Why this is happening to my proxies?

Thank You in advance.
POWERFUL AND EASY TO USE AUTO RIG TOOLS FOR AUTODESK MAYA

After coming off of a long project on Maya 2023, I'm attempting to upgrade to Maya 2027 and noticing that RRM3 seems to run a lot slower on the same rigs.
On latest 3.0.5 beta, create a standard biped template and generate the rig. Set the scene to 60 fps to give a lot of head room. Turn on FPS on the Display > Heads Up Display > Frame Rate. Keyframe the hip to translate around. In Maya 2023 I get ~30 fps. In Maya 2026 I get ~21 fps. In Maya 2027 I get ~18 fps. Those are the only three versions I've tested. Prefs are identical between all 3. I haven't investigated a whole lot yet as to why, except that it drastically speeds up without the NURBs controls rendering, and/or turning on curveManager in General Editors > Evaluation Toolkit > 04 Custom Evaluators. I would appreciate an…
Hello! I'm having issues generating the rig from proxies, it gets stuck at 50% at the Generating Limb Controls step. It seems to be due to this error?
# UnboundLocalError: cannot access local variable 'rot_offset' where it is not associated with a value
Full results from the script editor below: select -r asfMain_Ctrl ;
select -r RRM__Limb_Ankle ;
Generating Rig
Building skeleton RRM_Limb
Building Limb joints
I have a character that has an appendage that I need to scale uniformly when animating. I'm trying to avoid using blendshapes for this particular project, and wanted to see if there's a way to create a single scalable control using rapid rig? (basically an aux control that can scale the joint)
I built this smaller cube rig just as a tester example, with just a root and aux joint. As a work around, I found that I could just connect the scale attributes of the control curve and joint in the Connection Editor, but I know that's probably not the best practice and it would have to be reconnected for any rig rebuilds.
If building a scalable control isn't possible, is it possible to attach a custom joint and control to the rig itself after I've generated the rapid rig?
Thanks so much in advance for your help! 😊

Just updating anyone who may read, that I've been able to patch this to a satisfactory degree on my end in 2027, by making sure curveManager is checked on when a Rapid Rig file is in my scene. I put this code in my userSetup.py (disclaimer: AI generated) import maya.cmds as cmds
import maya.utils
def kickstart_curve_manager(*args):
# Verify the evaluator exists in this version of Maya
if "curveManager" in cmds.evaluator(query=True):
# Mimic the manual toggle to wake up the system
cmds.evaluator(name="curveManager", enable=False)
cmds.evaluator(name="curveManager", enable=True)
# Force the Evaluation Manager to rebuild the graph
cmds.evaluationManager(invalidate=True)
print("Success: curveManager kickstarted and graph rebuilt.")
def setup_curve_manager_jobs():
# 1. Run the kickstart once immediately after boot
kickstart_curve_manager()
# 2. Create a background listener that runs the kickstart every time a file is opened
cmds.scriptJob(event=['SceneOpened', kickstart_curve_manager], protected=True)
# Execute the setup only after Maya's core UI and engine have fully loaded
maya.utils.executeDeferred(setup_curve_manager_jobs) This drastically increases my FPS on Rapid Rigs. But as to the reason for why it's dropped in the first place, my educated guess is that Maya's under-the-hood rewrite of the Evaluation Graph doesn't like all the visibility conditions and the associated math nodes on all the NURBs curves.