I’ve run into an issue with the Up Roll setup.
The left and right arms/legs are not behaving consistently. With the same input and setup, the right side rotates significantly more than the left side. I was expecting both sides to produce identical deformation and roll behavior.
I’ve double-checked that the guide placement and build settings are the same for both sides, but the issue still persists.
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maybe your blueprints.ma is screwed. Sometimes this happens when extra translation values are introduced, and the blueprint rig doesn’t usually clean that up.
Try to delete the right side of the blueprint skeleton, and have it rebuilt automatically by the blueprint rig from mirroring.
I followed the steps you mentioned, but unfortunately the issue still persists.
To rule out any template-specific problem, we also tested the default templates:
- Base Human
- Base Dog
- Base Horse
All of them show the same behavior—the right side Up Roll rotates more than the left side.
We’re running Maya on Linux, so I’m wondering if this could be platform-specific.
The UpRoll attribute is the only thing that is different?
On Base Dog I didn’t see an Up Roll, which attribute did you test there?
Generally that Up Roll attribute is really just a direct connection into the ikHandle’s twist. So maybe it’s some maya differences
Which Maya version are you in?
For the BaseDog template, the attribute is called ‘Leg twist’ (using the DogArmLeg puppet module). For the human puppet, the equivalent attribute is ‘Up Roll’.
We are currently using Maya 2026.1
ok, so I found the issue on the LegTwist on the dog. And it’s a straightforward fix actually.
But I could not find that on BaseHuman and BaseHorse, can you send me screenshots where/how that issue is happening there? And tell me which template versions and also the puppet leg/versions
Unfortunately we don’t have permission to take screenshots
We’re currently using:
BASEHUMAN
- Template Version: v53
- Leg Module Version: v42
I also tested Leg Module v44, and it looks like the issue has already been fixed there.
Could you please explain what is the fix for LegTwist issue on the Dog template?
the LegTwist is really just a simple attribute going into the twist attribute of the ik
And it thinks it’s degrees, but needs to be converted to radians. So just another multiply node that converts it to radians does the trick
I’ll have it fixed in the next version. But I don’t know yet when I’ll publish next version. So for the time being you can just fix it manually or with a script
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This is fixed now in v5.22
Only the dogArmLeg though - human and horse were already fixed in latest version. Looking at your previous message, you’ve used an older limb
@Gurpreet