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Skeleton > Validate Character
Module: zMayaUtils

This performs a number of checks on a character model to find common things that can cause issues. Detecting these early, before complex rigging is laid on top of a mesh, can save a lot of work later.

Usage

Select one or more meshes. Select Skeleton > Validate Character and click Apply.

A window will show the results. Most messages can be clicked to focus on the relevant nodes or components.

Scene requirements

All joints in the skeleton must have joint labels. Symmetric joints on the left and right side must have the same joint type, so they can be matched against each other.

Except for symmetry, joint types must be unique. Rather than setting all fingers to "Finger", set fingers to "Other" and give them a unique name in "Other Type". This allows reliably matching joints to each other without any heuristics.

All joints marked Left or Right are expected to be symmetric, with a matching joint on the other side. Joints marked "Center" are expected to be on the YZ plane. Asymmetric joints that aren't in the center should have their side set to None.

The character must be Y-up, facing positive Z.

The skeleton should be in bind pose when it's checked. A number of checks are performed to find unintentional deviations from the bind pose.

Mesh validations

Skeleton validations

If the mesh has a skeleton, these checks are performed. Note that most checks are only performed on joints that are bound to the selected mesh, and helper joints in the skeleton that aren't bound are ignored.