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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
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  • CA Nodes
  • CA Arm

CA Arm

Creates a cartoon arm without any fingers. Features include IK/FK, ribbons, twist, soft IK, stretch, pin ctrl, etc.

Guides:

  • ‘Base’ – Position approximately on the Clavicle.
  • ‘Root’ – Position at the shoulder.
  • ‘Mid’ – Position at the elbow.
  • ‘Tip’ – Position at the wrist.
  • ‘Pole Vector’ – Position where the IK pole vector ctrl will be placed. Movement is limited to the ‘Root’, ‘Mid’, and ‘Tip’ guides plane.

Attributes:

  1. ‘Ctrls Scale’ – Scale all the node ctrls. Note that the attachments ‘Ctrls Settings’ and ‘CtrlsShape’ will override this.
    [As of version 1.06.03]  ‘Update’ button to change the ctrls size without requiring a rebuild. [Video] 
  2. ‘Clean Transformations’ – If checked, the zeroed pose will be the same as the bind pose; if unchecked, when zeroing the ctrls, they will align with a world axis specified in the following two attributes. [Video]
  3. ‘World Orientation’ – The world axis the ctrls will align with when zeroed. Usually, this attribute’s default value is the correct value. [Video]
  4. ‘World Orient Twist’ – Along with ‘World Orientation’, defines the ctrls zeroed pose. Usually, the default value of 0 is the correct value. [Video]
  5. ‘Expose RotateOrder’ – Exposes all the ctrls ‘RotateOrder’ attribute in the Channel Box. [Video] 
  6. ‘Secondary Ctrls’ – Secondary ctrls are added under some ctrls to help prevent gimbal lock.
    A visibility attribute is added to the parent ctrl. [Video]
  7. ‘Ik Fk Switch’ – Select where the ‘Ik Fk Switch’ attribute and other shared attributes are placed: [Video]
    • ‘switch_ctrl’ – Places them on a ctrl that follows the arm tip (default).
    • ‘proxy_attrs’ – places them as shared attributes (proxy attributes), on both the IK tip ctrl and the FK tip ctrl.
  8. ‘Switch Ctrl Offset’ – Position offset of ‘switch_ctrl’ from the ‘tip_jnt’.
  9. ‘Volume’ – Adds ‘Auto Volume’ and ‘Manual Volume’ attributes.
  10. ‘Pin Ctrl’ – Add a ‘pin_ctrl’ that constrains ‘mid_ctrl’ when activated. To activate this ctrl use the ‘Pin’ attribute on ‘mid_ctrl’.
    Use a ‘SpaceSwitch’ attachment on ‘pin_ctrl’ to properly use this feature.
  11. ‘Roundness’ – A cartoon feature that rounds the shape of the limb. The ‘Roundness’ attribute is added to the ‘switch’ ctrl.
  12. ‘Mirror Behaviour’ – Only affects mirrored nodes.
    • Unchecked – The IK ctrls of mirrored nodes will align with the world, meaning that both arms will move and rotate in the same direction (default for legs).
    • Checked – The IK ctrls of mirrored nodes will mirror orientations, meaning that both arms will reflect each other (default for arms).
  13. ‘IK Twist’ – The attribute ‘Twist’ is added to ‘ik_tip_ctrl’, giving you another control over the IK chain twist.
  14. ‘Stretch’ – The attributes ‘Auto Stretch’ and ‘Manual Stretch’ are added to ‘ik_tip_ctrl’ for control over the arm length.
  15. ‘Toggle Pole Vector’ – The attribute ‘Toggle Pole Vector’ is added to ‘ik_tip_ctrl’, which can turn off the pole vector constraint.
  16. ‘Soft IK’ – The attribute ‘Soft Ik’ is added to ‘ik_tip_ctrl’, which helps fix the ‘pop’ in the animation when the IK chain gets fully extended.
  17. ‘Auto Clavicle’ – (As of version 1.05.00) Enables automatic rotation of ‘base_jnt’ based on ‘ik_tip_ctrl’ movement.
    Add attributes ‘Auto Base X Mult’ and ‘Auto Base Z Mult’ to the ‘ik_tip_ctrl’.Values of 0.2-0.4 are recommended for those attributes.
  18. ‘Ctrls Translate’ – If checked, animators will also be able to translate the FK ctrls.
  19. ‘Ribbon Joints’– How many skinning joints each ribbon will have (total x2; upper ribbon and lower ribbon). [Video]
  20. ‘Ribbon Twist’ – Allow the ribbon joints to twist. Turn this off for creatures with external skeletons, such as spiders, or for characters wearing rigid armor.
  21. ‘Ribbon Micro Ctrls’ – Add a ctrl for every ribbon skinning joint. [Video]
  22. ‘Bezier Ctrls’ – Add ctrls that deform the ribbons like a Bezier curve. [Video] 
  23. ‘Bezier Ctrls Offset’ – Position offset of the Bezier ctrls from the joints chain.

Connections:

  • ‘Root Input’ – Drives the ctrls of this node except the ‘ik_tip_ctrl’ and the ‘ik_pv_ctrl’. Usually driven by the spine node.
  • ‘IK Tip Input’ – Drives the ‘ik_tip_ctrl’ and the ‘ik_pv_ctrl’. Separate from ‘Root Input’ because we often want the IK ctrls to move with the ‘Base’ node.
  • ‘Root Output’ – An output at the ‘root_jnt’ (shoulder).
  • ‘Tip Output’ – An output at the ‘tip_jnt’ (hand).

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

Updated on May 13, 2026

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