AZ Clock Auto Rig
Point the tool at the parts of a clock and press one button: the body, the hands and the pendulum are skinned, get controls and start ticking from the timeline.
- Rigging
- Version 0.8.0
- Maya 2023 – 2027
- Windows
- Free
What it does
A clock is a body, two or three hands and often a pendulum. AZ Clock Auto Rig turns those meshes into a finished rig: every part is rigidly skinned to its own joint, gets a control, and a time expression turns the hands and swings the pendulum from the timeline.
Every part is optional. Build a wall clock without a pendulum, a lone pendulum, hands without a body, a stopwatch with only a second hand. The rig only gets the controls and settings of the parts that are really there.
Workflow
- Pose the model at 12:00: both hands pointing up, the pendulum hanging straight down. That pose becomes the zero pose.
- Put each moving part's pivot on its axis: the hands on the clock axis, the pendulum on its suspension point. Parts turn around their local Z axis.
- On the Build tab, select body, hour, minute, [second], pendulum in that order and press Fill From Selection, or use Pick per field. Clear any part you do not need.
- Dial, glass or other case pieces outside the body hierarchy go to Extra body geometry.
- Press BUILD RIG + SKIN. With Verify vertex motion on, the tool moves every control and checks the real vertex positions; a failed check rolls the whole build back.
- On the Settings tab set the start time, the speed, the tick and the pendulum, then press Play.
The window
- Rig
- Every AZ Clock rig in the scene, found through its source links, plus <New Rig> for a clean form.
- Build
- Body, Hour, Minute, Second and Pendulum, each with Pick and Clear; Fill From Selection; Extra body geometry; BUILD RIG + SKIN with vertex-motion verification.
- Settings
- Live attributes of MASTER_CTRL, only those the rig has: start time and Clock Speed with 1x / 60x / 600x presets and Set From System Clock, ticking or sweeping hands, second-hand motion and tick step, pendulum amplitude, speed and phase, start frame, global scale and control display.
- Tools
- Select any control, FPS check with Update FPS, Check Rig with a log.
- Footer
- Select MASTER, Play / Stop, Check, Delete.
How it works
- Rigid skin, not constraints. MASTER_CTRL drives body_CTRL, which drives the root joint the case is skinned to. Each hand and the pendulum is skinned 100% to its own joint, turned by an AUTO group plus its control.
- A stateless expression. The angles are computed from the frame number alone, so scrubbing, playblasts and batch renders always agree. Constant Clock Speed is a timeline multiplier; for variable speed, key Clock Time Offset or the hands' own Rotate Z.
- Controls that read at 12:00. Hands get nested arrows of different length, width and colour on separate depth layers, so they never share a line when they overlap. MASTER_CTRL lies flat at the world origin and moves, rotates and scales the whole asset.
- Safe on existing scenes. Original names, parents, materials and history stay. Unrelated skins and animation are never touched; a rebuild replaces only this tool's own rig.
- No plug-ins. Joints, skinClusters, curves and one expression: the rig opens in any Maya without AZ Tools installed.
Good to know
- Clock Speed starts at 1, real time: the hour and minute hands barely move. Set 60 or 600 for a visible preview.
- Scene FPS is stored at build time. After changing the frame rate, press Update FPS.
- Meshes must be unskinned, not referenced or instanced, and free of incoming transform connections. The build stops and says what is in the way.
- Turning an automation off returns its contribution to zero; it is not a pause button.
Availability
AZ Clock Auto Rig is a free product of AZ Tools, in the Rigging category: every registered account can install it from the AZ Tools Manager. The rig itself is plain Maya, so scenes open anywhere.
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