Age | Commit message (Collapse) | Author |
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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.
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I have updated the rig type API to be a bit clearer based on my
interactions with Kfir from PitchiPoy.
I've also disabled the "delta" rig type, as it is very obscure and
mostly just confuses people.
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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.
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This makes it much easier for e.g. someone to branch Rigify for
custom purposes, since there won't be weird name conflicts.
Also changed from using __import__() for dynamic imports to using
importlib.import_module(). This simplifies the code and should
be more robust.
Finally, misc pep8 cleanups.
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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.
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Plus a few styling enhancements.
[[Split portion of a mixed commit.]]
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- remove/comment unused variables
- remove unused imports
- fixed some bugs using incorrect variables
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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.
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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.
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