Hey, I have never done rigging and I not sure what all to select along with full mesh.
Everything around it I have understood and since the folder structure I am seeing in my Outliner and in the Miguel’s Youtube video are differnt. Screenshot attached.
Thank you
If you select the guide and click on settings, you will see an option “Separated Joint Structure”. Check that to make a one single hierarchy for the deformed joints under “jnt_org” group.

You should also be able to select them easily from the default created selection set “rig_deformers_grp”:
Hey hey, thanks for responding. This option is enabled I am not seeing seperate folder for joints and controls.
What could have caused this - I changed few bones, removed some and tweaked few things about them and which might have broken some connections, attaching the log screenshot if in case someone can understand. Since everytime I redo the whole thing I am ending up somehow here so I want to know what not to do or what to do to fix this.
Thank you
The screenshot you showed contains a build error. Your rig is not finishing to build.
It would be better for you to paste the actual text, not a screenshot of text.
Please paste the text, surrounded by triple backticks:
```
Your script editor output here
```
here,
GEAR version : 5.0.7
= SHIFTER RIG SYSTEM ==============================================
= GUIDE VALIDATION ==============================================
Checking guide
Get options
Get controllers
Get components
global_C0 (control_01)
local_C0 (control_01)
body_C0 (control_01)
spine_C0 (spine_ik_01)
shoulder_L0 (shoulder_01)
arm_L0 (arm_2jnt_01)
meta_L0 (meta_01)
finger_L3 (chain_01)
thumbRoll_L0 (control_01)
thumb_L0 (chain_01)
neck_C0 (neck_ik_01)
eyeslook_C0 (control_01)
eye_R0 (eye_01)
eye_L0 (eye_01)
shoulder_R0 (shoulder_01)
arm_R0 (arm_2jnt_01)
meta_R0 (meta_01)
finger_R3 (chain_01)
thumbRoll_R0 (control_01)
thumb_R0 (chain_01)
leg_L0 (leg_2jnt_01)
foot_L0 (foot_bk_01)
leg_R0 (leg_2jnt_01)
foot_R0 (foot_bk_01)
legUI_L0 (control_01)
armUI_L0 (control_01)
spineUI_C0 (control_01)
faceUI_C0 (control_01)
legUI_R0 (control_01)
armUI_R0 (control_01)
Find recursive in [ 0:00:01.097643 ]
Get parenting for: global_C0
Get parenting for: local_C0
Get parenting for: body_C0
Get parenting for: spine_C0
Get parenting for: shoulder_L0
Get parenting for: arm_L0
Get parenting for: meta_L0
Get parenting for: finger_L3
Get parenting for: thumbRoll_L0
Get parenting for: thumb_L0
Get parenting for: neck_C0
Get parenting for: eyeslook_C0
Get parenting for: eye_R0
Get parenting for: eye_L0
Get parenting for: shoulder_R0
Get parenting for: arm_R0
Get parenting for: meta_R0
Get parenting for: finger_R3
Get parenting for: thumbRoll_R0
Get parenting for: thumb_R0
Get parenting for: leg_L0
Get parenting for: foot_L0
Get parenting for: leg_R0
Get parenting for: foot_R0
Get parenting for: legUI_L0
Get parenting for: armUI_L0
Get parenting for: spineUI_C0
Get parenting for: faceUI_C0
Get parenting for: legUI_R0
Get parenting for: armUI_R0
Guide loaded from hierarchy in [ 0:00:01.144637 ]
= BUILDING RIG ==============================================
Initial Hierarchy
Init : global_C0 (control_01)
Init : local_C0 (control_01)
Init : body_C0 (control_01)
Init : spine_C0 (spine_ik_01)
Init : shoulder_L0 (shoulder_01)
Init : arm_L0 (arm_2jnt_01)
Init : meta_L0 (meta_01)
Init : finger_L3 (chain_01)
Init : thumbRoll_L0 (control_01)
Init : thumb_L0 (chain_01)
Init : neck_C0 (neck_ik_01)
Init : eyeslook_C0 (control_01)
Init : eye_R0 (eye_01)
Init : eye_L0 (eye_01)
Init : shoulder_R0 (shoulder_01)
Init : arm_R0 (arm_2jnt_01)
Init : meta_R0 (meta_01)
Init : finger_R3 (chain_01)
Init : thumbRoll_R0 (control_01)
Init : thumb_R0 (chain_01)
Init : leg_L0 (leg_2jnt_01)
Init : foot_L0 (foot_bk_01)
Init : leg_R0 (leg_2jnt_01)
Init : foot_R0 (foot_bk_01)
Init : legUI_L0 (control_01)
Init : armUI_L0 (control_01)
Init : spineUI_C0 (control_01)
Init : faceUI_C0 (control_01)
Init : legUI_R0 (control_01)
Init : armUI_R0 (control_01)
Objects : global_C0 (control_01)
Objects : local_C0 (control_01)
Objects : body_C0 (control_01)
Objects : spine_C0 (spine_ik_01)
Objects : shoulder_L0 (shoulder_01)
Objects : arm_L0 (arm_2jnt_01)
Objects : meta_L0 (meta_01)
Objects : finger_L3 (chain_01)
Objects : thumbRoll_L0 (control_01)
Objects : thumb_L0 (chain_01)
Objects : neck_C0 (neck_ik_01)
Objects : eyeslook_C0 (control_01)
Objects : eye_R0 (eye_01)
Objects : eye_L0 (eye_01)
Objects : shoulder_R0 (shoulder_01)
Objects : arm_R0 (arm_2jnt_01)
Objects : meta_R0 (meta_01)
Objects : finger_R3 (chain_01)
Objects : thumbRoll_R0 (control_01)
Objects : thumb_R0 (chain_01)
Objects : leg_L0 (leg_2jnt_01)
Objects : foot_L0 (foot_bk_01)
Objects : leg_R0 (leg_2jnt_01)
Objects : foot_R0 (foot_bk_01)
Objects : legUI_L0 (control_01)
# Traceback (most recent call last):
# File "C:\Users\Unmaad Studio\Documents\maya\scripts\mgear\pymaya\cmd.py", line 378, in setAttr
# cmds.setAttr(*fargs, **kwargs)
# RuntimeError: setAttr: The attribute 'legUI_L0_ctlShape.overrideEnabled' is locked or connected and cannot be modified.
#
#
# During handling of the above exception, another exception occurred:
#
# Traceback (most recent call last):
# File "C:\Users\Unmaad Studio\Documents\maya\scripts\mgear\shifter\guide_manager.py", line 91, in build_from_selection
# rg.buildFromSelection()
# File "C:\Users\Unmaad Studio\Documents\maya\scripts\mgear\core\utils.py", line 236, in wrap
# raise e
# File "C:\Users\Unmaad Studio\Documents\maya\scripts\mgear\core\utils.py", line 233, in wrap
# return func(*args, **kwargs)
# ^^^^^^^^^^^^^^^^^^^^^
# File "C:\Users\Unmaad Studio\Documents\maya\scripts\mgear\shifter\__init__.py", line 268, in buildFromSelection
# self.build()
# File "C:\Users\Unmaad Studio\Documents\maya\scripts\mgear\shifter\__init__.py", line 305, in build
# self.processComponents()
# File "C:\Users\Unmaad Studio\Documents\maya\scripts\mgear\shifter\__init__.py", line 553, in processComponents
# comp.stepMethods[i]()
# File "C:\Users\Unmaad Studio\Documents\maya\scripts\mgear\shifter\component\__init__.py", line 158, in step_00
# self.addObjects()
# File "C:\Users/Unmaad Studio/Documents/maya/scripts/mgear/shifter_classic_components\control_01\__init__.py", line 43, in addObjects
# self.ctl = self.addCtl(self.ik_cns,
# ^^^^^^^^^^^^^^^^^^^^^^^^
# File "C:\Users\Unmaad Studio\Documents\maya\scripts\mgear\shifter\component\__init__.py", line 1011, in addCtl
# icon.setcolor(ctl, color)
# File "C:\Users\Unmaad Studio\Documents\maya\scripts\mgear\core\icon.py", line 1503, in setcolor
# curve.set_color(node, color)
# File "C:\Users\Unmaad Studio\Documents\maya\scripts\mgear\core\utils.py", line 236, in wrap
# raise e
# File "C:\Users\Unmaad Studio\Documents\maya\scripts\mgear\core\utils.py", line 233, in wrap
# return func(*args, **kwargs)
# ^^^^^^^^^^^^^^^^^^^^^
# File "C:\Users\Unmaad Studio\Documents\maya\scripts\mgear\core\curve.py", line 407, in set_color
# shp.setAttr("overrideEnabled", True)
# File "C:\Users\Unmaad Studio\Documents\maya\scripts\mgear\pymaya\node.py", line 508, in setAttr
# return cmd.setAttr("{}.{}".format(self.name(), name), *args, **kwargs)
# ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
# File "C:\Users\Unmaad Studio\Documents\maya\scripts\mgear\pymaya\cmd.py", line 380, in setAttr
# raise exception.MayaAttributeError(*e.args)
# mgear.pymaya.exception.MayaAttributeError: setAttr: The attribute 'legUI_L0_ctlShape.overrideEnabled' is locked or connected and cannot be modified.
but in an older version of the same guide and structure I am able to build fine, I am experiencing this error quite often now. A swift help on this would be greatly appreciated. I am willing to jump over a call if that is possible. Thank you )
You’ve never done rigging before. So in all honesty, I suggest going back to an older version of mGear where you knew it was working. Especially if you need “swift help”.
The build scripts are trying to edit a locked attribute .overrideEnabled
. You are using a very new version, and there is a chance you are experiencing some bugs that might need to be fixed. Consider going back to a stable version of mGear.
Personally, I’m still using mGear 4.0.9 and Maya 2022. I’m very busy these days, so I use what is stable and known, and I do lots of testing before I upgrade.
hey thanks, and specially for responding on weekend, thanks for confirming this. Will stop banging my head on the wall now. Hopefully this is a bug that will be fixed soon.