a rig in a couple of minutes, on a clean character or over existing animation
EOV Rig Helper gives you a rig in a couple of minutes, in two cases: a clean character with no rig at all, and existing animation that needs fixing when mocap, FBX or someone else's rig won't let you. The animation moves into the controls frame for frame, so nothing shifts until you change it. When you're done, bake it back onto the bones and the rig is gone.
Knees and elbows stop popping. Mode says what kind of animation you're making. Hard suits most work: frames are hard, the control sits exactly on the joint, and you soften single frames and ranges yourself with Soft frames. Soft is for a viscous world, like gym mats or the Moon: everything is soft from the start and only the hits stay hard.
The hardest place in a character animates as simply as a leg. Create Spine puts a point on every joint and a lever on every bone. The bones can be both moved and rotated, and they don't stretch. A point tilts its bone, a lever turns the bone around its own axis, and several points under Rotate curl a whole piece of the spine.
Ctrl+click puts the rig on exactly the selected bones: just the neck and head, or a piece of the lower back. That rig rides on the joint above it, so nothing is left hanging in the air when the pelvis squats or tilts.
Riggers often hide the bones and lock their channels. Select a root and press Open Skeleton: every joint under it shows up with its channels free. Close puts everything back as it was. The rig's controls and geometry aren't touched unless they share the same layer.
The Center of Mass fold measures the character by its meshes and shows its centre of mass as a yellow ball right in the viewport. Its shadow on the ground takes the colour of the support: green while the centre is over the feet, red outside them, white in the air. You see at once whether the character stands or falls, and where a punch throws it off balance.
Things in the hands, a sword or a stone, pull the centre by their mass: select the thing and press Add Item, and Drop lets go of it on the frame you pick. Draw Trail draws a live trail of the centre: a dot per frame, blue before the current frame and pink after it, redrawn by itself after every key you change. It checks a jump against real gravity, floaty or heavy. One scene can hold several characters, each with a centre of mass of its own. A scene with a centre of mass plays without the tool: it is built from Maya's own nodes.
Select the pelvis and press Animate Center of Mass: magenta rings appear on the centre of mass. Move and turn them, key them, and the whole character follows as one piece, turning about its centre of mass. That is how a jump goes higher, a flip turns further, and the body moves aside without touching the pose.
A live trajectory of the centre redraws after every key, and its points can be dragged with the mouse. When you like the motion, To Pelvis bakes it into the pelvis keys with any rigs on the character, and the spine, arms and legs are fine-tuned with the tool's rigs from there.
In the air only gravity acts on a body, so its centre of mass flies along an even parabola. Pick the jump's frames and press Ballistic Curve: a curve of three points appears, take-off, top and landing. Snap puts the centre of mass on it on every frame of the flight, and the pose doesn't change. Drag the top and the jump goes higher or lower; move the landing and the whole animation after the jump goes with it, with no foot sliding. The curve shows its own gravity, and Real g puts the top where gravity is real, 9.8.
Select thigh, shin and foot (or upper arm, forearm and hand) and press Create IK. Mocap bones, FBX joints and plain transforms all work, as long as they form a chain. Create FK works the same way, and the same buttons switch a rig between IK and FK with the pose kept. Stretch goes on and off for the whole animation without a jump. Character presets remember the chains, so one selected bone is enough from then on.
The character has its own IK, but the control lacks a space? Over a rig lays our controls over theirs. To Selected puts a control on a weapon, the head or the other hand for the whole animation, and the animation doesn't change. World brings it back.
A bone, a control of someone else's rig, a prop, a camera. Proxy moves the animation onto a locator, Proxy Offset lets you place it first, on a door's hinge for example, Proxy Orient takes the rotation only, and Proxy Layer gives you a free locator whose keys add on top of the animation.
Bake & Remove writes the result back into the source objects: on every frame, or only where keys were before the rig, so the curves stay light. Discard Rig takes the rig off without baking and returns the original animation. Every action undoes with one Ctrl+Z, and rigs live in the scene itself.
It doesn't remove the constraints of someone else's rig: Create IK won't take bones that rig drives, which is what Over a rig is for. It won't take a bone on an animation layer, and it tells you why. Create Spine refuses a bone with an animated length. The spine has no Space, because its points depend on each other. A rig from the pelvis (Hips) doesn't carry other rigs: for a squat, start it at the first vertebra.
The centre of mass rings go only on a character fully on FK: take our rigs off the pelvis and everything under it with Bake & Remove first. The body follows the rings as one piece, feet included: this is not a physics solver, balance and ground contacts are yours to set.
Baking "keyed frames only" doesn't keep edits between the source keys exactly. When you need exact, bake on every frame.
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.
What's new since 0.1.2.
Centre of mass. The Center of Mass fold measures the character by its meshes and shows its centre of mass as a yellow ball, with a shadow on the ground in the colour of the support: green over the feet, red outside them, white in the air. Things in the hands pull the centre by their mass, and Drop lets go of them on the frame you pick. Draw Trail draws a live trail of the centre: a dot per frame, blue before the current frame and pink after, redrawn by itself after key edits; a jump is checked against real gravity. Several characters in one scene, each with its own centre. The Setup window keeps the body mass, the up axis, the ground height, the materials of things and presets.
Centre of mass animation, as in Cascadeur. Select the pelvis and press Animate Center of Mass: magenta rings appear on the centre of mass. Move and turn them, key them, and the whole character follows, turning about its centre of mass. A live trajectory of the centre redraws after every key, and its points can be dragged with the mouse. To Pelvis bakes the motion into the pelvis keys with any rigs on the character, Discard removes the rings without baking.
A ballistic curve for jumps, as in Cascadeur. Pick the jump's frames and press Ballistic Curve: take-off, top and landing. Snap puts the centre of mass on the curve on every frame of the flight. Drag the top and the jump goes higher or lower; move the landing and the animation after the jump goes with it, no foot sliding. The curve shows its own gravity, Real g makes it real.
Manual and lesson. New step-by-step sections, "Center of mass animation" and "Ballistic curve": what to select, what to press, what you get, with screenshots and diagrams. Window screenshots are now shown at their real size. A video lesson, "Center of mass", in English and Russian.
Checked in Maya 2019, 2022 and 2025.
What changed since 0.1.1.
Fixed: after Bake & Remove an object could stand still. If an object had a single key on its channels before the rig, say a magazine under a Proxy locator, Bake & Remove wrote the right keys, but Maya kept showing it in one pose on every frame, so the magazine just rode along with the weapon. Reopening the scene brought the motion back. Now the object moves right away, and one Ctrl+Z still undoes the whole bake.
Checked in Maya 2019, 2022 and 2025, and on the scene where it was found.
What changed since 0.1.0.
Swap in the Space row. When a control rides on the wrong one, say the hand follows the magazine while you meant the magazine to ride in the hand, select the two and press Swap. They change places, both animations stay as they were on every frame, and one Ctrl+Z undoes it. To Selected the wrong way round no longer just refuses: it tells you to press Swap.
Fixed: Bake & Remove froze a riding control. If a hand rode on a Proxy locator and Bake & Remove took all rigs, the locator could go first, and the hand froze in the pose of the current frame. Now controls that ride on a rig go back to the world before that rig is removed, with their animation kept. The order of the rigs no longer matters, and switching IK to FK under a riding control is safe as well.
The Space label has its own line now, so the name of what the controls ride on is readable again. The manual has a part on Swap.
Checked in Maya 2019, 2022 and 2025.
First public version, still being tried out.
A rig in a couple of minutes, on a clean character or over existing animation: soft keys with the Hard / Soft switch, a rig for the spine and bone chains that moves and rotates bones with no stretch, and Open Skeleton for bones a rigger hid. Also IK and FK on arms and legs, IK over someone else's rig, control spaces, stretch without a jump, Proxy locators, character presets and hotkeys.
Checked in Maya 2019, 2022 and 2025. The archive holds the manual in English and Russian and a ready line for a shelf button.