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2022-08-09Cleanup: fix typos in blender addonsBrecht Van Lommel
Contributed by luzpaz. Differential Revision: https://developer.blender.org/D15646
2022-07-10Rigify: make uniform limb scaling optional and hide the constraint.Alexander Gavrilov
Since this feauture is likely only useful for some cartoon-style characters, make it optional. Also, move the copy scale constraint from the IK control to a new child bone; additional complexity is mitigated by being optional.
2022-06-03Cleanup: remove <pep8 compliant> commentCampbell Barton
This is no longer necessary, see: T98554.
2022-02-11Rigify: allow aligning IK control location channels to world space.Alexander Gavrilov
For IK controls that move freely in space without being tied to a parent it makes sense to align the location channels to world (or root), while keeping rotation channels aligned to the limb end orientation. Blender already has a Local Location parenting option for this very use case, but Rigify wasn't using it. This adjusts the switchable parent mechanism so that the option works as intended, and provides a Rigify option that controls its value for IK controls. Note that now it is possible to enable the Local Location option directly on the control bones after generation and it will work correctly - it is not required to enable IK Local Location.
2022-02-11File headers: use SPDX license identifiersCampbell Barton
See T95597
2022-01-14Rigify: minor tweaks.Alexander Gavrilov
- Clear the IK toe control animation in the relevant operator. - Allow changing the euler order of finger master control via metarig.
2022-01-11Rigify: refactor leg to make modifying the foot roll mechanism easier.Alexander Gavrilov
2022-01-09Rigify: support separate IK and FK controls for the toe.Alexander Gavrilov
Currently the leg rig tries to share one control between IK and FK modes, which looks as a nice optimization at first, but makes it impossible to IK/FK snap correctly if the IK foot is rolled forward. This commit adds an option to generate separate toe controls.
2022-01-03Rigify: use Aligned inherit scale in the limb FK chain.Alexander Gavrilov
2022-01-03Rigify: support uniform scaling of limbs via the master control.Alexander Gavrilov
Existing IK & FK controls only allowed squash and stretch scaling.
2021-10-27Rigify: fix two cases limb motion in rest pose.Alexander Gavrilov
The master control rotated to match the limb rest roll, because for an unknown reason the roll was reset in edit pose. Inner tweaks could rotate if roll of master tweaks wasn't matched. To fix this, compute and apply the interpolated roll.
2021-10-27Rigify: rework limb IK stretch limit and add a manual swing structure.Alexander Gavrilov
After introduction of the Custom space it is possible to easily use Limit Distance within rigs while accounting for rig scale. This allows replacing the Stretch To + Limit Scale mechanism used for the IK stretch switch in rigify. Instead, use the freed bone to manually handle limb swing before allowing the actual IK solver to handle limb contraction. This improves stability in marginal cases of limbs nearly straight in the rest pose, because previously the solver could destroy the slight knee bend in the process of swinging the limb forward, causing a flip.
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
2020-11-17Rigify: replace the Damped Track + Stretch To idiom with the Swing mode.Alexander Gavrilov
It has been long enough since 2.82 when Swing was added to use this.
2020-06-25Rigify: Clean up importsDemeter Dzadik
Just removing some unused imports. I tested generating every built-in metarig to make sure I didn't remove any imports that were actually used. I also tested installing and using a feature-set. Reviewed By: angavrilov Differential Revision: https://developer.blender.org/D8026
2019-11-04Rigify: remove twist from the first tweak of a limb.Alexander Gavrilov
2019-11-02Rigify: implement an optional IK palm pivot control in the arm rig.Alexander Gavrilov
The control itself is simply a pivot around the end of the hand bone, similar to those in the foot and paw. However, the main point of it is that it allows future finger IK to use the IK control as the parent, while still allowing the wrist to be moved relative to it.
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.
2019-10-23Rigify: support tags in SwitchParentBuilder for default selection.Alexander Gavrilov
Allow tagging parents with arbitrary strings to be later used in selecting the best default parent for a child control. Also add a tagged parent point at the limb IK control.
2019-10-23Rigify: make the generic FK to IK snap operator even more generic.Alexander Gavrilov
The operator itself simply snaps a chain of bones to a different chain, so nothing in it in fact is specific to IK or FK. To make this even more explicit, rename the operator and add some extra options to control the tooltip and which properties are changed. Also include some other minor enhancements in the script utilities.
2019-10-22Rigify: clear custom pivots in IK->FK snap and use in widget placement.Alexander Gavrilov
2019-10-16Rigify: support foot IK control bone pivoting around the ankle.Alexander Gavrilov
Allow switching the foot IK control between pivoting around the base of the toe as before, around the ankle, or ankle with additional toe pivot. Also rewrite the foot roll mechanism to use correct Euler orders that match the actual bone hierarchy.
2019-10-16Rigify: implement optional custom pivot controls.Alexander Gavrilov
- Add an optional custom pivot between torso and the rest of the spine. - Add a custom pivot rig that can be used as a parent of the spine. - Add an optional custom pivot under limb IK controls.
2019-10-01Rigify: add more parent switching and 2.81 inherit scale features.Alexander Gavrilov
- Add a parent switch to the main spine control, to allow using the key baking operator to convert between moving and fixed root bone. - Add hips, chest and head as parents for children of the spine. - Use 'Fix Shear' Inherit Scale and 'Make Uniform' Copy Scale in limbs. - Switch code to use the new inherit_scale parameter of set_bone_parent. - Allow local matrices in adjust_widget_transform_mesh.
2019-09-29Rigify: implement a deformed circle widget for main spine controls.Alexander Gavrilov
The idea is inspired by similar shapes in other rigs like BlenRig. The actual used shape is simply a circle deformed into a parabolic shape when viewed from the side, added to create_circle_widget. Using the new shape for the main controls allows adding extra FK controls to the spine without visual confusion. As an aside, fix a minor issue in handling bone_transform_name, and remove redundant bone_transform_name=None parameters.
2019-09-29Rigify: implement priorities to add toes to the FK bone group.Alexander Gavrilov
Toes behave as FK, but are needed both in IK and FK mode.
2019-09-14Rigify: replace rigs with new implementations using the new base rig.Alexander Gavrilov
Spine is split into parts. Limbs and tentacles simply converted. Differential Revision: https://developer.blender.org/D4624