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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
  • CA Nodes
  • CA Fingers

CA Fingers

Creates cartoon fingers with control over the number of fingers and each finger joints count.

Guides:

  • ‘Sub Parent’ – Helps move all the guides together. This guide’s position is not used by the rig.
  • ‘Aim Guides’ – Each finger joints positions, starting at the metacarpal and ending at the fingertip.
  • ‘Direction guides’ – If the attribute ‘Along Direction Guide’ is checked, the finger zeroed pose will align it along this guide’s orientations.

Attributes:

  1. ‘Single Side Guide’ – For some Aim Guides, the ‘side_vector’ (twist) is locked and driven by a single ‘side_vector’, which keeps the orientation consistent. Uncheck this attribute to unlock them if you need more control over the twist. Re-template is required when changes are made. [Video]
  2. ‘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] 
  3. ‘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]
  4. ‘Along Direction Guide’ – When checked, the zeroed pose of the fingers will be along the orientations of the direction guides. [Video]
  5. ‘World Orientation’ – The world axis the ctrls will align with when zeroed. Usually, this attribute’s default value is the correct value. [Video] 
  6. ‘Expose RotateOrder’ – Exposes all the ctrls ‘RotateOrder’ attribute in the Channel Box. [Video] 
  7. ‘Fingers Count’ – The number of fingers to create (default is 4).
  8. ‘Fingers Jnts Count’ – Number of joints/guides per finger (default is 5); includes metacarpal joint.
  9. ‘Thumbs Count’ – The number of thumbs to create (default is 1). Thumbs behave differently than fingers.
  10. ‘Thumbs Jnts Count’ – Number of joints/guides per thumb (default is 4).
  11. ‘Ctrls Translate’ – If checked, animators will also be able to translate the FK ctrls.
  12. ‘Scale Fix Jnts’ – Add extra skinning joints that do not scale with their ctrl, this prevents scaling vertices behind the joint in the wrong direction.
  13. ‘Master Ctrl’ – Create a master control that animates all the fingers when rotated and scaled.
  14. ‘Master Ctrl Offset’ – Position offset of the ‘master_ctrl’.

Connections:

  • ‘Root Input’ – Drives all the fingers/thumbs.
  • ‘Root Output’ – Output at ‘Root Input’

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

Updated on May 13, 2026

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