Version 2.72 updated 12/10/08
- Assigning a prefix/character name in the master control now forces the use of either a space of underscore after the prefix.
- Added the ability for the prefix/character name to be reflected in the rig's layers.
- Added an option to hide/show the IK arm flip angle
controls and whether they're displayed with the auto-hide IK/FK
controls feature.
- The resizing script now correctly puts created bones and helpers in layers that have been renamed.
- Fixed a problem where the left FK thigh control was incorrectly rotated 180 degrees on its X axis.
- Fixed an issue the clavicle bones X and Y scales going to 254 when merged into a scene with inches as system units.
- Fixed an issue where the extra objects list was only
sorting the names of the names in the list, not the actual array of
objects themselves (if you know what I mean)
Version 2.71 updated 20/07/08
- Fixed an issue with the pelvis bone scaling incorrectly when the master control is scaled.
- Fixed a problem in the resizing script when saving out dimensions on rigs with a prefix applied.
Version 2.7 updated 10/05/08
- Load/Save rig dimensions function added to reszing script.
- Save dimensions script created for saving the dimensions of previous rig versions. Allows you to upgrade a rig.
- FK knees and elbows to have an extra axis of rotation and can bend backwards.
- Soft IK extension parameters added on all limbs.
- Added scalable clavicles.
- Added an auto update option on auto hide IK/FK controls.
- Softer arm and leg curves.
- The master control can be linked to another object and scaling of the master control will work properly with the whole rig.
- Selection buttons added for clavicle offsets in resizing script.
- Fixed issue with head bone not moving properly with the head control in some cases.
- Fixed the result of IK snaps being used on IK controls that have link controllers on them.
- Fixed a hand unlocking bug.
- Fixed the bad result of mirroring of bones when master control is not at 100% scale.
- Mirroring limbs in the resizing script also mirrors the bones' display properties.
- Fixed the issue of the squash/stretch affects head value being 100 times what it should have been.
- Removed user properties comments.
- Lowered the minimum limit of bone sizes in resizing script.
- Widened hand resizing dialog for wider knuckle bias spinners.
- Put extra object options on master control to a separate rollout so it can be rolled up and hidden.
- Greyed out "remove" and "remove all" buttons on extra object controls when list is empty.
Version 2.57 updated 16/11/07
- Added an attribute on the head called "Head
rotation
affects neck". This acts like the "Leaning rotation"
attribute on
the chest whereby when set to 0 the head will rotate on the spot.
- The "Leaning rotation" attribute has been
renamed to "Chest rotation affects spine" to match convention of the
above addition.
- Auto-hide IK/FK control function now
automatically
updates when you scrub the time slider. Note: Turning on
"Auto-hide IK/FK controls" will now slowdown the rig's playback
speed very
slightly.
- Fixed an issue with the pelvis bone scaling to
an
incorrect size when the rig is merged into a scene with different unit
measurements that would show up when the squash/stretch multiplier was
turned off.
Version 2.56
updated 29/08/07
- Fixed problem with chest influence on
arms' keyframe values being 100 times what they should be.
- Allowed for the selection of multiple objects
at the same time to be added as extra character objects.
- Made the "Launch resizing script" button look
for the exact version of the script that corresponds to the version of
the rig.
Version 2.55
updated 9/08/07
- Better head and chest rotation setup
allows for
more flexible use of rotation and chest controllers.
Controllers
on the head and chest can now be copied/instanced to or changed (eg. to
a noise controller) without breaking the spine/neck connections.
- Head and chest now compatible with 3ds max 9
animation layers.
- Finger splays changed to a more realistic angle
(ie. fingers splay when out straight but twist when bent down).
- Reorganised layers related to the rig to a more
compact number.
- IK arm flip axes are now part of the
autohiding/unhiding function (as they don't have their own layer any
more).
- Added a query to choose whether the skin pose
of the rig is overwritten when closing the resizing script.
- Fixed a problem with hands with offsets
dislocating when being locked/unlocked.
- Fixed an issue with the hip's rotation
affecting the
chest position - when not set to affect it - when in/out offset amounts
are applied to the spine.
Version 2.5 updated 13/05/07
- Changed the way the rig stores its objects as
nodes which greatly improves the performance speed.
- Added an attribute on the chest called "leaning
rotation". Turning this down to zero makes the chest control
object stay where it is as it's being rotated.
- Added a hand offset ability in the resizing
script.
- Added knuckle biases on the fingers in the
resizing script allowing you to fine tune the lengths of individual
finger bones.
- Changed the way fattening and thinning of the
bones
occurs in the spine and neck to better account for neighbouring
objects' squash and stretch.
- Added a button in the master control modifier
properties to select all of the rig's objects.
- Added a button in the master control modifier
properties to delete the entire rig from the scene.
- Added a function in the master control modifier
properties to add and remove extra objects to and from the rig.
These
extra objects are included in the tools that add prefixes to the rig,
select the rig and delete it from the scene.
- Offsetting the chest and head in/out no longer
thins the neck bones as if they're being stretched.
- Finally added a credit to Paul Neale in the
resizing
script for the copious amounts of great advice he's given me and other
3ds max riggers out there.
Version 2.26 updated 26/03/07
- Fixed a bug in the resizing script when
mirroring legs with less than 3 twist bones.
Version 2.25 updated 23/03/07
- Added attributes to control whether the squash
and stretch affects the chest and pelvis bones.
- Added a shortcut button on the hand controls to
quickly select the relevant arm control. Will alternate
selection between the IK arm control and FK upper arm control depending
on that arm's IK blend amount.
- Fixed an issue with rig objects not being
scaled correctly when merging the rig into a scene with a different
unit setup.
- Fixed the assume skin pose button to work
correctly when the rig has less than five fingers on a hand.
- Altered the thigh and hip setup to work
correctly with the skin morph modifier.
- Fixed a problem with the inherit foot/hip curve
showing only waist control rotation rather than hip control rotation.
- All bones are now set as non-renderable.
- Added a 64-bit version of the rig (thanks once
again to Grant Adam).
Version 2.21 updated 4/02/07
- The resizing script now checks whether the
scale of the rig is at 100%. If not, it will ask if you wish to reset
it to 100% before continuing. Note: the rig now doesn't have to be at
100% scale to resize properly.
- Fixed a strange bug that caused an error when
using xref scene to bring in a scene with the rig in it.
- Fixed the resizing script to correctly adjust
the number of twisting bones when the scale of the master control
object is not at 100%.
- Changed the copyright symbol used for rig info
in the master control to (c) as it was causing an error with some
non-western alphabet versions of 3ds max.
- Switched length, width and height labels for
the arms and legs to make clearer sense of what dimensions are being
adjusted.
Version 2.2 updated 14/01/07
- Altered the resizing script to run off object
node references contained within the rig instead of the object's names.
This means that the resizing script is now no longer name dependant; it
only needs to have the rig's master control object selected before
runnning it.
- Added the ability - within the resizing script
- to determine the number of fingers the rig has.
- Added a button on the master control object to
launch the resizing script.
- Added a button on the master control object to
put the rig in its skin pose. This skin pose is updated as the rig's
current pose when the resizing script is closed.
- Added a text entry field to add a prefix to
the names of all objects of the rig.
- Switched length and height labels for the
hands to make clearer sense of what dimension is being adjusted.
- Fixed a small bug with the IK snap on the legs.
Version 2.0 updated 18/12/06
- Version 2... Phew! Where do I begin?
- Added an auto-hide feature to automatically
hide and unhide the relevant limb controls depending on what the IK
blend amount is.
- Added the ability to bend the limbs into
curves, with options for how much bend, locking the middle of the curve
at the elbow/knee and the inheriting of curve tangents from adjacent
body parts (ie. hips, shoulders, feet and hands).
- Added the ability to define the number of
twisting bones for the arms, legs, neck and spine in the resizing
script.
- Rebuilt the neck and spine controls to more
easily move the chest and head into specific poses.
- Added the ability to move the hips
independantly from the chest.
- Added the ability to move the chest
independantly from the head.
- Fixed the twist bones of the upper arms to only
flip at one point: inside the clavicle. This also removed the need for
upper arm up-vector controls.
- Added the ability to adjust the rotation of the
middle joint of each finger, giving the ability to create newly stored
poses, such as "pen grip".
- Consolidated heel and toe roll sliders into one
attribute.
- Added a foot swivel attribute.
- Reorganised the foot manipulators to better
take advantage of the above attribute additions.
- Squash/stretch and curve amount spinners have
higher limits than their accompanying sliders, to allow the typing in
of higher values.
- Added the ability to define how much the head
is affected by the neck's squash/stretch.
- Chest bone now fattens/thins when
squashed/stretched.
Version 1.81 updated
05/11/06
- Fixed a small bug relating to using the scale
tool to uniformly scale the rig.
- The resizing script will now correctly resize
the master control dummy if it has been scaled.
- Added installation notes in the readme file to
explain how to properly install and run the resizing script.
Version 1.8 updated 18/04/06
- Made resizing script a macroscript.
- Added leg offset value to resizing script.
- Resizing script now resizes dummies and other
rig objects based on averages rather than absolute values. This means
that it scales better at smaller sizes especially.
- Found that 3dsmax unceremoniously crashes when
(*deep breath*) selecting an object with an empty rotation list
controller while in rotate mode with the coordinate system set to
gimbal. Empty rotation list controllers within the rig are now gone.
- Instanced controllers of fingers are now better
set up. This - coupled with the list controller fix above - results in
a more stable rig.
- Added lean in/out control to the X axis of the
hip control.
- Consolidated manipulators on arms and legs.
Limb manipulators now contain swivel and squash/stretch control on
their X and Y axes respectively.
- Added shrug and hunch controls to the IK arm
controls.
- Resizing script now mirrors finger controls'
values.
- Fixed error where IK arm up vectors weren't
keyable.
- Fixed error where FK limbs would flip when
forearms/shins that were longer than their respective upper
arms/thighs, were rotated towards their maximum value.
- Some keyframe values that were out of sync with
some sliders' values were thought to be fixed, but weren't. Now they
are.
- Head got into gimbal lock when rotated up/down
90 degrees. Now fixed.
- Made hip control scale with squash and stretch.
- Properly locked scale values so they don't
screw up when merging the rig into scenes of a different scale.
- Tweaked shoulder offset setup.
Version 1.73 updated
05/02/2006
- Maximum splay values on the right hand were
not the same as the correct ones on the left.
- Thumb splay values (and therefore all finger
control values) now match each other on each side of the body.
- Added "Upper arm up vector L" and "Upper arm
up vector R" to "Misc - Arm flip axes" layer to help with any flipping
problems on the upper arm twisting bones.
- Chest influence on the FK arms was affecting
the shoulder and upper arm twisting bones when in IK mode. Now fixed.
- "IK arm up vector L01" renamed to "IK arm up
vector R".
- Some bones' stretch factors were set as "scale"
when they should have been set as "none".
- Mirroring the arm values in the resizing script
mirrors the the rotation of the arms only, not the hands (how it used
to be). Mirroring the hands' rotation is done in the hand resizing
dialog.
Version 1.72 updated
01/02/2006
- Keyframe values were out of sync with various
sliders' values (eg. a toe curl value of 90 would return a keyframe
value of 5156.62). Now fixed.
- Resizing script now mirrors hands along with
arms.
- Torso offset bend back/forward caused the
chest influences on the head and FK arms to be wrong. Now fixed.
- Added some rig info text on the Master control.
Version 1.71 updated
23/01/2006
- Rig filename in zip file corrected from
"skeleton rig v1.7 r8.max.max" to "skeleton rig v1.7 r8.max"
- X and Y scale tracks in the chest control
object were wrongly set as keyable. Now fixed.
Version 1.7
updated 19/01/2006
- Dummies and manipulators are now green!
- Added hand lock and unlock buttons to IK arm
controls. Clicking on "Lock hand" sets the IK influence on hand to 100
and rotates the IK arm control to the hand control's orientation
(keeping the hand control's orientation where it is). Clicking on
"Unlock hand" sets the IK influence on hand to 0 while keeping the hand
control's orientation where it is.
- Added limit controllers to the fk shins, fk
forearms and all manipulators.
- Toe roll, foot roll, heel roll and footstep
values only show in IK mode on the legs - meaning less confusion in FK
mode.
- FK snap on legs now match the IK leg better if
toe roll, foot roll, heel roll and/or footstep sliders are used.
- Toe rotate attribute renamed to toe curl.
- Instanced animation controllers between
matched slider controls and manipulators (eg. you can adjust the
keyframes of the knee swivel on the knee swivel manipulator).
- Resizing script now saves a skin pose at its
current state when closing the script.
- Fingers now have increased splay ranges.
- Added a slightly improved mirroring feature in
the resizing script which will mirror correctly even if the axis orders
of the fk limbs are changed.
Version 1.63
updated 18/08/2005
- Cleaned up the wiring and constraints on the
spine so the rig updates quicker.
- Cleaned up the code of the resizing script so
it runs a little quicker and takes a little less memory.
Version 1.62
updated 18/07/2005
- Changed the rotation axis order on the head to
XYZ to help prevent gimbal lock when head was rotated up and down.
- FK snap on the left arm was incorrect as the
forearm would rotate the wrong way. Now fixed.
Version 1.61
updated 04/07/2005
- The hidden helpers at the tops of the legs
weren't linked to the waist, so when the hips were rotated, the legs
didn't follow. Now fixed.
- The script had a couple of errors resizing the
right heel roll manipulator and not mirroring the right FK shin. Also
now fixed.
Version 1.6
updated 13/05/2005
- Added in-between bones to help deformation
within areas of large bone angle change (ie. shoulders, hips, elbows
and knees).
- Tweaked squash/stretch length and width scales
along the arms, legs and spine. Bones now get thinner and fatter in
more correct places.
- Fixed an IK/FK snap bug that caused max to
crash if you tried to merge a skeleton rig into a scene with one
already existing.
- Fixed minor gimbal rotation error on shrugging
and hunching of shoulders.
- Fixed error in finger offset objects and their
connection to the resizing script.
Version 1.5
updated 26/02/2005
- Added squash and stretch to chest, neck and
all limbs.
Version 1.4
(unreleased)
- Added a name independant (thanks to Martin
Breidt
and Larry Minton for explaining the code) FK and IK snap buttons for
the arms and legs.
- Took out all of the manipulators (I don't
think
anybody was really using them instead of rotation) except for the arm
and leg IK swivel and foot manipulators.
- Created chest movement custom attribute
sliders like the head.
Version 1.3
(unreleased)
- Gave the ability to rotate the shoulders and
fingers (with keys displayed in the trackview) as well as being able to
adjust them with their respective sliders.
- Fixed a problem with the head control's
gimbals
doubling up (ie. when the head is rotated to the side, rotating it up
and down would rotate it side to side.
Version 1.2
updated 25/11/2004
- Added the ability to offset the ankle left and
right.
- Made the custom attributes more in line with
3dsmax 7 attributes.
- Fixed the knee swivel manipulators' update
problem.
- Fixed the upperarm twisting bones so that they
now work on all but the most crazy angles you can put the arm through.
- Fixed the shrug/hunch manipulators so they now
move to the right place when the shoulders are adjusted with the
resizing script.
Version 1.1
updated 10/10/2004
- Fixed a few bugs in the resizing script in
relation to resizing the fingers.
- Made the mirror function on the hands, mirror
the hand's rotation (and fixed a thumb offset axis mirroring value).
- Fixed a small problem where any rotation on
the foot would reset while changing the length of the foot and snap
back when done.
- Changed the upvector axis of the forearm twist
bones so that they don't flip when rotating the hand up and down.
- Fixed a small problem of shoulder rotation
changing the upper arm twisting bones.