So I wrote this years ago and have a support case with autodesk to figure out how to update it to the bone system of 2018, since there is a name conflict with needing a pelvis bone which is what prompted me to post the script before I see hundreds of copies of. It is really useful script that allows for skipping painting of weights. In maya 2008 it scales to the size of the model so I have to figure out or have autodesk figure out what is and is not supported in 2018, but it is c++ and ada that runs as a mel script to create a skeleton system and fk ik switch with skin weighting in maya 2008. It uses the source command so while I know what it does I always recommend that before people simply toss unknown scripts run through them, and sorry it is object oriented code, so functions drive functions with parameters like in c++, which means that most of it if you are not technical is going to just be a wall of text. So as I paste the code into the blocks of text I realize it might take hours to paste in all the blocks of code used it is faster to link to the files I tossed up on my website. It has been a while since I had to paint weights which is what really initally drove me to write parts of this then one of my professors that worked at Industrial Light and Magic gave us the internal naming convention for the mocap rig that is used in motion builder and attempted to rebuild what he had used. He did not understand how code worked very well just what it was supposed to do. So the redrawskeleton in maya 2008 builds a skeleton at the right height based on the mesh the locator is at the pivot point so if the mesh is at the top of the head put the pivot point at the top most vert of the mesh or just below it. http://vasdrakken.com/Aeromancy/CharacterRigs/redrawskeleton.mel then with a copy in local memory of setupRigGui.mel you can source the setupRigGui. It writes out to the script editor and to text file for debugging. I hate debugging so it was necessary. http://vasdrakken.com/Aeromancy/CharacterRigs/BS_setupRigGui.mel http://vasdrakken.com/Aeromancy/CharacterRigs/BS_bindSkin.mel http://vasdrakken.com/Aeromancy/CharacterRigs/BS_cleanRig.mel http://vasdrakken.com/Aeromancy/CharacterRigs/BS_connectMocap.mel http://vasdrakken.com/Aeromancy/CharacterRigs/BS_connectRig.mel http://vasdrakken.com/Aeromancy/CharacterRigs/BS_createBasicRig.mel http://vasdrakken.com/Aeromancy/CharacterRigs/BS_createIcons.mel http://vasdrakken.com/Aeromancy/CharacterRigs/BS_createIntRig.mel http://vasdrakken.com/Aeromancy/CharacterRigs/BS_createMainSkels.mel http://vasdrakken.com/Aeromancy/CharacterRigs/BS_getNodeNames.mel http://vasdrakken.com/Aeromancy/CharacterRigs/BS_iconCreator.mel http://vasdrakken.com/Aeromancy/CharacterRigs/BS_listNodeNames.mel http://vasdrakken.com/Aeromancy/CharacterRigs/BS_mainGuiPanels.mel http://vasdrakken.com/Aeromancy/CharacterRigs/BS_skelCreator.mel http://vasdrakken.com/Aeromancy/CharacterRigs/IconFix.mel http://vasdrakken.com/Aeromancy/CharacterRigs/IconFix2.mel http://vasdrakken.com/Aeromancy/CharacterRigs/IconFix3.mel http://vasdrakken.com/Aeromancy/CharacterRigs/bindHold.mel http://vasdrakken.com/Aeromancy/CharacterRigs/bindOpen.mel working directory http://vasdrakken.com/Aeromancy/CharacterRigs