Created a Front-End UI for our rigging codebase to quicken prop creation.
Before this we had to use the native Script Editor in Maya to manually plug in chains, splines, and other processes. This UI greatly increased rigging's productivity and helped us meet very tight deadlines for several projects.
Masters - Our FK Chain system, you can control the whole chain from a master control or you can enable 'tweaks' and move each one by hand. Selecting multiple chains at the root creates multiple chains simultaneously.
Springs - Our Secondary Motion system, you can apply these to any FK Chain and the secondary motion system will automate. Very similar to mGear's chain system.
Breeze - Our 'wind' system, you can apply these to any mesh, then paint weights to get a smooth blend from root to tip. These settings are controlled by animators using a "Breeze_ctrl", usually located above a prop, or above character's heads.
IkSpline - Creates an IkSpline using the selected joints. Multiple parameters are required for our system to process (L/R... root joints... etc.)
Rivet - We have 2 types of rivets. A weight constrain attaches a joint to the weights of a vertex on a model, creating a parent constraint blended between the weights of the vertex on the skin weight mesh. A rivet attaches a mesh or joint to the surface of the mesh.
Extras - Rooster Teeth quick fixes, such as deleting rigs or creating Set Driven Key processes.