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2022-11-13Rigify: annotate and fix warnings in basic rig components.HEADmasterAlexander Gavrilov
Introduce a method to annotate types and names of entries in the `bones` container of rig components and apply it, and other type annotations, to a number of not very complex rig classes. - Introduce BaseRigMixin as a typed base class for mixins intended for use in rig classes (using BaseRig as a parent causes issues). - Introduce TypedBoneDict that does not suppress the unknown attribute analysis in PyCharm, and use it in a system of subclasses to annotate the bones in various rigs. BaseBoneDict is necessary because the annotation affects all subclasses, so TypedBoneDict cannot inherit from BoneDict with the annotation. - Add or adjust other type annotations of rig methods and utilities. - Fix other warnings, e.g. undeclared attributes, excessively long lines, whitespace style issues and typos.
2022-06-03Cleanup: remove <pep8 compliant> commentCampbell Barton
This is no longer necessary, see: T98554.
2022-02-11Rigify: make world orientation the default for IK control location.Alexander Gavrilov
For backward compatibility the option technically defaults to old behavior, but all metarigs are changed to the new mode.
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.
2021-11-25Rigify: add options to change the layer for the finger IK control.Alexander Gavrilov
2020-12-05Rigify: a number of small fixes.Alexander Gavrilov
- Don't try to add an update callback to CollectionProperty. - Restore exact alignment of the super_finger master control to 1st bone. - Add an option to run a sub-object after all methods of the parent. - Fix wrong identifier in SideZ.from_parts.
2020-11-25Rigify: support including Inherit Scale and constraints in metarig.Alexander Gavrilov
Also fix metarig Inherit Scale support in limbs.super_finger.
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
2019-12-16Rigify: add optional primitive IK in limbs.super_finger.Alexander Gavrilov
Basic IK support in fingers could be useful for easily avoiding fingertips sliding when animating minor movement between the hand and an object it is holding. As there are 10 fingers, to limit the performance impact the IK itself is implemented using just one extra control, one constraint, and one driver. The parent switch adds one more bone, constraint and driver. This simple implementation requires applying IK as a correction on top of the FK shape to share the FK controls for precisely defining the shape, which means that stretch can't be implemented without giving up on exact IK<->FK snapping. This also means that unlike limbs this IK is not indended for independent use, and must always be used as a local anti-slide fix on top of primarily FK animation. The parent switch is designed to work with the extra wrist control and/or a held object pivot, demonstrating the tag feature of SwitchParentBuilder.
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.
2019-09-14Rigify: 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
2019-03-24Rigify: properly set custom property defaults and overridable flags.Alexander Gavrilov
Refactor rigs to use the new make_property utility function, and implement new 2.8 specific settings using it. The default value is now important for NLA evaluation, and the override flag will be used by the upcoming static override feature. Default can be backported to 2.79 for 2.8 forward compatibility.
2019-02-21super limb fixesLucio Rossi
2018-09-07Cleanup: trailing spaceCampbell Barton
2017-12-05fix T53356: update bbone_in bbone_out props to bbone_easein bbone_easeoutLucio Rossi
2017-07-24Cleanup: trailing spacesCampbell Barton
2017-05-14Rigify 0.5 with legacy modeLucio Rossi