Age | Commit message (Collapse) | Author |
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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.
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This is no longer necessary, see: T98554.
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See T95597
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It has been long enough since 2.82 when Swing was added to use this.
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This implements Ivan's suggestion: all the constraints on
spine bones have to be moved from ORG to its DEF bone. All
the spine ORG-bones have to be unconnected-children of their
corresponding tweak.
This is actually how chain rigs work in my own Rigify feature set,
so as far as I'm concerned this is a tried and viable solution.
The result is that, if you want to parent something to your chain
rig, you can do it in two ways: If you parent it to the ORG bone
(ie. by default), it will not inherit any squash and stretch induced
by the "tweak" bones. If you parent it to the DEF bone however,
it will behave the same as before.
This raises a backwards compatibility concern; If you want the old
behavior, you have to express that in your metarig explicitly, by
parenting your bone to the DEF bone in some way. This patch also
only affects the spine rig, which makes it inconsistent with other
chain rigs in Rigify in this regard.
Maniphest Tasks: T74483
Differential Revision: https://developer.blender.org/D7801
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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.
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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.
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- 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.
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- 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.
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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.
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Spine is split into parts. Limbs and tentacles simply converted.
Differential Revision: https://developer.blender.org/D4624
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