joint size in Maya in one click: whole skeleton, locked radii, driven joints x2
EOV Joint Size is a free tool for Maya that sets the size of your joints in one click. Select any joint of the character, press a button with a number, and the skeleton stops hiding the model. Only the way joints are drawn in the viewport changes; the animation and the rig stay as they were.
Opening someone else's rig and not seeing the character behind the joint spheres happens all the time. Scenes come in different units, rigs are built by different people, and a radius that is fine in one file turns a hand into a ball of spheres in another. Fixing it by hand - select the hierarchy, unlock the radii, type a number, lock them back - is slow, and in a reference Maya won't even let you unlock them.
Select anything in the skeleton: the root, a hand, a finger. The tool climbs to the top joint by itself and changes the whole skeleton down to the fingertips; groups between joints, as in a rig, do not stop it. A selected group or mesh means the joints inside it. Nothing selected means every joint in the scene.
The 25, 50, 75 and 100 buttons set the radius at once. Right-click a button to type your own value: a character in centimetres wants one set of radii, small props another. The values are remembered for every Maya version, and the factory ones are one menu item away.
When you want a size by eye rather than a round number, drag the slider and the whole skeleton follows live. The scale is not even, it runs from 0.01 to 1000, so it works the same in a scene with a radius of 0.5 and in one with 100. The field next to it takes any number.
The By bone length checkbox gives every joint its own radius, by the length of its bone. A bone of median length gets the number on the button; fingers get thinner, the thigh gets thicker. It stays between a quarter and four times that number, so twist joints do not vanish and a long bone does not swallow the character.
The Highlight driven checkbox doubles the radius of joints the rig moves: constraints, IK, driven keys, math nodes, expressions, pairBlend, a matrix in offsetParentMatrix. Plain keys, animation layers and character sets do not count. The difference holds on every click and drag, and Select driven joints selects them for a closer look in the Outliner.
A locked radius is unlocked, set and locked back, references included, where Maya itself won't lift the lock. Every click and every slider drag is one Ctrl+Z, and the whole skeleton comes back at once. The footer of the window sums it up: how many joints changed, how many were locked, how many were skipped.
It does not touch the animation, joint orient or the rig - only the Radius attribute. It skips a keyed radius or one with an incoming connection: Maya would put its value back anyway, and the footer counts them. It does not recolour joints - the colour would stay in the rig. It does not change Maya's global joint size (Display - Animation - Joint Size), only the radii.
Free for personal and commercial use. No registration, no limits, no ads. Every release stays available, so you can always go back to an older build.
First public release.
You open someone else's rig and can't see the character: the hands are balls of spheres, the knees are hidden in globes. Fixing it used to mean selecting, unlocking, typing and locking radii back - now it is one click.
Installs by dropping one file into the Maya window - once for every Maya 2019-2026, checked in 2019, 2022 and 2025. Manual in English and Russian. Free, MIT.