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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.
2022-07-11Rigify: fix T98490 - neck middle tweak not inheriting any scale.Alexander Gavrilov
2022-06-03Cleanup: remove <pep8 compliant> commentCampbell Barton
This is no longer necessary, see: T98554.
2022-02-11File headers: use SPDX license identifiersCampbell Barton
See T95597
2021-01-18Rigify: fix incorrect locks on the neck bend control.Alexander Gavrilov
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
2020-06-10Fix T74483: Rigify Meta-Human Neck Bone stretching.Demeter Dzadik
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
2020-04-16Fix T75285 (Rigify): allow single bone spines.super_head rigs.Alexander Gavrilov
2019-11-02Rigify: support switchable parents in the basic.pivot rig.Alexander Gavrilov
Implement options to generate a parent switch mechanism for the main pivot control, and to register the pivot as a parent for other rigs to use (including support for one level parent injection).
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.
2019-10-22Rigify: clear custom pivots in IK->FK snap and use in widget placement.Alexander Gavrilov
2019-10-16Rigify: improve the layer selection UI layout for narrow properties panel.Alexander Gavrilov
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.
2019-10-15Merge branch 'blender-v2.81-release'Alexander Gavrilov
2019-10-15Rigify: implement FK controls for basic_spine with an option to disable.Alexander Gavrilov
All metarigs are updated to use split spine components, as super_spine is deprecated and won't generate FK controls for backward compatibility.
2019-10-15Rigify: fix incorrect layer assignment for tweak bones in the cat metarig.Alexander Gavrilov
The layer selection for the spine tweaks happens to be the default value, so simply copying the data does not overwrite non-default garbage values remaining in some of the bones. To fix it's necessary to clear params.
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.
2019-09-15Rigify: replace deprecated use_inherit_scale and use_offset properties.Alexander Gavrilov
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
2019-09-14Rigify: redesign generate.py and introduce a base rig class.Alexander Gavrilov
The main goals are to provide an official way for rigs to interact in a structured way, and to remove mode switching within rigs. This involves introducing a base class for rigs that holds rig-to-rig and rig-to-bone references, converting the main generator into a class and passing it to rigs, and splitting the single generate method into multiple passes. For backward compatibility, old rigs are automatically handled via a wrapper that translates between old and new API. In addition, a way to create objects that receive the generate callbacks that aren't rigs is introduced via the GeneratorPlugin class. The UI script generation code is converted into a plugin. Making generic rig 'template' classes that are intended to be subclassed in specific rigs involves splitting operations done in each stage into multiple methods that can be overridden separately. The main callback thus ends up simply calling a sequence of other methods. To make such code cleaner it's better to allow registering those methods as new callbacks that would be automatically called by the system. This can be done via decorators. A new metaclass used for all rig and generate plugin classes builds and validates a table of all decorated methods, and allows calling them all together with the main callback. A new way to switch parents for IK bones based on the new features is introduced, and used in the existing limb rigs. Reviewers: icappiello campbellbarton Differential Revision: https://developer.blender.org/D4624
2019-05-22Rigify: fix the use_global_undo change and fix driver creation for 2.8.Alexander Gavrilov
Using obj.animation_data.drivers[-1] in driver creation is very bad and error prone. After recent change in Blender, that won't even work for drivers on Bone, so fix all such uses.
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.
2019-03-14Rigify: add support for user-defined rig packages and related utilities.Alexander Gavrilov
As suggested by @icappielo, and after discussion with @meta-androcto, I start a public request to commit third-party contributions already accepted to https://github.com/eigen-value/rigify/tree/rigify_0.6_beta Specifically, this includes: * User-defined rig package (feature set) support by @pioverfour. This allows users to install pre-packaged rig sets via zip files, which become accessible together with built-in rigs, as discussed in T52758. https://github.com/eigen-value/rigify/pull/1 * Modularization of python script generation, allowing rigs to add their own utility functions and operators to the generated script. This is critical to make custom rig support really useful. https://github.com/eigen-value/rigify/pull/5 * The utils.py file is split into multiple modules with a backward compatibility proxy for old functions. * Automatic verification that different rigs don't try to create different rig settings with the same name to alleviate increased risk of namespace conflicts with custom rigs. https://github.com/eigen-value/rigify/pull/7 * New utility class that implements bone layer selection UI. https://github.com/eigen-value/rigify/pull/6 * New utilities to replace copy & pasted boilerplate code for creating custom properties, constraints and drivers. https://github.com/eigen-value/rigify/pull/11 Some other random changes by MAD have likely slipped through. These changes have already been extensively discussed and accepted into the branch by @luciorossi, so I see no reason not to commit them to the official repository to be tested during 2.8 beta. Reviewers: icappiello Differential Revision: https://developer.blender.org/D4364
2019-02-21super limb fixesLucio Rossi
2018-10-22Rigify: More updates for 2.8 APIDalai Felinto
With those changes the addon is working in some functional state. Thus I'm bumping its version to 2.80. TODOS: * Handle collections (put all the new objects in a collection). * We should also replace the old WGT_LAYERS with subcollections. * Move toolshelf operators out of there (make tools or move to sidebar).
2018-10-19Spelling fixes in comments and descriptions, patch by luzpaz.Brecht Van Lommel
Differential Revision: https://developer.blender.org/D3746
2017-12-05fix T53356: update bbone_in bbone_out props to bbone_easein bbone_easeoutLucio Rossi
2017-07-24Rigify 0.5: new features, Animation Tools and Quat/Euler converterLucio Rossi
small fixes & UI improvements
2017-07-24Cleanup: trailing spacesCampbell Barton
2017-06-02Rigify 0.5: basic and animals metarigs. metarig custom multi-menu. minor wgt ↵Lucio Rossi
reposition and shapes
2017-06-01Rigify 0.5 general maintenance and bug fixingLucio Rossi
2017-05-14Rigify 0.5 with legacy modeLucio Rossi