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2017-05-14Rigify 0.5 with legacy modeLucio Rossi
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: changed rig type API. Disabled delta rig type.Nathan Vegdahl
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.
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.
2013-02-16Rigify: removed "from rigfy import X" statements where possible.Nathan Vegdahl
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.
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
2011-09-19/trunk: Removed final points in UI strings and messages.Bastien Montagne
Plus a few styling enhancements. [[Split portion of a mixed commit.]]
2011-07-11cleanupCampbell Barton
- remove/comment unused variables - remove unused imports - fixed some bugs using incorrect variables
2011-06-21Rigify: minor bug fixes on the neck and spine rig types.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.
2011-03-29use identity comparison with None (as suggested by python)Campbell Barton
2010-11-17Adding the Rigify addon to svn.Nathan Vegdahl