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Joint generation offset from guides

Hello all! I’m working on a rigging system for a game that already has a base skeleton which receives the skin weights and the constraints from the rig. I’m building an mGear rig in Maya for the animators to use that, and later we export everything, but that’s not really the issue.

What I actually need help with is this:
One of my characters has a tail, and I need the joints generated by mGear to be created exactly where I placed the guides.

However, when I generate the rig, the joints aren’t created exactly at the guide positions, they end up slightly offset, a bit forward from where I need them. (You can see what I mean in the GIF below.)

Is there a specific setting or workflow to make the joints match the guides precisely? Or is this supposed to work by default and I just messed something up?

I’ve tested different components like chain, cable (which was great but didn’t have enough for work like a tail), etc., but maybe I’m missing something.
Thanks so much in advance for any help! :slight_smile:
gif: 2025-07-10 09-55-26.gif - Animated GIF optimizer and compressor

Hi @tamires

chain_01, Lite_chain or chain_loc_ori (This is the one that give more control over position and joint orientation) should give you the exact position. Other chains generate the joint based on parameters and the joint position can be different from the guide position or had different number.

btw: the gif link is not working