A collection of scripts I made for character rigging in Maya.
Matrix Constraint: Constrains the destination node to the source node. Written with PyMEL and OpenMaya.
FKIK Switch: Automates the creation of the necessary connections for the result skeleton of a biped to be driven by both Forward Kinematic and Inverse Kinematic systems. Written with PyMEL.
Left Arm IK Stretch: Automates the creation of the necessary connections for the IK system to squash and stretch. Written with Cmds.
Left Foot Smart Roll: Automates various elements of a foot roll in order to assist with the animation of walk cycles. Written with Cmds.
Limb Matching: Creates a UI tool for matching the translation and orientation of FK limbs to IK limbs and vice versa in order to enable seamless animations when switching between systems. Written in MEL.
Ropify Jennifern: An mGear post-step script for the Jennifern character rig that sets up her spring rope leaves.
These gifs display an aim constraint component I scripted using the tools established within the modular rigging system used at Respawn Entertainment on Apex Legends. Given the proprietary nature of the tools, I cannot share the code. But these gifs should give an idea of how it functions. The first gif shows the component being created from scratch and creating a new bone. The second gif demonstrates that it also works when you select a pre-existing bone before excuting the script.

