This post is from a suggested group
Why this is happening to my proxies?

Thank You in advance.
POWERFUL AND EASY TO USE AUTO RIG TOOLS FOR AUTODESK MAYA
View groups and posts below.
This post is from a suggested group

Thank You in advance.
This post is from a suggested group
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…
This post is from a suggested group
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
This post is from a suggested group
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! 😊

This post is from a suggested group
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.
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.

This post is from a suggested group
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
This post is from a suggested group
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
This post is from a suggested group
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.
This post is from a suggested group
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!

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.