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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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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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Hello Dustin
Was trying to rig a blob for a friend. And found that the controls already have motions right after the rig is generated. [see video]
I've also tried saving the proxy, loading it into a fresh scene, and generating it, but the the setup gets out of wack.
For whatever reason, the post won't let me upload the maya file, nor proxy file, so I'll be emailing those to you in case you'd like to look at tit closer.
Helps would be appreciated.
Thank you
.........................
UPDATE// As far as I'm able to tell, the rotations are happening in the Follow_Grp.

Instead of emailing, here is a gdrive link to the files: https://drive.google.com/drive/u/2/folders/1Or-vQDAmIb30ogNhc2ErQiZV7zcjEV3t
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Hey Dustin, thanks again for a great tool. Repro steps (Maya 2023 but idk if it matters). - Create proxy biped template. Leave all as default. - Create a Paired bridge between the clavicle and wrist. Nudge the controls a bit randomly to create a curve, will make it easier to see the glitch later. - Generate Rig. - On Left side of the bridge, activate Stretch, and notice nothing happens / all behaves as expected. - On Right side of the bridge, activate Stretch. Notice the bones glitch during 0-1 transition, and also notice that after stretch, it creates a straight line between start and end, not respecting any curve the user has set. Additionally if you re-pose the bridge controls, it flips them around during stretch activation. Happy to provide any further details. Thanks, Nate
Hi Nathan, I am working on a fix. I am also adding compatibility for Maya 2027. I will bundle the two changes in the next release which I hope to have out on the weekend.
Dustin
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Hello! I recently purchased RRM3 and noticed a few bugs after building a regular biped rig with twist joints. It turns out moving the pole vector controls also rotates the hands and feet until I move hands and feet controls, in which case they snap back to their default rotation. Aside from this, the right IK wrist control appears to not rotate the same as the left IK control. Check out the vid to see exactly what I mean.
Specs:
Windows 11
Maya 2025.3.2
I've tried rebuilding the rig numerous times. I've tried just default creating a new proxy rig in an empty scene without adding any changes. And finally, I've also tried rolling back to Maya 2024, 2023.1 and it seems to fix the pole vector issues, but the right IK wrist control still has the same rotation problem.
Thanks in advance!
Hi Cesar, I have a fix for the right arm issue. I haven't been able to reproduce the issue in Maya 2025 or 2025.1, which are the two cuts I have. I wonder if it is something in your settings. Could you send me a build of the rig with the issue?
I'll release an update this weekend to fix the right arm.
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Hello. The rig I generated has a thumb, and I see the controls exist in the outliner, but it's somehow not showing up in the viewport. Tried to see if the visibility was turned off anywhere in the hierarchy but not seeing anything intuitive. Currently doing a work around by creating a nurb controller and constraining, but it'd be great to know what's happening here. Image attached. If it helps, maya file can be downloaded from here: https://drive.google.com/file/d/1fXnlDpeSyCJID4tkVnRhFhaaaBtS0TMM/view?usp=sharing NOTE// I am using maya 2023.
Thanks you!

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In RapidRig:Advanced there was a handy interface to match the transforms and rotations of IK and FK Arms. I've been looking around and can't find anything like that in RapiRig:Modular. Am I missing something?
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When we've tried to batch render animations specifically with VRay in Maya, the rigs no longer work, even though they are fine when doing local renders within the Frame Buffer.
Everything else is fine in the batch renders, but it's coming out looking as if we don't have Rapid Rig installed, even though we all do. Does anyone know if batch rendering is possible or if there's an extra step we need to take?
Thanks
Sorry Matt, I don't have V-Ray so I am not able to debug this. Are you getting any errors in the script editor when you render with V-Ray? Maybe there is something there that might provide some light on the issue.
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I just bought and installed RRM3 (used 2 for a long time) and cannot get anything to build beyond the Main control. I get nothing but errors when trying to build proxies or use a defined template.
I have tried in maya 2023 as well as 2025. I get the same errors in both versions.
Here is an example error: Building "Spine" spline proxy module
# Traceback (most recent call last):
# File "C:\ProgramData/Autodesk/ApplicationPlugins\rrm3\Contents\scripts\gui\gui_proxy_modules.py", line 130, in <lambda>
# self.create_button.clicked.connect(lambda *args: self.create_proxy_module())
I think that somebody else reported this (found the post after I posted the issue). I believe it has to do with units being set to 'meter'. When switching to 'cm' all seems to work. Sounds like you're aware :)
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Hi there! Had a quick question about animation export workflow utilizing the Rapid Rig Export tool (maya to unreal) - After setting up my character with rapid rig, I attached some blendshape targets to the mesh for more custom deformation in Maya. I made an aux proxy controller where I added custom attributes that link to the blendshape node to drive my targets.
I got that all working well, but when I go to export animations using the RR3 animation export tool, the blendshapes don't export out with the animation to Unreal. (But the morph targets do show up in the rig export in Unreal since I'm exporting out the mesh with the skeleton). Is there a specific workflow you recommend for blendshapes when exporting on the animation side with RR3?
Thanks so much in advance, love using your tool! : )
When exporting fbx files that you want to have custom animation channel data, the best method I know of is to have those channels on a joint in the skeleton. Joints are where all the animation should typically be. Anything on meshes or other nodes will likely be lost on export.
My recommendation would be to have the same attributes you already created on the controls be added and driven 1:1 on the root joint. Either through a set driven key or maybe using proxy attributes.
After exporting with those new joint attributes, it should get the animation data into engine, and then I think you’ll have to set up how to drive those morph channels using the animation data from the joint. I haven’t set this up myself but I know it’s possible.
Dustin
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.