Description
Nowake Tools – Windows OS version
1.8.2 version (CURRENT)
– wingRig: change attribute from “lockWingTertials” to “wingAOrientLocalWorld” and added “wingBOrientLocalWorld” and “wingCOrientLocalWorld”
– Fixed bug in lidsB sticky verts on in and out lids, ring and inter. Fixed tongue curls pivot export in mouthPartsRig. Fixed multi hand fold name issue in handRig. Start lipsRig based on vert selection.
– quadrupedLegRig: Fixed orientation of toe/tiptoe/heel with multi legs mode
– wingRig: stretch, autoSquash and stickIK is on ikHand control
– armRig: added “stickyIk”, “autoSquash” and “stretch” parameter on ikHandle control
– Added “description” attribute to recognize controllers after naming changes for pickerUI autoBuild
– quadrupedLegRig: support multi legs characters for controlShape load
– rig modules: Added “description” to be able to detect control descriptions after renaming.
– featherRig: fixed a bug when the feather is really close to the elbow point
– quadrupedLegRig: Fixed a bug (legFootIk range node was disconnected)
– legRig and armRig: added “description” for autoPickerUI build
– quadrupedLeg: Fixed squiggled problem with footIk control. The aim locator will follow smooth bezier curve.
– quadrupedLeg: Added “ThighLift”, “AnkleStiffness” and “FootAngle” parameters
– faceHairRig: bug fixed and keep existing skinClusters(it deleted all the skinClusters)
– Nowake logo image has transparen
– animPickerUI: added halfCircle shape for button
– animpickerUI: Added “arrow” shape button
– faceHairRig: Fixed bugs, controlNulls and bindNulls were not connected
– lidsRig: Added lowerLidsRing as a psd driver
– Fixed PSDTool: checked/unchecked list didn’t work
– Fixed SpineRig: “As same # of Bones” problem
– Fixed PSD weigth tools: manual r/l/m face set creation bug
– AutoRigUI: Selection option in parameter list
– Support psd drivers creation in dict form through the bodyRig in bodyPsdRig module
– Fixed irisRig: iris control bind/preBind disonnect with uvPin for iris extra geometr
– lipsBRig module: parent rivet to a group node for rivetMethod==uvPin
1.8.1 version (click here to download)
– Maya2026 supported
– updated autoRigPreset default yml
– Fixed Type error for Maya 2026 multDL. Updated FinalizeRig. Updated tool version in plug-ins
– Fix install drag and drop pluin load and auto load issue in Nowake Rigtools
– faceHairRig: Fixed bugs, controlNulls and bindNulls were not connected
– Update lipsB module: Rigger can use multiple lipsB modules
– lidsRig: Added lowerLidsRing as a psd driver
– Added footPsd driver in quad leg
– Fixed PSDTool: checked/unchecked list didn’t work
– Fixed SpineRig: “As same # of Bones” problem
– Fixed PSD weigth tools: manual r/l/m face set creation bug
– AutoRigUI: Selection option in parameter list
– lipsBRig module: parent rivet to a group node for rivetMethod==uvPin
– Fixed irisRig: iris control bind/preBind disonnect with uvPin for iris extra geometry
– Support psd drivers creation in dict form through the bodyRig in bodyPsdRig module
– Fixed bug in quadLeg stretchy setup. Power util was not found in Maya 2022 so we replaced it with multiplyDivide util power operation
– Fixed combineRigSolution: faceRigOnBodyGeo combine problem
– quadrupedLeg: Fixed flipping issue on the foot_r_bank with parentOffsetMatrix connection
– Added new finalize rig solution to clean up the rig after build
– bendBowRig: Fixed bendyBow bug with upper layer deformation
– footBendy: support global scaling
– Fixed node naming changes on 2026(addDoubleLinear, pointMatrixMult)
– ControlObjectSet for speed up animation tools(select, key and zero)
– Add objectSetCmd in the default autorRigPreset yaml file
– bendy with tangency and scaling
– Avoid error message during the build process with checking proxyAttr with addAttr comand
– Fixed bug in objectSolution because of this bug the compiler was failing
– autoRigUI: Updated window and Facial title based on project/asset/variation name
– Fixed Load Plugin because of path issues
– animTools: fixed a typo
– NeckRig: Fixed neckRig bug if self.lessControlSystem is False
– Update Installation method: Automatically update the menu without relaunch Maya after the installation
– Fixed a bug for “align selected template” command
– Added palmHeel template to arm templates to be able to have handRockn’Roll function
– Add “HandRocknRoll” option in arm module
– Changed “Palm IK Direction” combobox: “Legacy”, “HandOrientTemplate”, “PalmHeelToPalmTip” (Legacy is default)
– Fixed bug in neckRig bank and bind joints. Remove pymel from neckRig
– Updated EyeProximity rig solution to support the latest EyeBall rig module
– LipsB: Fixed Seal and Round control
– Fixed PySide2 commands to work with PySide6 in Maya 2025
– Fixed joint label in miscellaneousRig
– combineRigSolution: support proximityEye rig combine with body
– armRig: Add “halfHand” on elbwoFollow
– Set nurbs bendy primary and secondary surface face in Z axis to fix the flipping issue in bendBowRig.
– Fixed typo mistake in armSolution at line 325 bendbowType before it was bendBowType.
– Fixed exc python code and PySide6 condition in pickerEditor_win.py.
– Added namespace in front of animTools to work with the namespace picker
– Added comment to test git repo
– Fixed bug in exportTool. Now Maya 2025 export based on selection in UI. Fixed check and uncheck boolean option in rig build UI
– quadrupedLeg: add “power” node for footIkAimAuto connections
– quadrupedLeg: ankleIkAimPosTarget node is parented under rootHub node
– Fixed PSDTool_Win execution and copyPSDTool_win work with the selection in the UI
– Fixed blendshape node name and load data failure.
– Update quadrupedBody and quadrupedLeg templates
– Fixed flicker twist issue, flicker crossection joints, in armRig, legRig, quadrupedRig and added feature to localize the cluter same as skin localization.
– Fixed comma spliting issue with the space. Just stripped the space.
– Fixed twist connection in quadrupedLegRig
– Fixed cluster mirrot and select unselect options in mirrorClusterTool_win
– Fixed select and unselect pyside option in PSDTool_win
– Fixed headSquetch, finaA template. Updated upVector in tentacle from +Z to +Y. Added name space in right click open option in editparameters
– Updated rename controls suffix in visibilitySetupSolution
– legRig: Fixed footPlane name to support multi leg(Alpha, Beta, …)
– Fixed pyside6 complier issue.
– Added teeth root bind joint in teeth and gum skincluster based on user input
– Fixed multi eye direction and lid rig build. Added sticky binds joints for lids, ring and inter joints on seletced vertices.
– Fixed the message for the users in rig ui
– Added multi leg build count in legSolution for biped and quadruped les rigs.
– Fixed blendshape and cluster weights bugs in export_util
– Bug fix on eyeRig: precisionError caliculation – lidsBRig: use lidsTemplate curve when rigOnClosedModel is off( lidsRingTemplate is used for rigOnClosedModel is on)
– mainLayerSolution: add extraEyeGeos to eye geometry list
– Fixed cluster mirror tool
– Updated wingTailA template file
– armRig: bug fix
– lipsB module: bug fix
– WingTail module 1.0.0 released
– Fix feather generation bug in template module
– Update birdBody template with wingTail template
– mirrorClusterTool: Fixed typo
– facePsdRig module: loeadWeight for old file name error fixed
– Resolved Maya utility node name change issue for Maya 2026 and future release.
– objectSetSolution is added for Control Object Set creation
– Update node module: delete import node line
1.8.0 version (click here to download)
– UE4/UE5 rig support(morphTemplate, bindRig modules)
– Add “Variation” for asset
– New NowakeTool Installation Method: drag and drop “install_nowakeTools.py” in Maya viewport to install NowakeTools
– Removed PyMel library from NowakeTools(PyMel free tools)
– Wing/Feather module 1.0 was released
– Added quadrupedLegRig module and template
– eyeRig: make eyeBall separated from mainLayer.
– eyeRig: it has eyeBall bindmesh
– lipsB: support multi usage
– NowakeRig Updated and works with Maya 2025 and PySide6
– Moved “loadProject” and “setProject” into the autoRigUI from main menu
– Moved “createAsset” into the autoRigUI from main asset menu
– “StickyIK” animTools support naming convention
– Fixed PSDTool_Win execution and copyPSDTool_win work with the selection in the UI
– quadrupedLeg: ankleIkAimPosTarget node is parented under rootHub node
– quadrupedLeg: add “power” node for footIkAimAuto connections
– Fixed bug in exportTool. Now Maya 2025 export based on selection in UI.
– Fixed check and uncheck boolean option in rig build UI
– Fixed exc python code and PySide6 condition in pickerEditor_win.py.
– Added namespace in front of animTools to work with the namespace picker
– Set nurbs bendy primary and secondary surface face in Z axis to fix the flipping issue in bendBowRig
– armRig: Added “halfHand” on elbwoFollow
– combineRigSolution: support proximityEye rig combine with body
– Fixed joint label in miscellaneousRig
– fixed PySide2 commands to work with PySide6 in Maya 2025
– LipsB: Fixed Seal and Round control
– Updated EyeProximity rig solution to support the latest EyeBall rig module
– Fixed bug in neckRig bank and bind joints
– Fixed a bug for “align selected template” command
– Added palmHeel template to arm templates to be able to have handRockn’Roll function in armRig for quadruped character
– Add “HandRocknRoll” option in arm module
– Changed “Palm IK Direction” combobox: “Legacy”, “HandOrientTemplate”, “PalmHeelToPalmTip” (Legacy is default)
– Fixed neckRig: bug if self.lessControlSystem is False
– Updated window and Facial title based on project/asset/variation name
– quadruledLegRig: Fixed a bug, footIk aim locatorB is under Hip or reverseHip
– mainLayerRig: bug fix on eyeSocket skin bind
– autoRigUI: it can launch when the project doesn’t have any assets
– pickerEditor_win works with PySide6. Fixed depricated QPalette.Background to Qpalette.Window
– autoRigUI: Fixed a bug of failing to create default data set when they don’t exist
– Update AtomImport module
– armRig module: hide “palmIk” controls when it is “normalFK” mode (reverseFk works with palmIk controls)
– mainLayer: bind all eyeSocket binds if the eyeBall geos are united
– autoRig_win: initlize currentProject
– exportTool_win: to be able to export when project is changed
– bug fixed on autoRigUI: supports project changes on the RigUI and build the rig
– bug fixed on autoRigUI: supports project changes on the RigUI and build the rig
– bug fixed on autoRigUI: directory parameter with variation
– pickerUI: Fixed when adding button without color setup
– autoRigUI: be able to set up project separately on Maya session from the autoRigUI
– bug fixed: lidsLayerSolution: “lids” was hardcoded for skinLayer list
– legRig module: added “sdk” nodes for setdrivenkeys for rocknroll controls
– NeckRig module: Fixed a bug in advanceTwist setting
– neckRig module: added “Control Orientation”, “Aim Direction Axis”, “Up Direction Axis” and “World Up Vector” options
– Neck rig: Changed “Orient World” option to “Control Orientation” to have more options
– Support “variation” for copy and mirror tools
– Fix facial export asset varation
– Fix bug on postProcess postPythonFile.
– Update asset_util.py: Support export rig data from non-variation rig
– Fixed a bug for lidsFollow with mirrorTranslateY option on LidsB
– Fixed “swap” function on middle controls in animTools
– Load control shapes, color and pivots in eyeBallRig
– eyeRig module: fix typo “eye” to “eyeBall”
– Fix spine bug (parent offset to zero)
– Fix bug on spine T pose, added T pose spine if.
– Add icons status on model validator
– Added search and replace ccc to control in VisibilitySetupCmd
– splineRig: Added “level” on controllers
– tailRig: scale bug fix with no haveControlOnTheEnd option
– Added getProjectPath func in pipeline
– ArmRig: wristOffset node scale
– LipsBRig: support realSkinCluster
– SplineRig: Added tangentControl option
– deformationOrderSolution: Added extraGeos for bindmesh deformationOrder
– Add offset groups on buildMasterControl
– Remove null local matrix connection to multmatrix for latest null worldMatrix connection.
– lipsBRig: stable local rotation behavior with translateZ
– mainLayerRig: add middle bindJoint for non side eye geos
– SplineRig: Fixed a bug in buildBindmesh method
– mainLayer module: skin eyeBall with eyeSocket bind
– bindmesh module: Fixed a bug of localScaleDetector calculation.
– splineRig module: Support global scaling (place base nurbs curve to charactrerSpace)
– SplineRig: support root control
– SplineRig: Add “IndependentIk” option for rigControlType
– SplineRig: Bug fixed for skinLayer option
– miscellaneousRig: Fixed a bug of scaleLocalDecection
– lipsB: Fixed lowerLip rotation problem with non mirrorTranslateY option
– lipsLayerSolution: Use lipsPrefix string for skinLayer name
– tailRig: fixed a bug for “asLimb” optoin
1.7.3 version (click here to download)
– 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