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Auto Rigging Tool - Maya Python

You can create the full body fk all at once after creating locators and joints. You can create individual ik limbs and the switches for each limb  as well as the ability to add a stretchy attribute. In a separate tab is where you can find an easy skinning execution point. The last tab has buttons that can be used to either move an fk limb position to the ik counterpart position or vice versa. 

Auto Constrain Weapon Tool - Prop to Left or Right Hand

This tool will first create a global control that will house the attribute for keying the prop constraint on and off. After typing in the name of the object, you can use the buttons to easily manipulate the newer controller size in the viewport, it will also auto-parent to the root control on the character in the scene. Next, it will search for a rig on the selected object (selected prop object) and create a basic rig with a joint and controller for any unrigged mesh, in this case an axe. Then the user can choose between constraining to the left or right hand!

mGear Integration Tool

I created this tool to speed up my workflow when it comes to adding a rig element or chain from mGear into an existing rig. The tool handles renaming, moving the global controller automatically, and adding the new joints to the closest identified skin clusters. 

Easy Control Vertex Point Shape Manipulation Tool

Visually changes the controller shape by manipulating the control vertex points only. Used for NURBS curve controllers.

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