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J. Yurika

Bug Hunter

RRM3 Owner

Controls already have motion after generating rig

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.


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J. Yurika
J. Yurika
Apr 07

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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Stretch Parameter on Bridge Module glitches on one side

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

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dustin
dustin
Apr 07

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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Pole Vectors drive wrist and ankle rotation and Right IK wrist control not rotating on all axes

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!


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dustin
dustin
Mar 11

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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J. Yurika

Bug Hunter

RRM3 Owner

Controls created but can't see in viewport

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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J. Yurika
J. Yurika
Sep 29, 2025

Brilliant! Thanks so much Dustin!

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IK/FK Arm Matching

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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Unable to batch render rig in Maya

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

141 Views
dustin
dustin
Sep 29, 2025

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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Errors when building proxies

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())


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Tim Oberlander
Tim Oberlander
Jun 03, 2025

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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Blendshape Animation Export

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! : )

59 Views
dustin
dustin
Jun 03, 2025

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

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Maya 2025 - Error when creating proxy rig when working units set to meters: “’ProxyLocator' object has no attribute 'size’”

Walkthrough Using the newest version of RapidRig:


Open maya


Change working units to ‘meters’ in preferences


Open rapid rig modular


Create new proxy rig with bipedal template


Error in console and progress bar stuck at “Generating Modules - Loading Transforms 0%”


61 Views
dustin
dustin
May 05, 2025

Thanks for reporting this, I will add a fix in the next update.

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