z should now rig correctly when there are Y rotations on the leg_grpLoc.

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Update/Bug Fix Mon, 12 May 2008 13:13:02 -0400 Fixed a bug with weightSpineGrp that prevented multiple character spines from being created in the same scene.

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Update/Bug Fix Tue, 13 May 2008 11:51:24 -0400 Added Joint Orient Rotation Tool to Tools menu.

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Update/Bug Fix Fri, 16 May 2008 11:26:15 -0400 Improved skeletonBuilder's orientation of joints in legs and feet when the limb has been rotated in Z.

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Update/Bug Fix Thu, 29 May 2008 11:46:03 -0400 Added tool to add weight joints to a skeleton (useful for the lower leg), Tools > Add Weight Joint Tool.  Removed snap to PV warning for legs (they work when rotated -- the arms still don't).

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Update/Bug Fix Sat, 07 Jun 2008 00:39:58 -0400 Leg split joints now rotate properly when the knee is brought above the waist.

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Update/Bug Fix Sun, 13 Jul 2008 13:35:36 -0400 Fixed rt_thumb_grpLoc default skeleton proxy positioning.

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Update/Bug Fix Tue, 05 Aug 2008 12:30:50 -0400 Added djx's fix to GroupFreeze procs.  Character names must now be unique before a proxy can be skeletonized.

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Update/Bug Fix Tue, 14 Oct 2008 12:38:08 -0400 Changed min value on armStretch and legStretch attributes to -9.9 (arms and legs can now stretch negatively).  Improved default finger joint LRA orientation.

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Update/Bug Fix Thu, 16 Oct 2008 15:30:13 -0400 Added "Align Control Curves to Spine" button on the Spine tab.  If enabled the mid and high spine controls will align to their respective joints; otherwise they'll lie on the XZ plane (the previous default).

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Update/Bug Fix Tue, 02 Dec 2008 12:35:00 -0500 rt_thumb_a_loc is now properly parented in proxy (to rt_thumb_grpLoc).  Added "Quick Create Character Set" to tools menu.  Select a control curve on your rig and then run it.

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Update/Bug Fix Mon, 22 Dec 2008 23:43:46 -0500 Added "Change Rotation Order Tool" to tools menu.  With it you can change the rotation order of any selected control curves and maintain their orientation across one or many keyframes.

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Update/Bug Fix Fri, 16 Jan 2009 14:18:05 -0500 Simplified the spine and made it much more robust.  Note that although the spineRot control curve no longer holds spine twist attributes, it's still used as an attribute holder for the arm, leg and hand setups.  So don't delete it.

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Update/Bug Fix Fri, 23 Jan 2009 17:14:02 -0500 Fixed an issue with IK/FK arm snapping.

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Update/Bug Fix Mon, 09 Feb 2009 11:15:47 -0500 Soft selection is now disabled before creating a rig.  It can cause an issue on 2009 and up (thanks bm jo).

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Update/Bug Fix Wed, 11 Feb 2009 13:28:18 -0500 Fixed issue with limbs flipping when sliding IK/FK Blend attribute values (finally!!).

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Update/Bug Fix Fri, 20 Feb 2009 16:42:16 -0500 Big enhancements to the twist joint setup in this version.  There are now two types of split joints: inline, the previous type which are parented one to another, and branched, which are all parented to the up joint.  Use inline for upArm and upLeg joints (where twist is read from the upJnt) and branched for foreArm and knee split joints (where twist is read from downJnt).  The forearm and knee twist is read from an aim constraint, which avoids a lot of gimbal lock problems with the wrist.  The idea is Adam Mechtley's, not mine, so a huge thanks to him for sharing his knowledge.  You can find his videos regarding the aim constraint setup at his site, www.6ixsetstudios.com.

Other new stuff: the "Add Split Joint" tool to the Tools menu, "Refresh UI" to the Options menu, knee split joints, and the addition of COG space to the hand IK controls.  Also, the leg and arm hierarchies are now checked before rigging to make sure that the joints are zeroed out.

Note: If you have issues with a knee or elbow shifting slightly after it's rigged, check to make sure that the preferred angle on your joints is set to 0 0 0.

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Update/Bug Fix Tue, 07 Apr 2009 12:44:15 -0400 Adjusted proxy skeleton finger joints so that they're now aligned with their parent grpLocs.

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Update/Bug Fix Thu, 23 Apr 2009 16:18:42 -0400 Arm IK/FK snap should now work with referenced characters.

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Update/Bug Fix Wed, 29 Apr 2009 23:32:54 -0400 Added more softmod warnings.

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Update/Bug Fix Tue, 26 May 2009 17:00:38 -0400 UpLeg and upLeg split joints now rotate as they should when the knee is brought above the waist (forgot to remove an old fix -- that's why this one reappeared).  Improved stretchy spline maker; control curves can now be parented to a root transform or to the curve below them in the hierarchy; spline IK now rotates properly in a rig setting; added the ability to select the spline's parent object in the UI (leave it empty and a new control curve will be created at the base of the curve).

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Update/Bug Fix Thu, 30 Jul 2009 14:46:03 -0400 Added "Weight Joint Selector" to "Tools" Menu.  Use it to quickly select joints for weighting.  Hold the shift and control keys when clicking to add or subtract from the current selection.  Also added "Make abxPicker Character Sheet" which will create a character UI node for use with abxPicker.mel (http://www.highend3d.com/maya/downloads/mel_scripts/animation/4216.html).  Please, someone, make a better UI and send it to me -- I'll incorporate it into the script.

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Update/Bug Fix Fri, 31 Jul 2009 15:33:08 -0400 Improved abxPicker UI.

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Update/Bug Fix Tue, 01 Sep 2009 21:42:36 -0400 Fixed issues with non-mirroring pinky and ring cup joints.  Added "Make IK/FK Snap UI Shelf Button" to the "Tools" menu (create a snap IK/FK shelf button for existing characters) and "Auto Build IK/FK Snap UI Button" to "Options" (uncheck it if you get the error "Object Not Found: Toolbutton 1" on rigging arms or legs).

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Update/Bug Fix Thu, 24 Sep 2009 12:44:41 -0400 Improved "Make IK/FK Snap UI Shelf Button".

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Update/Bug Fix Wed, 09 Dec 2009 22:50:54 -0500 Fixed issue with "Make IK/FK Snap UI Shelf Button".

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Update/Bug Fix Thu, 04 Mar 2010 11:24:32 -0500 Check Character names for and remove "lf" and "rt" strings (can cause issues).  Added popup menu to charName field to quickly select existing characters.  Fixed issue with mirrorObj function and objects with shared names.  Improved heelLoc positioning method (esp. when ball and toe don't share the same Y translation) and foot IK control positioning when there are rotations on the proxy skeleton's foot_grpLoc.

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Version 3.11 Wed, 16 Mar 2011 20:36:48 -0400 Added abRTWireReplaceUI fix for Maya 2011 from Highend user cutjules1 (thanks Julien!).

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Version 3.2 Tue, 14 Jun 2011 17:17:21 -0400 Shelf will be now enabled if off.  Adjusted UI sizes for 2011 and up.  Added "Mirror From To" to Wire Replace UI (select a source curve then a destination curve and click).

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Version 3.3 Thu, 23 Jun 2011 14:44:10 -0400 Removed redundant function "abRTGetCtrlCrvs" (replaced instances with "abRTGetRigGrpCtrlCurves").  "Save Wires To Shelf" now works on rigs other than the just the original they were saved from.  Hold the Control key when clicking a wire restore shelf button to replace only the selected curves.

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