AutoRigger
Procedural rigging tool for Maya
Install / Use
/learn @leixingyu/AutoRiggerREADME
About The Project
<div align="center"> <img src="https://i.imgur.com/9E5V0Rn.png" alt="autoRigger" height="280px"/> </div>The AutoRigger tool started out as my practice for maya scripting back in late 2018. But Little by little, I started to implement new rigging knowledge on to it. After years of expansion, it became my rigging tool kit which handles a lot of the automation in general rigging process.
Getting Started
Prerequisites
-
enum34 package for Python 2.7
pip install enum34
Launch
-
Unzip the autoRigger.zip package under
%USERPROFILE%/Documents/maya/[current maya version]/scripts/or a custom directory underPYTHONPATHenv variable. -
Run through script editor:
from autoRigger import autoRigger autoRigger.show()
Usage
The autoRigger is modular and very straight forward to use; Each item on the left is referred as a rig object, you create them in the scene individually and piece together to build the final rig; there are also pre-made template for standard characters like biped and quadruped.
note: autoRigger isn't a skinning tool
Create Guide
-
choose a rig object, and then enter specific properties on the right-side field, finally click guide.
-
this creates a guided locators or the rough joint placement of the rig. you are now free to move, rotate, scale the locators around to better match the target mesh.
Build Rig
- when you are satisfied with the guide placement, click build. it will generate all the joints, controllers and constraints.
- The next step if for you to skin your character/creature using anything you prefer
Scripting Example
the rig object and all of its components can be accessed through scripting with ease, as each rig object is a class inheriting the abstract bone class.
To instantiate a rig object, build guide and rig
from autoRigger.constant import Side
from autoRigger.chain import chainEP
test_chain = chainEP.ChainEP(
name='rope',
side=Side.LEFT,
segment=20,
curve='curve1',
cv=10
)
test_chain.build_guide()
test_chain.build_rig()
Access rig object properties:
>>> test_chain.name
output: rope
>>> test_chain.side
output: Side.LEFT
>>> test_chain.type
output: chain
>>> test_chain.scale
output: 1
>>> test_chain.components
# this is used mostly in template such as biped or quadruped
# which will yield all rig sub-components
output: []
Access rig object nodes in maya scene
# shared maya nodes
jnts = test_chain.jnts
root_jnt = jnts[0]
top_jnt = jnts[-1]
"""
subsequently:
['chain_l_rope0_jnt']
['chain_l_rope19_jnt']
"""
ctrls = test_chain.ctrls
locators = test_chain.locs
offset_group = test_chain.offsets
# chain specific maya nodes
test_chain.clusters
test_chain.guide_curve
test_chain.curve
test_chain.cvs
Roadmap
- [ ] integrate facial rigging
- [ ] bird template
- [ ] vehicle template
- [ ] refactor quadruped leg modules
Versions
<details> <summary>Update 2.0 (current)</summary> <ul> <li>rig object abstraction</li> <li>added chain modular rigging package</li> <li>added dynamic property widget</li> </ul> </details> <details> <summary>Update 1.2 (01/05/2021)</summary> <ul> <li>PEP8 code re-formatting</li> <li>updated naming convention</li> <li>updated user-interface</li> </ul> </details> <details> <summary>Update 1.1 (04/08/2020)</summary> <ul> <li>added quadruped template rigging</li> <li>added biped template rigging</li> </ul> </details> <details> <summary>Update 1.0 (10/19/2019)</summary> <ul> <li>re-built autoRigger as a modular rig system</li> <li>updated user-interface</li> </ul> </details> <details> <summary>Update 0.4 (04/21/2019)</summary> <ul> <li>integrated body and face rigging</li> <li>added face picker</li> </ul> </details> <details> <summary>Update 0.2 (03/22/2019)</summary> <ul> <li>added FK/IK to limb</li> <li>added flexible spine control</li> </ul> </details> <details> <summary>Update 0.1 (12/29/2018)</summary> <ul> <li>initial release of the autoRigger tool</li> <li>included one-click rig building</li> <li>included default skin binding</li> </ul> </details>Related Skills
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