bhRigging
This is my very own MEL-scripted rigging suite for maya. It was meant to be able to rig anything. And be very customisable at the same time.
The system`s functionalities:
- interconnect any kind of limb in the system. Each limb is described in a separate script. I did this so it would be possible to add new limbs to the system.
- enter optional attributes for the limbs like number of fingers or toes, complex or simple toes...
- `break` joints; creates double joints which bend smoother
- assign limbs to be stretchy, with visual feedback
- mirror limb branches; It predicts about which axis to mirror based on the greatest distance between the two selected roots. Branches and leaves that dont correspond wont be affected
- tags for preferred functionality (IK or FK). For now it sets the blend slider to either IK or FK, but I`m working toward a system where the opposite system isnt constructed (for efficiency)
- rename the index of any limb; standard, they are numbered, but you can easily edit them to `left`, `right` or anything I want
- quickly add ribbons for secondary deformations; you can choose any number of spans and controlls
- add piston joints or sleeves with the push of a button (see my other vid to see what they do)
- group controlls. Like grouping the wrist controller and fingertips in IK mode.
The functionalities I`m most proud of in the rigs themselves are:
- A very robust FK<>IK switching with snapping. This even works when you bend the FK joints in all directions and freely scale them. It theoretically works on chains of all lengths.
- The solid IK-spine. It is a IK-system for the spine which retains its length. Or in case of added stretchyness you can set the maximum stretch (as a factor of the original length). In my eyes, this greatly adds to the apparent stability of the characters.