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Rapid Rig: Modular V3

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Rig Performance Across Maya Versions

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…

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Nathan Ayres
Nathan Ayres
2 days ago

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.

Stalling at Generating Limb Controls

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

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Quick Question about Scaling

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! 😊


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How to make fingers IK?

I choosed IK option while creating part of the rig but i cannot find it after building it. I only have options for tentacle style animation. Thanks.

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dustin
dustin
May 24

If you have IK enabled on the proxy, you can set the IK Spline Inf attributes to 1. There is an attribute per chain. By default, when you fully switch to IK mode, the fk controls will no longer affect the joints and become hidden. But if you set the Blended Additive attribute to 1, then the IK controls and FK controls affect the joints in an additive way.





Also, on each IK control, the default behaviour is to inherit movement from the parent control. But if you set Local Space to 0, the IK control's movement will be only be affected by the Main control of the rig. This is so you can keep the control in a certain location even if the rest of the rig moves.


If you leave Local Space at 1, but turn off Parent Influence, the IK control will inherit movement from the module, but not of the parent IK control. This is useful if you want to freely animate every joint of a tentacle without influence from the parent control, but want the whole tentacle's movement to be relative to the body of the creature.


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