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Nowake Tools

Nowake Tools package for Windows OS
1.7.3 version (CURRENT)

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Nowake Tools – Windows OS version

1.7.3 version (CURRENT)
– eyeSquetch module: support global scaling
– mouthPartsRig: support global scaling
– miscellaneousRig module: First support for realSkinLayer behavior
– tailRig: support mirrorBehavior
– combineRig: start to generalize combine processs
– combindRigSolution: Added bodyOriginHub connection with wrapped brows geos to support global scaling

1.7.2 version (click here to download)
– combineRigSolution: Fixed eye rig issue when it is globally scaling
– Added characterSpaceGrp to splineRig to support global scaling
– miscellaneousRig, splingRig: Support localScalingWithBindmesh with FK structure skinLayer

1.7.1 version (click here to download)
– Update eyeRig to support non template nodes for eye center parameter
– fixed bug in simpleFK
– miscellaneousRig, aplineRig: Added localScalingWithBindmesh function to have better controllers behavior with hierarchical node structure.
– bindmesh module: Added “createLocalScaleDetector” method
– propRig module: Fixed scale issue with miscellaneousRig module
– splineRig: fixed flipping issues
– WIP: started to integrate pureSkinLayer dev

1.7.0 version (click here to download)
– Added deformerOnDemand tools in animLib(WIP)
– splineRig: Support “asSkinLayer” option for moduleType
– bezierBendyRig: Support stretching upper layer module
– mouthPartsRig: fixed rivet hierarchy error on lowerTeeth and toungue
– Bug fix on mouthPartsRig: Support preBind nodes with ##(primaryVersion) and AA(secondaryVersion)
– Fix bezierBendyRig: support “_m_” curve and extraGeometry option
– Put self.layer to the “layer” attribute for spline and tail.
– LidsB: Added “character size adjustment” option to adjust the size of lids nurbs surfac
– bodySolution: bug fix in getTarget method
– Added splineRig module in NowakeTool
– Added “level” attribute on controls for bezierBendyRig
– Support targetBindJonit list for limb module(arm, leg, fin, hand, neck, snake, tentacle,…)
– Fix a “level” bug in polygonalNurbs.py
– Updated skin module to work with the lattice multi skin. Removed _LOC token from sineWaveRig
– Reduced printout lines: skin.py, drivenKey.py bindmesh.py
– Avoid duplicating bindmesh skin: lipsRig.py lidsRig.py
– Add “level” attributes on all controls for polygonalNurbsRig
– Stable autoClavicle function in armRig
– Add missing “level” attribute on controllers: eyeRig, mainLayerRig(clusters), polygonalNurbsRig
– Added feature to support arbitary pivots in simpleFkRig for ikSpline method for the end user.
– Added new parameters in the simpleFkRigSolution to set the ikSpline advance twist.
– Fix twist bug in bezierBendyRig
– Added “UpperSkinLayerType” on tailSolution
– Added Secondary bindmesh for bezierBendyRig
– Fixed a twist bug on bezierBendyRig
– Added “RootControlOrientation” optoin on tailRig
– bezierBendyRig bug fix with twist
– Added root bind joint on tailRig
– Fixed bezierBendyRig to be able to work in skinLayers
– Added TipSpaceSwitch and SpaceSwitch options in rigU
– Added root sub control in stretchyIkRig
– Updated buildScaleSystem in tailRig module
– bezierBendy: Updated enum attr values.
– bezierBendy: Added “followBase” for tipIk space switch
– bezierBendy: Added “local/world” switch on IkBase control
– Updated stretchyIkRig module. Added aligned with template option for the user
– eyeSquetch: add conter scale in SDK node
– Updated spineC in spineRig: Fixed chest local scale XYZ.
– Added “handRotateOrder” in wrist controls
– Added “Remove Unused Skin Influencs” in RigOptimize module
– LidsRigB: bug fix for “ringFollow” attribute
– BrowsRig module: Added “prefix” option to rig multiple brows
– bezierBendyRig: added “autoSquash” control
– Added bindmeshSize optoin for lowerFace, middleFace and upperFace modules
– bindmesh size optoins for MainLayer, lidsRayer
– Added new GenericPSDCmd module
– faceHairRig: Fix a bug to rig multple geometries
– mainLayerRig: fix the rivet parenting of scalp control
– simpleFkRig: Fix geometry explode issue with “asLimb” optoin
– faceHair: Added “ik” and “fk” option for controller type
– faceHair: Bug fix for constraint on beardBaseHold_m_bind joint
– finRig:Turned off layer two
– lidsB: Added tertiarySkullSurface option for eyebag controls
– A bug fix: simpleFk module
– LidsB: connect DriveControl nodes to DriveBind on the tertiary controls [ auto, sdk, driven, offset ]
– Add optimizeRig module
– Bug fix on faceHairRig
– LipsB: fixed a bug when lowerLipsSkull surface are not specified
– faceHair: specify baseCurveTemplates and curveTemplates
– Added finTipSub ik control
– Added option “orient” and “orient/point” for space switch for tipIk
– lipsB: Added lowerLipsSkull surface as optional
– EyeRig: Support multiple eyeDirection rig modules for one character
– tailRig: Fix a bug on bend control
– simpleFkRig: support “asSkinLayer” module type for face rig
– Updated lids module.
– bendyRig: Fix the twist bug at the first bind joint
– BendyRig: Fix Twist Control
– finRig: Add tipIkSpaceLocalWorld switch
– eyeDirectionCmd: directoinAnnotationCurves are now on-selectable
– finRig: Added AutofinFk rotation switches on finFk zero node.
– LidsB: Bug fix on the Blink function
– EyeRig: Add “dimension” and “nurbsCurve” option for eye direction indicator
– LidsB: Add “Dual Quaternion”, “Classic Linear” and “Blended” for SkinMethod option
– polygonalNurbsRig: Fix a bug on translateZ
– lipsB: bus fix on buildRotation method
– Update finRig.py: Added FB,LR,Twist attr on fin base in fk and ik mode, fixed fk to ik switch flip issue.
– LidsB: Tertiary controls(upperEyebag, lowerEyebag) are optional
– Update skin.py: Used only one decomp node for all the meshes transform nodes.
– Update skin.py: Added condition for checking the incoming connection from the decom matrix to the mesh transform node.
– LipsRotateRig: bus fix for compiling
– polygonalNurbsRig: mirrored skull surface as default
– LidsB: fixed a bug in Blink function
– LidsB: Fixed LidsSecondary->LidsInterSecondary, LidsRingSeconday->LidsInterSecondary connection
– LidsB: Fixed double transform on lidsUpper and lidsLower with blink
– LidsB: load drivenKey file correctly
– LidsB: lidsAll controls has ringFollow parameter
– LipsB: Fix rotateX bug on auto/sdk/offset nodes
– LidsB: Inter controls follow ring controls with parameter(default 0.5)
– LipsB: rotateX on auto, offset, sdk
– bezierBendyRig: fix scaling bug
– BodyControlSetCmd: bug fixed
– LipsB: Support offset, auto, adk nodes for translateZ
– bezierBendyRig: fix a bug for scaling function
– LidsB: Support translateZ on auto, offset, sdk and driven nodes
– LipsBRotate: add getControls and getLimbNames function
– polygonalNurbsRig: bug fixed with the center control
– Added LipsBRotateLayerCmd
– Support pivot node with _pivotNode attribute
– mainLayer: Fixed PSD target brown-up with jawMain translateY
– Support FaceControlSet Cmd
– LidsB: Added blink controls
– Update skin.py: Added decompose matrix and apply connection on trans, rot and scale of the geometry transforms node.
– Renamed curl attrs on ikFinger to fingRoll_x, fingRoll_y, fingRoll_z

1.6.5
– Added “Align Foot to World Axis” option in TPose module
– Support mayabinary file for template
– LidsB: Added ringSkullSurface for ring control as option
– Muzzle module: Fixed rivet and rivetZero hierarchy(Fixed tiny deformation with deformed bindmesh)
– Bendy module: Support arbitrary orient axis option
– Added bendyB template for bendy module
– animTools: Update Tpose function to have better foot alignment
– Added offset nodes on bendbow main middle control to be able to set offset values
– LidsB: LidsFollow will drive Inter
– EyeRig: Supprt multiple eyes(>2) character
– LidsB: lidsFollow with eye direction include inter controls
– FinRig: updated finRig structure.
– PolygonalNurbs: Added Inter Controls (Optional)
– SpineC: Added psd drivers
– LipsB: Fix translateZ function (might have a minor bug)
– Fixed head space in tentacleRig.
– Added global scale in rigUtils.
– rigUtils: smCreateUvPinRivet method.
– TailRig: primaryNurbs -> secondaryNurbs direct connection instead of p…
– polygonalNurbs: Better translateZ(normal direction) rig system
– lipsB: Better translateZ(normal direction) rig system
– Tail module: Added “Root Control” optoin
– finRig updates:
– FinRig: finRig work with even number finRay templates curves

1.6.4 (click here to download
– BezierBendy module released: 1.0.0
– PolygonalNurbs module released: 1.0.0
– BezierBendy: Stable spline IK setup
– BezierBendy: Advanced Twist controls on tip(02CV) and base(01CV) controls
– PolyognalNurbs: Support non-closed curve
– polygonalNurbs: Support arbitrary cvs for template curves
– polygonalNurbs: Removed “closed curve” option. Template curve need to be closed.
– polygonalNurbs: Control prefix names are set up in the optoin
– miscellenousRig: fixed a bug for primitiveFalloff on MayaClsuter Command
– Fin: Add spinIk switch
– SpineA: Add offset nodes on spineFK
– lidsB: fix the surface rebuild bug on lowerRingPrimary
– SpineA: add “rotateOrder” switch on cog control
– SpineC: Fixed spineC build without spineTweakers
– SpineC: Added space setup on spine tweakers with two options (ParentConstraint or orientConstraint).
– SpineC: Fixed chest autoSquash scale X axis
– SpineC: pivotHight will apply to cog, hip, chest gimbal controls
– SpineC: Fixed the animatable pivot bug
– SpineC: Fixed spine banks orientation if orientWorld option is true.
– SPineC: Added spineTweakersWorldOrient option in spineSolution. It is a bool type.
– SpineC: Added local spine ik stretch squash option.
– SpineC: Added spine tweaker controls option.
– LidsB: Micro controls rotation works
– LidsB: Lids rotation fixed a bug
– PolygonalNurbs: Delete intermediate curves (clean up)
– SpineC: Added surfaceDirection for fk and bind nurbs plane direction option based on Z_Plane and Y_Plane by the user.
– SPineC: Added newBuildScaleSystem. Old buildScaleSystem had some issues with distance.
– Fin Module: Unified two options “orientWorld and “Fin Top Orient with Template” to “Control Orientation” option.
– FinRig module: Add “OrientWorld” option
– Support “_pivot” template to mirrror “selected template”
– Support combied eye geo in eyeRig
– Make FK/Ik control oriented world with orientWorld option: SpineC module
– PolygonalNurbs module: Fixed a critical Maya crash bug with negative values on knot parameter
– PolygonalNurbs module: Add “Sharp Deformation” optoin.
– Update bezierBendy template
– Added utilitySolution.py and AddAttrCmd
– Fin Module: axis orient options
– Store offset values for Tpose on aim offset node with the leg tpose process
– FinRig: unlock min value for spread attr
– Updated bodyRig for HumanIK setup
– TailRig: Fixed scale bug in tailRig
– TailRig: curl control orietation will be the same as main controls
– TailRig: curl attribute name changed
– TailRig: Fixed a bug with asLimb option

1.6.3 (click here to download)
– Tail module: Added surfaceLoftDirectionAxis option default it x, it create a nurbs ribbon lofted along the world x axis.
– Tail module: curlControl was added
– Tail module: Fix scaling problem
– rigUtil: We set parameters for UVPin node at the time of node creation with cmds.UVPin command
– Add “Mirror selected templates” in Mirror menu
– finRig: Updated cup shape, extended bend shape for smooth bend shape and added sdk node and pipe in sdk node, offset node connetion in drive group in finRig.
– rigUtil: updated matrix connection in smFkChainUvPinRivet
– Spine: spineBank Joints visibility turned on and set the drawStyle to None.
– FinRig module: Fix drivenKey export problem
– Tail module: nurbs surface’s bind joint is hidden instead of “none” drawStyle
– LidsB: changed the calculation of lid initial direction to support closed eye model
– LidsB: lidsIn lidsOut are not follow the orbit of eyeball.
– LidsB: primaryAim and secondaryAim had different upVector. Now it’s all (1,0,0)
– skin module: safeBind supports nurbsSurface
– lidsB module bug fixed: upperEyebag and lowerEyebag
– lipsB module: set rotControl_m_grp.inheritTransform off

1.6.2 (click here to download)
– LipsB module 1.0.0 has been released
– LidsB module 1.0.0 has been released
– safeAction function to compile cython to avoid Maya crash
– Modified finRig and finSolution added sine wave and smooth fin bend
– Hide autoClavicle joints to avoid being selected in the scene
– FinRay has sinewave option
– fixed finRig rt flip issues
– finRig module loads master/slave nurbsSurface skinCluster file.
– MayaClusterCmd can be used in body rig
– Add kneeIkAimDistanceRatio option in the leg module
– Add tags in clusterLayerdule
– Add “Ik Elbow Aim Distance Ratio” option on arm module
– legRig module: hide kneeTwistBase_l/r_pos joint from the outliner
– Make compatibility with Miscellaneous module and ClusterRig module
– A bug fix on LoadSkinWeightCmd: descriptor condition
– Add rotationOrder option for masterControls on bodyInit cmd
– Hide joints in finRig
– Create a dataGrp to store skinWeight data in finRig
– HeadSquetch load pivot file correctly.
– Unlock translate on finTipFk control in FinRig module
– Fixed a typo in lidsScaleRig
– Hide visible joints on legRig
– actionPath tools update(1.0.11): stable “attach” and “detach” function.
– eyeLash module has option to add the base joint for skinning
– Fixed a typo in eyeRig
– Add bindmesh size option in brows module and lips module
– Use offsetParentMatrix to body-Head combine to avoid the scaleConstriant maya bug
– Support rotation on faceRoot template joint to rig non straight facing character.
– Fin module supports “_m_” side
– Add createUvPinOnNurbs function on rivet module
– eyelash module: add labels on bind joints
– tailRig left/right module is able to be used in faceRig module
– ActionPath Bug Fix: attach a custom locator to an action path.
– lipsB module: support translateZ along with the normal dicrection on the skull nurbs surface.
– Support “Mirror Behavior on TranslateY” option on lipsB module
– BodySkin module can skin without head_m_bind
– added spinePlane option, setJointOrient 0 on skin bind joints and chestBank in spineRig
– You can add extra template on head templates for neckRig module
– Change name to make more sense in eyeRig module: iris->irisSize, pupil->pupilSize
– Support extra head joints (headTip, eyes, ears, jaw, etc,…)
– Fix bugs: Add the extra head joints in the lockBinds module
– Support tail module in faceRig for combine with the body rig
– FinRig module: cup behavior changed
– Add eyelashTitlUpDown in eyelash module
– Tail module has orient setting option(OrientAxis, UpAxis, WorldUpVector)
– Fixed a bug in tailRig module: double transformed when combined with body with FaceOnBodyGeo mode as a skinLayer
– Comment out unnecessary print lines in deformer module

1.6.1 (click here to download)
– Fix the popup menu error on NowakeRigUI
– Added bendy template in the preset folder

1.6.0 (click here to download)
– Added finRig and bendyRig modules in NowakeRig
– Added skinLocalization module in NowakeRig
– Fix spineC chest and hip scaling issue
– finRig support rotate/translate mirror behavior in IK mode
– Cup and Fold orientation is stable in handRig module
– Bug fix on Muzzle: Wrong parenting on the distance locators
– bug fix on lidsRig module
– Added controlOnTheEnd option on the tail module
– Fixed the lids module bug
– muzzle controls with scaling.
– Tail has powerValue for control distributions
– Fix scaling issue on Tail module
– taiRig module: fix a bug with “asLimbs” options. Tail follows the upper limb(hip)
– Neck module: neckOffset scale connect to neckNull
– Neck module: headOffset scale connect to headNull
– Update actionPathTools: Controls are oriented along the curve
– Fixed the bug on muzzleRig module: twisting problem with upper layer skin
– Support alembic cache export with localize skinCluster
– lidsRig: change matrix for lids driver aimConstraint to be stable for lid rig with closed eye model
– Config- new menu and load project – fixed
– Add ikControl scaling function on spineC module
– Fk Scaling on tailRig module
– PreBind node name convention: description+”PreBind”+primaryVersion+secondaryVersion+side+”pivot”
– Add “bindmesh size” for muzzle and tail module
– Muzzle module is a skinLayer compatible module
– TailRig module has better fk bending deformation
– Fix “Counter” Iris control behavior
– Fix eyeRig for inverse scale on pupil
– TailRig module update: Proper deformation in layered skinClusters
– TailRig module improve: Smooth fk rotation
– Change parameter name on pupil module: iris Type -> eyeBall Type
– Support pivot rotation on the new pupil module
– Iris/Pupil rig module to support separated iris/pupil geos
– Fixed: Flipping issue with narrow circle in actionPath
– Fixed: Flipping issue with actionPathOffset controls
– Maximum control number is 1000 from 200 for actionPath
– Add BodySkinLocalization module for localize the skinWeight to avoid wobbling geometries in far distance from the origin
– Updated: eyeRig module to support spherical eyeball and flat iris/pupil
– Add pupil TransX and TransY controls
– Fixed: mirrorClusterTools to mirror weights between seperated geos
– Fixed animatablePivot (follow the control)
– Add “bend” and “tweakerVisibility” on tail module
– DrivenKeys are infinity on the FinRay “spread”
– Support local scaling on actionPath
– Locator in actionPath tools will have followPath default value
– Set up followPath default value on spineC module
– Add auto, sdk and offset node in the micro lip controls
– Add “squash” parameter for eyeSquetch control
– ActionPath tools support namespace with “_”
– Support mirorBehavior on muzzle module
– Fixed finRig bug for finRay000Fk finRay001Fk and finRay002Fk control
– edit parameters with autosave on/off fixed
– Tail module has an option asSkinLayer or asLimb.
– AsSkinLayer creates a skinLayer module
– AsLimb creates a limb for body structure
– Control Color export is supported (mel file)
– autorig yaml file “Load”, “AutoSave”, “Save” and “Save As..” function
– Load project needs to copy a yaml file in maya/#### folder

1.5.15 (click here to download)
– Support closed lids model to rig with lids module
– Support mirror rotation behavior on muzzleRig
– Add “PrimitiveFalloff” option on MayaCluster module
– MayaCluster module support “x” module side in the bindmesh skin
– Fixed naminConvention.py for “twin” and “swap”

1.5.14 (click here to download)
– Add moduleSide info “_x_” on misc module to support Universal Layer Skin System
– Added “import sys” for eyelashSolution, miscellaneousSolution, muzzleSolution
– visibility switch process is executed before postScript in miscellaneousSolution

1.5.13  (click here to download)
– Add “Follow Mouth Orientation” option on lipsRig module
– Muzzle and Miscellaneous controls can be part of face control for visibility switch
– Add Spine C Type module
– “left” and “right” can be used for Tail module
– Add setControlShapeInfo in control module to be able to switch gizmo
– Neck “world/local” didn’t work with “world”: Fixed
– Generalize the muzzle module to be able to use in body
– Bug fix in Prop rig
– Bug fix in Misc module
– Add a muzzleA_template.default.ma
– Changed skinCluster name to have a side information <layer>_<x>_<geoName>SkinCluster (it was used to be layer_<geoName>SkinCluster) to be able to use a module to be flexible (muzzle, miscelaneous)
– Fixed a scaling problem for shoulder helper joints
– Add postPython script parameter in all modules
– In the spine module, bottom and top tweaker controls’ position is on the bottom/top spine position instead of hip/chest position
– In the lids module, the lids_l/r_ccc controls deform only lids area, not lidsRing and eyebag area.
– In the muzzle module, the muzzle02_m_ccc behaves like bow control.
– in the neck module, middle neck control oriented with the neck root control.

1.5.11 (click here to download)
– Load pivot and control_shape files on teeth and tongue module
– Create a skinCluster now with “useComponentTags” ON
– Removed “Extra Iris Geos” from Iris module (set the iris geos on “Extra Eye Geos” in FaceConfig module)
– Removed “Extra Pupil Geos” from Pupil module( set the pupil geos on “Extra Eye Geos” in FaceConfig module)
– Created iris and pupil cluster properly for extra eye geos
– Fixed squash rate on muzzleRig when the tip control is close to the middle control
– eyeBall module will load controls and pivot files
– eyeSquetch module will load control shape and pivot files
– eyeBall, eyeDirection and eyeSquetch are all in “eye” layer (No “eyeDirectoin” layer)
– Bug fix on exportDrivenKeys

1.5.1 (click here to download)
– Make misc modules in the facerig follow the bod rig when rigging body and face on the same geo
– Add “Mirror Behavior on TranslateY” on main, lips, lids layers
– Bug fix on muzzleRig

1.5.9  (click here to download)
– Fixed Copy Skin/Deformer Weights Errors(“Skin Weight Copy…”, “Deform Weight Copy…”)

1.5.8
– Universal Layered Module System(ULMS) for body/face/prop rig.
– Add “Not Following Layer List” on the module option to be able to be defined by users

1.5.7  (click here to download)
– Support group nodes in “Head Geometry” and “Extra Head Geometries” in Face – Config module
– Add “faceSkinObjects” as internal variables to make the face module generic to be ready to use the miscellaneous module as a general face module to inherit the layer deformation on its bindmesh.
– Support the Universal Module Layer System(beta version) for the FaceRig.

1.5.6
– Add unbindSkinTool to let user unbind skin and move bind joints
– higeSlider locators store initial position in armRig, legRig and handRig
– Support two blendShape nodes in the same geometry (in case the face and body rig the same geometry)
– Support namespace in animTools with custom name conventions
– Support locationNodes export/import for helper joints(hinge) in arm and leg module
– Add locationNodes mirroring
– Add unbind/rebind skin in “Rig->Unils” menu
– Fix default window size for flattenWeight and copyPSD tool

1.5.5
– Bug fix: it gave error the face rig when body has a psd(blendShape) from the bodyRig and the rigged geo is the same for body and face.
– EyeSquetch has counter scale to keep the pupil size the same when it is stretched.

1.5.4 (click here to download)
– Added non follow layer list on the miscellaneous module (brows, lips, lids and layerTwo were hardcoded before)
– But fix on the main controls’ shape load in bodyRig

1.5.3 (click here to download)
– Move namingConvention.py to animLib from riglib
– PickerUI support custom name conventions
– Various animation tools support custom name conventions
– Bug fix on control shape loading on body rig

1.5.2 (click here to download)
– Get rid of rigType(bipedLeg) from the node name on Leg module (bipedLeg->leg)
– Add “Legacy Leg Name” option to keep the legacy name on the leg nodes (bipedLegSwitch_l_ccc, bipedLegAim_l_ccc, bendbow controls, etc…)
– Bug fix on DrivenKey export

1.5.1 (click here to download)
– Add “Clean DrivenKeys” in rig->Utils menu
– Fix floating blendWeighted nodes function in drivenKey
– More stable and reliable listDrivenKeys function ( drivenKey detection on a control node )
– Support old drivenKey export for facial rig

1.5.0 (click here to download)
– Bug fix on the master controls matrix connections
– Unified “pivot”, “drivenKey” and “control_shape” file name convention across the body, face and prop
– rigTask_limb_layer_side_fileFormat file name conventions
– Add MayaClusterCmd in miscellaneousRig which allows you to add a MayaCluster rig on any geometry
– Removed Maya2019 package from NowakeRigTools to follow Autodesk support versions

1.4.5 (click here to download)
– Bug fix on the propRig config module
– FaceControlVisibility failed when a tweak node is in the deformation chain(Maya2020, Maya2019)
– Avoid the same name in two nodes in EyeRig module when namingConvention module renaming the nodes.

1.4.4 (click here to download)
– Separate limb and rigType in the leg module (limb=leg, rigType=bipedLeg for bipedLeg rig)
– Fixed fk2ik and ik2fk switch bug. Now it support rigType
– Hide helper bind joints
– Remove duplicated names in lockJoint parameter in the lockJoint module
– bug fix in bendbow module
– Hand can build without thumb
– Fixed the bugs of fk2ik and ik2fk in animTools for TApose function
– PropRig is ready to use in NowakeRig Tools
– mainLayer rig support non-consistent name relation between transform and shape

1.4.3 (click here to download)
– Maya2024 Supported
– Add nwkPicker_face_char.default.yml in preset folder
– Remove unicode from nwkPicker_body_char.default.yml
– Support custom controlSuffix for anim tools (fk/ik switch, …)
– Removed redundant parent and scale constraints in combineRigSolution
– Fixed a bug in eyeProximityRig

1.4.2 (click here to download)
– Separated rigSolution.EyeProjectionCmd from EyeDirectionCmd
– Added rigSolution.EyeProximityCmd for proximity surface for iris/pupil
– RigType attribute store type of the rig: bipedLeg, quadrupedLeg, spineA, spineB, etc…
– Limb attribute store limb name: arm, leg, spine, etc…
– Fixed the tpose module for spine straighten when spine rig has non-world orient setting

1.4.1 (click here to download)
– Fixed the rotation problem in the right wrist when “Hand Controller Mirror Behavior” is “rotate/translate”
– Fixed toe bone misplacement bug in the “rotate/translate” foot control behavior mode
– Activate name convention module(post process) in autoRigPreset_char.default.yaml

1.4.0 (click here to download)
– Integrated C++ nowake tools into Python API. No skinWeightTools plug-ins needed.

1.3.16
– Keep the asset selection when new asset is loaded in NowakePickerUI
– avoid adding multi layerTwo skinClusters on the shoes geos.
– master_m_grp.faceRig works on the head geo which is rigged by both body and face
– Mirror Drivenkey supports “_L_” and “_R_” as left/right token

1.3.15 (click here to download)
– Fix the eye aim control problem when it rigs separate geo for body and face and combine them together.
– lowGeometry bug fix.
– It didn’t create default data when a new character is created with compiled version – fixed
– NowakeAnimPicker: Open more than one window – fixed
– Support non world orientation on the neckRig module

1.3.14 (click here to download) 
– bug fix on lidsRig: make sure that bindmesh skin with mainLayer only by eyeSocket after project mainLayer into bindmesh.
– Use offsetParentMatrix on the bindmesh geo in the combineRigSolution to have correct scaling when one or two axis are scaled on the head control