Start animating your 3D characters and objects by equipping them with versatile and powerfull rig for Autodesk Maya.
-
Rigger includes the most essential tools for fast and efficient 3D character setup in Autodesk Maya. Create custom rigs or use auto rigging templates.
AUTO RIG
You can immediately start animating your characters by equipping them with the high quality and versatile rig for Autodesk Maya. Whether your character is in the air or on the ground, the animation-ready rig provides the animator with handy tools and behaviors. The rigging process in this case looks like this: place the template skeleton inside your character and press the Finalise and the Smart Bind button. You can easily edit Motion Capture Animations using all the power of the Rigger.
CUSTOM RIGS
Thanks to the convenient way to combine different rigging techniques, you can manually rig any object or character. Draw the skeleton, add inverse kinematics, rotation spaces and IKSpline in places with smooth deformations. Make the rig stretchable if necessary. If you follow the proposed concept during the setup, then each rig will be standardized and have a number of advantages with the free Selector plugin for animators: seamless IK /FK, seamless switching of rotation spaces, the ability to flip and mirror poses. All saved scenes will not require any external plugins.
EASY SKINNING
The time-tested method of skinning with skin helpers and the Smart Bind function saves you the trouble of manually painting the skin weights. If necessary, you can replace the character model with a couple of mouse clicks without breaking the skinning.
EXPORT TO FBX
And of course, all final animations can be exported to FBX and sent to the required game engine.
-
Features
- ▪ Minimalistic X-Ray Controllers
- ▪ Advanced IK Control
- ▪ Custom Animatable Rotation Pivots
- ▪ Full Body IK / FK / IKSpline
- ▪ Limb rotation modes
- ▪ Seamless IK / FK
- ▪ Seamless Space Switching
- ▪ Soft twisting of the limbs
- ▪ Mirroring and Flipping poses
- ▪ Stretchy IK / FK/ IK Spline / Ribbon
- ▪ Simple skinning with Skin Helpers and Smart Bind
- ▪ Motion Capture Support
- ▪ Saved scenes do not require external plugins
- ▪ Export to game engines using FBX
- ▪ Suitable for any characters and objects
-
Minimalistic X-Ray Controllers
The hierarchy of controls looks clear and clean even in complex rigs. This approach works even where standard NURBS controls fail.
-
Advanced IK Control
Right click on any bone and turn on IK mode. The limb is controlled by a single IK handle. Press T to access advanced options. You can now change the twist and pole vector attributes. Move the Pole Vector's manipulator in the desired direction to fix the limb. Now the knee or elbow will be rigidly tied. These instruments are available for every limb, including the head and feet.
-
Custom Animatable Rotation Pivots
Thanks to the changeable centers of rotation, complex and smooth trajectories can be easily achieved.
-
Full Body IK / FK / IKSpline
Each body part is made up of FK, IK and IKSpline. FK allows you to control the limb with rotation, IK - with the help of movement, and IKSpline makes deformations smooth. Such modules are created by pressing a couple of buttons and are already configured in ready-to-animate templates.
-
Limb rotation modes
For different animations, different modes of rotation of the limbs will be suitable. For example, it makes no sense to keep the foot horizontal all the time if the character is in the air. To do this, you can switch the rotation mode of the foot and get more natural movements.
-
Seamless IK / FK
With seamless kinematic switching, the character's pose remains the same while the control mode changes.
-
Seamless Space Switching
Spaces of rotation allow you to customize the behavior of a limb when the parent object rotates. With seamless switching, the position of body parts is preserved.
-
Soft twisting of the limbs
Thanks to the built-in IKSpline, rotation deformations are smooth and attractive.
-
Mirroring and Flipping poses
You can mirror and flip poses. Provide your animators with a free Selector script or create a character control menu right in the rig scene.
-
Stretchy IK / FK/ IK Spline / Ribbon
Stretching allows you to make the animation more cartoonish. Select any IK handle and create an automatic stretch using the "Make IK Stretchy" command.
-
Simple skinning with Skin Helpers and Smart Bind
Skinning a character with Skin Helpers allows you to avoid painting weights, and achieve good deformation with additional joints. If you need to change the geometry of the character or change the position of the skeleton in the future, then the re-skinning process is just one click of the Smart Bind button.
-
Motion Capture Support
Apply motion capture data with just a few clicks.
-
Saved scenes do not require external plugins
Rigger uses Maya's built-in nodes, so animators don't need to install any plugins.
-
Export to game engines using FBX
Easily export any characters to FBX with Rig Export Converter
-
Suitable for any characters and objects
With Rigger, you can rig any character or object in any pose, symmetrical or asymmetrical.
-
Latest videos
-
Posing a biped template rig in Maya | RIGGER.WS
-
What's New in Rigger 2.9.4: Seamless IK / FK on stretchable chains and Soft IK (No popping)
-
How to create a custom rotating space with seamless switching
-
Editing Motion Capture with IK using the Rigger
-
Making the rig Stretchy
-
Rigging a stretchy ball using the Rigger for Autodesk Maya
-
Animating a character using the Rigger's biped template in Autodesk Maya
-
Real IK / FK vs Pseudo IK / FK Spine Rig
-
Rigger. Adding Traditional Control Shapes
-
Character Setup using the Rigger for Autodesk Maya
-
What's New in Rigger 2.8
-
Basic Face Rigging in Maya using the Rigger
-
3D Character Setup using the Rigger for Autodesk Maya
-
How to prepare your custom rig for Selector
-
Rigging a Character in Maya using Rigger
-
How to animate pivot point in Maya using Rigger
-
Extra Tools
The following plug-ins come with RIGGER, but you can purchase them separately.
RIG EXPORT CONVERTER
Exchange complex character rigs and animations between Maya and game engines using FBX.