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The menu

The menu has two parts: a ring of commands around the click point, which you flick to, and a list under it for everything else. It is rebuilt every time it opens, from the first selected control, so it never offers something that cannot work on what you have selected.

The whole marking menu: the ring around the click point and the list below it.

The ring

The positions are fixed, so your hand learns them.

Direction Item On
↑ North Toggle Display ▶ — what this viewport shows any rig
↗ North-east Reset Translate any rig
→ East Reset ▶ — rotate, SRT, the Channel Box, all below any rig
↘ South-east Reset Scale any rig
↓ South Select child controls AM_Rig, with child controls
↙ South-west Select all controls AM_Rig
← West X-Ray ▶ — X-ray, joint X-ray any rig
↖ North-west Isolate any rig

The list

Item On
Space ▶ — the control's spaces, plus Add New Space, Space Renamer, Add Space Group any rig
Switch IK/FK / Switch IK/FK + Key AM_Rig limbs
Switch IK/FK [match relatives] / … + Key AM_Rig limbs with related parts
Mirror / Mirror all below AM_Rig
Flip / Flip all below AM_Rig
Settings ▶ — component setting, switch pose AM_Rig

What makes a control "AM_Rig"

A control built by AM_Rig carries an AmCtrl attribute, and that is what the menu checks. The extra items then appear only when the rig has what they need: IK/FK items on a control that knows its match nodes, all below items when the control has child controls, and so on.

Building rigs of your own? Making a rig work with it lists every attribute the menu looks for.

Two controls with the same name

If a selected control's short name is not unique in the scene, the menu still opens, and says so in the Script Editor: some commands work by name, and would not know which of the two you meant.

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