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auto rigger

Setup Arise

6
  • Introduction
  • System Requirements
  • Create Account / Login
  • Installation
  • License Activation Instructions
  • Troubleshooting

Getting Started Tutorial

8
  • Interfaces (UI)
  • How To Prepare The Model For Rigging?
  • What Are Nodes, Attachments, and Presets?
  • What Are Guides?
  • What is The Attribute Editor?
  • Let’s Start Rigging
  • How To Export Rigs?
  • Digging Deeper

Elements

29
  • Node
  • Attachment
  • Presets
  • Attribute Editor And Attributes Types
  • Workspace
  • Outliner
  • Guides
  • Connections
  • Loading/Saving
  • Placeholders
  • Dump_grp
  • Skinning Joints
  • Poses
  • Group Node
  • Rig Base Node
  • Helper Tools
  • Preferences
  • Scene Settings
  • Log Viewer
  • Model Validation Checks
  • Model Updater
  • AI Auto Guides Placement
  • Rig Mocap Tester
  • Rig Export
  • Batch Menu
  • Sticky Note
  • API Commands
  • Custom Ctrls Shapes
  • Ctrl Shapes Lookup

How To Create Your Own Node

6
  • The Basics On How To Create Your Own Node
  • Creating Attributes
  • Creating Guides
  • IoJoint
  • IoTransform
  • Example Node Module

How To Create Your Own Attachment

1
  • Creating Custom Attachments in Arise

Basic Nodes

8
  • Base Node
  • One Joint
  • FK Chain
  • IK Chain
  • Two Joints IK
  • Dynamic FK Chain
  • Eye
  • Path

CA Nodes

12
  • CA_Spine
  • CA Head
  • CA Leg
  • CA Arm
  • CA Fingers
  • CA_Mouth
  • CA Eye
  • CA Quadruped Back Leg
  • CA Quadruped Front Leg
  • CA Ribbon
  • CA Tentacle
  • CA Wing

Attachments

22
  • SpaceSwitch
  • CtrlsShape
  • CtrlsSettings
  • MakeDynamic
  • FollowSkeleton
  • PostScript
  • MovablePivot
  • HelperJoints
  • Rename
  • AttributesSettings
  • CustomDriver
  • CustomDriven
  • ManualConnections
  • AddJoints
  • AddGroupAbove
  • JointsSettings
  • Parent
  • AddAttribute
  • ConnnectAttribute
  • HumanIK
  • CtrlsLockHideAttributes
  • CtrlsLimitAttributes

Mechanical

2
  • Vehicle Body
  • Wheel
View Categories
  • Home
  • Arise Docs
  • Attachments
  • PostScript

PostScript

A rigger who knows Python code can modify the rig after it is built using ‘PostScript’. 
The attachment has its own script editor with code highlight, pep8 errors, and many more features.

Using A Different Code Editor:

You can use a different code editor if you wish:

  1. Use your preferred code editor to write your code.
  2. Save the code in a Python file (.py).
  3. Tick the attachment ‘Use File‘ checkbox attribute.
  4. Enter the path to the file in the ‘Script file path’ attribute.

Variables Passed to the PostScript:
The following variables can be utilized in your PostScript code. It is important to note that these variables are only accessible during the nodes build process and are not available when using the ‘Execute All,’ ‘Execute Selected,’ or ‘Execute Current Line’ buttons within the PostScript attachment UI.

  • node_name – (str) The name of the parent node to which this attachment belongs.
  • node_version – (str) The node version number. {As of version 1.07.01}
  • module_grp – (str) Parent node group’s full name. E.g. ‘|rig_root_grp|modules_grp|<<node_name>>_grp‘.
  • ctrls_list – (list) Contains the long names of all the ctrls associated with the node.
  • joints_list – (list) Contains the long names of all the joints associated with the node.
  • joints_suffix – default joints suffix used in this project.
  • ctrls_suffix – default ctrls suffix used in this project.
  • Additionally, it imports ‘maya.cmds’ as ‘cmds‘ and as ‘mc‘.

PythonCodeEditor keyboard shortcuts: 

  • ‘Ctrl + Shift + A’ – New File.
  • ‘Ctrl+ Shift + O’ – Open File.
  • ‘Ctrl + S’ – Save.
  • ‘Ctrl + Shift + S’ – Save As.
  • ‘Ctrl + G’ – open Go To Line Window.
  • ‘Ctrl + F’ – open Find/Replace Window.
  • ‘Ctrl + Shift + P’ – Open Settings Window.
  • ‘Ctrl + Shift + E’ – Execute All. **
  • ‘Ctrl + E’ – Execute Selected. **
  • ‘Ctrl + Alt + E’ – Execute Current Line. **
  • ‘Ctrl + Shift + H’ – Open Quick Help For Maya Flags.

Editor Shortcuts:

  • ‘Shift + Tab’ – removes indentation from row start.
  • ‘Ctrl + /’ – comment out line.
  • ‘Ctrl + L’ – select line.
  • ‘Ctrl + Shift + D’ – duplicate line.
  • ‘Ctrl + Shift + Arrow_Up’ – move the line up one row.
  • ‘Ctrl + Shift + Arrow_Down’ – move the line down one row.
  • ‘Ctrl + Spacebar ‘- open autocomplete.
  • ‘Ctrl + [‘ – removes indentation from row start.
  • ‘Ctrl + ]’ – add indentation to row start.
  • ‘Ctrl + Shift + {‘ – decrease font size.
  • ‘Ctrl + Shift + }’ – increase font size.
  • ‘Keypad_Enter’ – execute code. **

The ‘PostScript’ editor tries to provide as many features as a standard IDE:

  • ‘Go-To Line’ – Focus the view on a specific line number. 
  • ‘Find/Replace’ – Find and replace text in the editor. 
  • ‘Insert SetAttr Code Snippet’ – If you are new to scripting, you can change an attribute on a Maya node, such as changing the default ‘IK_FK_Switch‘ attribute to FK (value=1), by manually changing it, then with the attribute selected click this button, this will add a line of code to set the ‘IK_FK_Switch‘ attribute to 1 every time the node rebuilds.
  • ‘Show Quick Help’ – Opens a window to the right of the editor; any maya.cmds commands you enter into the top bar will display their flags below; double-clicking a flag will add that flag to the editor. 

Notes:

  • ‘PostScript’ cannot be used to reference scenes since referenced nodes cannot be deleted during cleanup.
  • You should only use ‘PostScript’ to modify Maya nodes that belong to the parent node of the attachment.
    If other Arise nodes are not being rebuilt, code that modifies Maya nodes belonging to those Arise nodes is likely to fail.

_____________________________________________
Get Arise at: https://www.ariserigging.com

Updated on May 13, 2026

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