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#2076 08-06-2012 10:48 am
- Grimm3D

- From: Belgrade
- Registered: 06-04-2011
- Posts: 1
Re: 11 Second Club Rig
Nice, but one thing I really don't like is fingers controls, I much more prefer the fingers way how it works with the setup machine.
And I am not sure how to put arms on FK?
Last edited by Grimm3D (08-06-2012 10:52 am)
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#2077 08-06-2012 11:00 am
Re: 11 Second Club Rig
if you select the main controller (the one that moves all the geometry and all the controllers - the round big one on the ground), scroll down in the parameters (channels?) box, and you'll see the arms and legs IK blend there.
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#2078 08-06-2012 11:52 am
Re: 11 Second Club Rig
Exactly like A_ said
There are also two tutorials on the eleven rig blog that you can watch, they're bound to answer most of the questions that might arise.
And I'm sorry if you don't like the finger control, but that's the way they are now, and I highly doubt they will change anytime soon.
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#2079 08-07-2012 11:02 am
#2080 08-07-2012 4:34 pm
Re: 11 Second Club Rig
Thanks a lot! I'm really glad you like it!
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#2081 08-11-2012 7:28 am
- Cymps
- Registered: 05-27-2012
- Posts: 13
Re: 11 Second Club Rig
hey, for the past year I've been using the eleven rig for my school, it is definitely the best free rig available at this point and it's a great fun to work with (I like the flexibility of its design, how you can change the model).
I've encountered a somewhat weird problem, where I'm probably the cause of it but I don't know how to fix it.
the arms fk controllers disappeared. they still appear in the outliner but their visibility status is "off".
when selecting the main controller and changing "Arm_ik_blend" to either 1 or 0, whichever the value it shows only the ik controllers. here's an image showing the mentioned properties and problem. anyone has an idea how do I get the fk controllers back? thanks. ![]()

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#2082 08-11-2012 7:34 am
Re: 11 Second Club Rig
I agree this is really weird. Thanks for the kind words, sorry this should have come first
I think the visibility of the controllers is still connected, right? Have you tried unhiding the group above the controllers? In your outliner it looks like its hidden as well?
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#2083 08-11-2012 7:37 am
- Cymps
- Registered: 05-27-2012
- Posts: 13
Re: 11 Second Club Rig
the visibility is indeed still connected. both the controllers' and the group's visibility.
I cant figure out to what. tried looking in the connection editor and the hypergraph, but I get lost there ^^"
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#2084 08-11-2012 7:55 am
- Cymps
- Registered: 05-27-2012
- Posts: 13
Re: 11 Second Club Rig
I have also tried unlocking the attributes and breaking the connections of the controllers and the group (and also some of the parents of the chain) and setting the visibility to 1.
alas, it appears that it must be changed by whatever controls the visibility node, because there are too many hidden items affected...
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#2085 08-11-2012 8:04 am
Re: 11 Second Club Rig
These controls visibility should be controlled by the ik/fk blend... But you said you already tried that. Have you now, after breaking the connections, some control over the visibility of the controllers? If so, reconnect them to the ik/fk blend, and you should be good to go
Otherwise, I'll have to open up maya and see how this can happen ![]()
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#2086 08-11-2012 8:15 am
Re: 11 Second Club Rig
Edit: To be honest, I have absolutely no idea as to why the visibility of these controllers are going through such a long chain. If you just break the connection on visibility of the group 6 (or 7) and then connect those via driven key to the ik/fk blend attribute of the main controller, that should be completely sufficient.
This just happened to this scene you're currently working on? and to none other? probably you accidentally keyed something you shouldn't somewhere on the way, I guess.
Hope this quick and dirty fix will help you, though ![]()
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#2087 08-11-2012 8:17 am
- Cymps
- Registered: 05-27-2012
- Posts: 13
Re: 11 Second Club Rig
using the connection editor I set the ik_blend output value (in the main controller) as the visibility attribute input for the "r_shoulder_FK_control", "group 7" (under which the shoulder_fk is located), "r_shoulder_dyn_grp" and even "r_shoulder_constrain_grp" (which was already visible anyway).
none of which made the fk controllers visible.
is it possible that I've simply set one of the many parameters of the rig wrong by accident? like setting some of the chest controls to ik or something like that? or the only parameter able to control the visibility of the arms_fk is the ik_blend under the main controller?
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#2088 08-11-2012 8:23 am
- Cymps
- Registered: 05-27-2012
- Posts: 13
Re: 11 Second Club Rig
I think I should that when selecting the controllers via the graph editor and changing the values, the arms responds. so the rig is basically functioning, it's only the visibility that's causing a problem.
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#2089 08-11-2012 8:45 am
Re: 11 Second Club Rig
Cymps wrote:
... or the only parameter able to control the visibility of the arms_fk is the ik_blend under the main controller?
Yes, basically. But this is, for some reason I don't quite see at the moment, controlled through a longish chain of dependencies. What bothers me, is that there is no group or setting that controls the visibility of both arms fk controls, so I'm guessing that, if you didn't accidentally picked both fk controls, did two or three steps up in the pickwalk and then hit ctrl+h, something else must have gone wrong there.
These items should be set to visible (without being connected):
r_shoulder_dyn_grp
r_shoulder_dyn
r_shoulder_constrain_grp
as well as left, too. Can you confirm that?
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#2090 08-11-2012 8:51 am
- Cymps
- Registered: 05-27-2012
- Posts: 13
Re: 11 Second Club Rig
confirmed
these 3 items are set to visible (without being connected) on both left and right sides.
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#2091 08-11-2012 9:00 am
Re: 11 Second Club Rig
So, if you now take the group6 visibility, break the connection and set it to visible, can you see the controllers?
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#2092 08-11-2012 9:05 am
- Cymps
- Registered: 05-27-2012
- Posts: 13
Re: 11 Second Club Rig
yes. they are visible. but since the connections are broken, the controllers are now misplaced and mis-scaled (image attached). the controllers selected are the wrist, arm and shoulder controllers, and they're all placed where the shoulder is. though you cant see them because of the geometry, they're now visible but are scaled down and misplaced
as to your previous question, this hasn't happened in other scenes. and even this scene was working properly when I started working.
the only thing I did that may have caused it was, as you said, messing with the keys. I created a button selecting the controllers I most often use so I can key them all together when I need to.
using this button I selected all of them and deleted about 30 keys that I didn't need from frame 0 to frame 83 (my work area is frame 83 to 220). maybe there was some important key there?
is it possible that I have deleted some attribute that's controlling the visibility?
Last edited by Cymps (08-11-2012 9:14 am)
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#2093 08-11-2012 10:08 am
Re: 11 Second Club Rig
Ah, right, so you maybe scaled one of the groups by accident? And that might be the reason for them to be not visible, because they're hidden someplace else? I recommend doing the following:
- Go back to the scene before you stated trying things out
- break the connection of the group 6 and 7 visibility ONLY! nothing else
- unhide these groups and see if the controllers are there, and at the right position
- if so, connect the ik/fk blend attribute via driven key directly to the groups visibility
- if not, reference the a second instance of the rig and compare where you accidentally scaled/misplaced something, and set it back to what the original file says it was
If everything fails, get the dkanim script for copying animation, and use that to copy the animation to a newly referenced character in your scene (thats what I'm doing when something like this happens, takes the least amount of time
)
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#2094 08-11-2012 10:11 am
- Cymps
- Registered: 05-27-2012
- Posts: 13
Re: 11 Second Club Rig
thank you very much for your help and time wolfor
I'll try what you suggested, hopefully everything will go smoothly ![]()
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#2095 08-11-2012 10:14 am
Re: 11 Second Club Rig
you're very welcome! I really hope i could help a bit ![]()
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#2096 08-11-2012 12:58 pm
- Cymps
- Registered: 05-27-2012
- Posts: 13
Re: 11 Second Club Rig
after retracing my steps I found that while deleting all the keyframes Ididn't need, I have also deleted what were probably driven-keys values in the graph editor, so while the connections remained there were no values to affect the controllers.
today's lesson: pay close attention to the stuff you delete...
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#2097 08-11-2012 1:04 pm
Re: 11 Second Club Rig
Haha, yea, I guess that something everybody does... ONCE
If you reference the character, you wouldn't be able to delete those driven keys, btw ![]()
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#2098 08-11-2012 1:34 pm
- Cymps
- Registered: 05-27-2012
- Posts: 13
Re: 11 Second Club Rig
you mean set as "reference" using the layers panel? or using an actual referenced rig using the reference editor?
if it's the later, could you please link an explanation to how to do so properly?
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#2099 08-11-2012 2:24 pm
Re: 11 Second Club Rig
its the later, and let me see if I can find a tut or something somewhere, but its practically the same as importing, just see that you set the namespaces correctly.
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#2100 08-11-2012 2:27 pm
- Cymps
- Registered: 05-27-2012
- Posts: 13
Re: 11 Second Club Rig
I've used the reference editor in the past when modeling a room, to switch between lowRes and HighRes models, not sure how it works with rigs though, and how to make use of it.
thanks again ![]()
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