Description
Nowake Tools – Windows OS version
1.8.0 version
– 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