The pkrig node graph started as a little side feature — just a way to see the build script. Somewhere along the way it turned into the tool I actually reach for first.
Same rigs as before, just a lot friendlier to build. A modular, node-based UI that lets riggers build rigs visually instead of hand-editing scripts. The legacy path still works — a Python build.py run against the exported data — but the node graph builds the same rig by wiring components and exported data on a canvas.
What the graph gives you
- Rigging component nodes — every rig component is a node, and you wire connections instead of assigning parameters. Far friendlier for riggers.
- Data nodes — all exported data (control curves, skin, blend shapes, attributes) loads back in through dedicated import nodes.
- Python script nodes — custom rigs are still fully supported through a Python script node, with autocomplete against the live, already-built rig nodes.
- Searchable input / output attributes — on a complex graph you connect by typing; attributes are searched and ranked, so you never hunt for the right socket.
- Container node — group related nodes into titled backdrops to keep large graphs organized and readable.
Follows on from the first end-to-end node-graph build and the earlier pkrignode demo.