A rigging toolset that enhances rig development workflows by performing complex actions over large selections of objects in one command utilizing Python functions and integration with MEL. Rigging artists can build their rigs managing more components in less time, such as bones, controls, and constraints, allowing for quicker iteration of complex systems. Tools are made to follow industry production standards, focusing on elements of a rig like referenced geometry, colored controls, and naming convention, aiming to create complex rigs that are ultimately animator friendly.
Control tool operating in Autodesk Maya. Control shape is created for each selected joint with input radius and a pad, then parented into a seperate hierarchy matching selected joints. Each control shape is also constrained to respective selected joint.
Select tool operating in Autodesk Maya. Based on selection method and target type, selection is derived from current selection's hierarchy and object type.
Name tool operating in Autodesk Maya. Using Select tool, custom selection is named based on input fields, following naming convention, and automatically indexed. Bind-waste suffix convention is featured as well.
SDK tool operating in Autodesk Maya. For selected control hierarchy, made of shapes and pads, a second SDK pad is created and parented in between pad and shape, maintaining hierarchy.
Create Attribute tool operating in Autodesk Maya. For selected objects, attribute is created with input name, type, and lock status.
Show and HIde Attribute tools operating in Autodesk Maya. For selected objects, input attribute is either unlocked and shown, or locked and hidden.
Override Color tool operating in Autodesk Maya. For selection, drawing override is enabled and color is set from input.
Override Reference tool operating in Autodesk Maya. For selection, drawing override is enabled and display type is set to reference.
Rename tool operating in Autodesk Maya. For selection, target string in object name is replaced with input string.