Age | Commit message (Collapse) | Author |
|
|
|
|
|
With those changes the addon is working in some functional state.
Thus I'm bumping its version to 2.80.
TODOS:
* Handle collections (put all the new objects in a collection).
* We should also replace the old WGT_LAYERS with subcollections.
* Move toolshelf operators out of there (make tools or move to sidebar).
|
|
|
|
|
|
|
|
|
|
|
|
|
|
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.
|
|
|
|
|
|
|
|
|
|
|
|
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.
|
|
|
|
Matrix().Scale --> Matrix.Scale
|
|
- 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.
|
|
Moved operator registration for rig UI into the register function. Not
really necessary, since the generated script doesn't act as an addon. But
it keeps everything in one place.
Also added an unregister function for absolutely no reason.
|
|
Clean-up of the IK/FK snapping code. Should be much more maintainable now.
Also changed rig id generation. Rig id's now consist of a random
alphanumeric string 8 characters long, with the smallest 8 digits of seconds
since the epoc (in hex) at the time of rig generation appended on the end.
This results in a 16-character string that is ludicrously unlikely to
have any collisions between rigs. 36^8 * 16^8, with the 16^8 being very well
distributed over time. Ah... paranoia.
|
|
- Added IK/FK snapping (both directions) for legs.
- Cleaned up another operator so that it works with undo.
- PEP8 cleanups.
|
|
Also cleaned up how some of the operators work. They weren't playing nice
with undo.
|
|
So far just IK->FK for biped.arm.
|
|
|
|
|