Hello, I usually rig in default Maya, Rapid Rig, or Advanced Skeleton.
I do a lot of HumanIK retarget setups to transfer mocap fbx onto custom rigs.
Today I installed and began playing with mGear in Maya. I remember gear in Softimage.
I was able to figure out without much documentation… just going through the menus… how to get to
a bi-ped rig.
I created the Y-up Shifter Guide using the template in the shifter menu setups.
I selected the top group node and did the “Build from Selection”
It created the rig and I was able to recognize similar components that I am used to in Rapid Rig.
There are a few things I am curious about.
The Default rig created 3 bones per arm and leg section. I know this is for rotation in more advanced rigs. Is there a way to use this same Guide Template with only using one bone instead of three on each arm and leg section?
I noticed that the default rigs are setup with A-Pose. Is there the same template setup with T-Pose?
I know I could just re-arrange the A-Pose Guide and make another template in T-Pose, just wondering if this template already exists?
Also noticed that the X co-ordinate for the transforms seems to be mirrored. Will this work correctly with retargeting animation in humanIK? Is there a way to turn this off so that positive and negative values are not mirrored in the transforms?
I noticed that the default setup for both Biped Template Y-Up and Game Biped Template Y-up created stretchy rigs. I honestly think that stretchy rigs are not as common and would prefer not to have to go to the setup and turn off the stretchy amount to 1 vs 1.5 every time I create a rig.
Is there a way to set up these defaults so that there is no stretchy and no mirroring transforms… AND… use one bone/joint vs 3 on the default biped Y-up Rig?
Thanks, this looks to be quite versatile and I will try to put it through some testing.
Oh also, I noticed that it seems the left IK options for the arm have one more option than the right. There is a shoulder on one but not the other.
Ok, 2nd build had the left and right shoulder options.
I was able to get it to work in Human IK retarget animation quite well.
Baked it down to the rig controls at the end.
Off for more testing.