It’s been about three weeks since the initial release, and we’re pleased to deliver our first update. You might be wondering how often UZURIG will be updated—rest assured, we plan at least one release per month, and any critical bugs will be addressed in separate, off‑schedule releases. If you’re interested, please give UZURIG2 a try!
Changes
Core
Added Maya 2026 support.
Added Rotate Order support: fixed an issue where bones with a non‑default rotate order did not behave as intended.
Replaced
addDoubleLinear
/multDoubleLinear
withuzuWeightedSum
to maintain compatibility with older versions while supporting Maya 2026.
Ctrl Shape / Axis Editor
Introduced a tool for editing controller shapes and axes, making it easy to duplicate shapes and mirror them left‑to‑right.
SetupTool
Module item reordering: drag items with the middle mouse button to reposition them freely.
Module item duplication: clone a configured module to its counterpart with minimal adjustments.
Module type selection window now toggles descriptions between English and Japanese (full UI localization to follow in a future release).
Exposed the
is_module_convert
flag in the UI—disable it for rigs (e.g. hair setups) that don’t require conversion from joints to controllers, reducing bake time.Improved error reporting when an incorrect joint count is specified: you’ll now see exactly which module’s bone count is wrong.
Modules
leg_ik: fixed missing toe‑controller issue.
arm_ik / leg_ik: corrected an axis‑correction feature that was not functioning properly.
body_spine_ik_01: added hierarchical FK controllers; IK and FK can now be blended.
spline_ikfk_01 / mspline_ikfk_01: introduced stretch‑and‑squash functionality based on movement.
Sample Rig Scene
The sample rig scene has been bumped to version v2 and rebuilt with this update.
Other Changes
Adjusted controller axis orientations so that arm, leg, shoulder, and finger FK controllers now move symmetrically left and right.