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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!

ree

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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

97 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! : )

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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%”


44 Views
dustin
dustin
May 05, 2025

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

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RRM3 plugin won't load in Maya 2022

Hi Dustin.

I can see similar posts from a few years back, but I have the same problem.


The plugin errors when trying to load in plugin manager: // Error: file: C:/Program Files/Autodesk/Maya2022/scripts/others/pluginWin.mel line 316: invalid syntax //

// Warning: file: C:/Program Files/Autodesk/Maya2022/scripts/others/pluginWin.mel line 316: Failed to run file: C:/ProgramData/Autodesk/ApplicationPlugins/rrm3/Contents/plug-ins/2022/rapidrig_modular_v3.py //

// Error: file: C:/Program Files/Autodesk/Maya2022/scripts/others/pluginWin.mel line 316: (rapidrig_modular_v3) //


The installation seems to be fine.

55 Views
Shaun Chapman
Shaun Chapman
May 10, 2025

Great work on RRM3 btw. I love the new face controls.

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Install Error

Hello Dustin,

First of all, thanks a lot for your work all this years.

I am a user of your script since RapidRig, and more since RRM2.

I got used with some technical issues with RRM2 from an update to another within all my rigs to update everytime but now i bought RRM3 too.

Was easier to manage when it only was a script to source.

Now it is a plugin, it appears i am unable to fix issues myself.


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exporting via RRM3

when I load mesh group and load RRM3 rig it get this error when I attempt to export. Detaching controlRig

"controlRig" is not referenced

# Warning: Nothing is selected. Select objects or components to delete.

# Traceback (most recent call last):

# File "C:\ProgramData/Autodesk/ApplicationPlugins\rrm3\Contents\scripts\gui\main_tabs_export_rig.py", line 77, in <lambda>

# export_skel_and_mesh_as_fbx_button.clicked.connect(lambda *args: self.export_fbx())

18 Views
dustin
dustin
May 05, 2025

I am not sure what could cause your attributes to already be disconnected at time of export, but in the next update, I will add a check to not try to disconnect attributes.


You could also try rebuilding the rig, which should remake the missing connections, and try exporting again.

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