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2022-01-09Rigify: enable the split toe option by default in metarigs and samples.Alexander Gavrilov
2020-12-08Rigify: support choosing widgets out of a list in super_copy and pivot.Alexander Gavrilov
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.
2020-11-24Rigify: Fix T78463: better support unguligrade animals (horse) setup.Demeter Dzadik
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
2020-05-18Fix T54100: Rigify: bad face parenting in horse metarig.Alexander Gavrilov
2019-11-02Rigify: switch the human metarig from simple_tentacle to super_finger.Alexander Gavrilov
For better compatibility, support the Tweak layer assignment in super_finger for the detail controls, and allow changing the B-Bone resolution.
2019-10-25Rigify: assign a more reasonable B-Bone display size in metarigs too.Alexander Gavrilov
2019-10-15Rigify: implement FK controls for basic_spine with an option to disable.Alexander Gavrilov
All metarigs are updated to use split spine components, as super_spine is deprecated and won't generate FK controls for backward compatibility.
2019-09-15Rigify: convert the palm rig and support controls for both sides.Alexander Gavrilov
2018-09-07Merge branch 'master' into blender2.8Campbell Barton
2018-09-07Cleanup: trailing spaceCampbell Barton
2018-08-22rigify: Fix bad rename from previous commit fe90ef2Ines Almeida
Reason for rename is that 'set' is a python builtin data structure.
2017-07-26Rigify 0.5: small fixes on cat and wolf metarigsLucio Rossi
2017-07-24Rigify 0.5: new features, Animation Tools and Quat/Euler converterLucio Rossi
small fixes & UI improvements
2017-06-08Rigify 0.5 metarig fixes, advanced generation options, code cleanupLucio Rossi
2017-06-01Rigify 0.5 general maintenance and bug fixingLucio Rossi
2017-05-14Rigify 0.5 with legacy modeLucio Rossi
2016-07-20Rigify updates and fixesCampbell Barton
D2114 by @icappiello Sanitize float rounding error
2014-09-26Rigify: new additions from PitchiPoy Animation Productions.Nathan Vegdahl
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!
2013-03-01Rigify: significant upgrade to arm and leg rigs, and misc changes/bugfixes.Nathan Vegdahl
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.
2013-02-16Rigify: updated naming schemes for control bones.Nathan Vegdahl
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.
2013-02-15Bunch of bug fixes.Nathan Vegdahl
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.
2012-01-01set as pep8, only minor editsCampbell Barton
2011-06-19Rig layers can now be organized into rows by the user, for nicer layout.Nathan Vegdahl
2011-06-19Rigify: users can now specify layer names in the metarig armature properties.Nathan Vegdahl
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.
2011-06-15Rigify: new spine rig!Nathan Vegdahl
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.
2011-06-01Rigify: fixed bug in default human metarig that caused generating to fail.Nathan Vegdahl
2011-05-15Rigify: added a 'copy_chain' rig type.Nathan Vegdahl
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'.
2011-03-13Rigify:Nathan Vegdahl
- 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.
2011-02-24Added foot side-to-side-rocking metarig construct to the default human metarig.Nathan Vegdahl
2010-11-17Adding the Rigify addon to svn.Nathan Vegdahl