Age | Commit message (Collapse) | Author |
|
|
|
Register the most generic widgets in the list and add a few more.
Use it to assign a nicer looking shoulder widget in human metarigs.
|
|
Add support for 5 bone chains to the limbs.paw rig.
Implement a new limbs.rear_paw rig, which provides a three bone IK
mechanism designed to keep the first and third bones nearly parallel
by default (based on a YouTube video by @Pieriko as suggested by
@icappiello).
Implement a limbs.front_paw rig with automation that aims to
keep the angle between second and third bones mostly stable
by default (has influence option), as suitable for front paws.
The horse and wolf metarigs are updated to use these new rig
types, with the horse rig further overhauled by @icappiello.
Maniphest Tasks: T78463
Differential Revision: https://developer.blender.org/D8496
|
|
|
|
For better compatibility, support the Tweak layer assignment
in super_finger for the detail controls, and allow changing
the B-Bone resolution.
|
|
|
|
All metarigs are updated to use split spine components, as super_spine
is deprecated and won't generate FK controls for backward compatibility.
|
|
|
|
|
|
|
|
Reason for rename is that 'set' is a python builtin data structure.
|
|
|
|
small fixes & UI improvements
|
|
|
|
|
|
|
|
D2114 by @icappiello
Sanitize float rounding error
|
|
PitchiPoy Animation Productions is sharing its custom rig types
with the Blender community at large. The new rig types all start
with "pitchipoy." and are used in PitchiPoy's productions.
Of particular interest is a face rig type for auto-rigging faces.
Other rig types include:
- Tentacles
- Fingers
- Arms/Legs
- Spine/Torso
Many thanks to PitchiPoy for their hard work and for sharing this back!
|
|
Arm/leg rig upgrades:
- Arms and legs no longer scale with their parents, which was
problematic when e.g. the torso of a character did
squash-and-stretch causing the arms/legs to distort and shear.
- Squash-and-stretch for both FK and IK rigs.
- Rubber hose controls.
Misc changes/bugfixes:
- Rigify now locks all pose transforms for non-control bones
automatically.
- The README file now correctly reflects the new rig-type API.
- Scrubbed the code for unused variables and imports.
- PEP8 cleanups.
|
|
This required changes to both the default human metarig and some of
the rig types. This updates the naming scheme to match new
best-practices, as per the CGCookie Flexrig.
|
|
The biggest fixes relate to keeping ID data modification out of
draw methods. This was breaking Rigify with the current API.
Secondary fix was to move widget meshes to match the bones, even
if the widget meshes already exist. It's nice for when the user
is progressively tweaking the metarig.
|
|
|
|
|
|
The layer names are then used in creating the custom rig layer UI. This is
useful for users that do not want to--or do not have the knowledge to--edit
the generated python script by hand. It is also handy even for more advanced
users when regerating the rig over and over (which over-writes the script
and any hand-made edits).
Also misc bug fixes in some of the rig types.
|
|
This rig replaces the old spine rig, and has a super-set of the old spine's
features. The main new features are:
1. A separate over-all control for translation. Due to the pivot slide
feature of the spine, it didn't really make sense to have one of the
spine bones be the control for translation, so I broke that out
into a separate control. This control also acts as a root of the
spine in general, including for scaling and rotation. If you
want to grab the entire spine as one unit, this is how to do it.
2. The spine can now have more than two control bones. The rigger
can specify an arbitrary number of the spine bones to be
turned into controls upon rig generation.
Controls that are not at the end points of the spine
are optionally (via an animatable switch) auto-rotated by the
the end point controls, so animators can ignore them when they
do not require that level of control.
|
|
|
|
This is useful for bone chains that need their parent-child relationships
preserved exactly. For example, bbone chains, and chains that users want to
use auto-ik on.
Also moved the 'copy' rig type to the basic collection. This will break
some existing metarigs, but it is very easy to fix. Just change the 'copy'
rig type on bones that use it to 'basic.copy'.
|
|
- Flipped the roll values on the default human metarig spine and neck. This
makes bending the rig forward have a positive rotation value, and bending
back have a negative one. More in line with user expectations.
- Improved get_pose_matrix_in_other_space() to account for bones with
"inherit rotation" and/or "inherit scale" turned off.
- Added a text file giving credit to people who have contributed to Rigify
financially or otherwise.
|
|
|
|
|