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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
2018-11-19Rigify: fix collection handling.Alexander Gavrilov
- Legacy mode didn't add objects to proper collections. - Things broke if the Widgets collection already existed in another scene - linking the collection should be a separate step from creating it.
2018-11-19Rigify: fix incomplete update of legacy mode to 2.8.Alexander Gavrilov
Apply remaining * to @ and property via annotation changes (mainly in the UI script templates), and the error spam fix from b424215f53.
2018-11-06Updates for change in ViewLayer RNA API.Bastien Montagne
2018-10-23Rigify: Fix collections/layersDalai Felinto
Now all the widget elements are in the Widgets collection. And the collection is hidden for the viewport. There is one thing still not fully working, but it is a bug in Blender I believe. Basically not all the custom bones are shown until you go to an object that has its mesh and toggle in and out of edit mode.
2018-10-23Rigify: Fix remaining math update (*/@)Dalai Felinto
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).
2018-10-19Merge branch 'master' into blender2.8Brecht Van Lommel
2018-10-19Spelling fixes in comments and descriptions, patch by luzpaz.Brecht Van Lommel
Differential Revision: https://developer.blender.org/D3746
2018-08-22rigify: Fix bad rename from previous commit fe90ef2Ines Almeida
Reason for rename is that 'set' is a python builtin data structure.
2017-12-05fix T53356: update bbone_in bbone_out props to bbone_easein bbone_easeoutLucio Rossi
2017-07-28Fix: T52167 Rigify 0.5 "Rigify Type" lags bone properties panelLucio 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
2017-06-10Rigify 0.5 advanced generation options, fixes and improvements. removed ↵Lucio Rossi
CREDITS and README files
2017-06-08Rigify 0.5 metarig fixes, advanced generation options, code cleanupLucio Rossi
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
2017-06-01Rigify 0.5 general maintenance and bug fixingLucio Rossi
2017-05-14Rigify 0.5 Bone Groups and Selection Sets supportLucio Rossi
2017-05-14Rigify 0.5 with legacy modeLucio Rossi
2017-03-19Cleanup: trailing spaceCampbell Barton
2016-07-20Cleanup: use identity for None comparisonsCampbell Barton
2015-04-03Simplify rigify circle widget creationCampbell Barton
patch by Jefferson Rausseo
2015-01-22Fix: replaced Python module "imp" with "implib"Sybren A. Stvel
Python 3.4.0 deprecated the "imp" module, and replaced it with "importlib". This changes imp.reload() into implib.reload(). Reviewers: campbellbarton Differential Revision: https://developer.blender.org/D1016
2014-11-06use identity compare for None/True/FalseCampbell Barton
2014-09-26Rigify: new additions from PitchiPoy Animation Productions.Nathan Vegdahl
PitchiPoy Animation Productions is sharing its custom rig types with the Blender community at large. The new rig types all start with "pitchipoy." and are used in PitchiPoy's productions. Of particular interest is a face rig type for auto-rigging faces. Other rig types include: - Tentacles - Fingers - Arms/Legs - Spine/Torso Many thanks to PitchiPoy for their hard work and for sharing this back!
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.
2013-02-17In rigify dev tools added a button to generate widget-creation code.Nathan Vegdahl
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.
2013-02-15Rigify: improved rigify.utils.write_metarig()Nathan Vegdahl
It is now able to write out all relevant layer data. Also, the script generated can now be directly run, for testing.
2013-02-15Rigify: the pre-built metarigs that appear in the add armature menuNathan Vegdahl
are now dynamically pulled from python files in the metarigs directory. This makes adding new metarigs pretty painless.
2013-02-15Rigify bugfix: deleted WGT objects now get properly replaced on generation.Nathan Vegdahl
WGT objects were sticking around even when the user deleted them since they were being used by the bones for visual appearance. This meant that if the user deleted the WGT objects in order for Rigify to regenerate them the next time around, Rigify would fail. Rigify now checks for this circumstance and handles it appropriately.
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.
2013-01-22Rigify: patch from Shinsuke Irie fixing rig imports on some systems.Nathan Vegdahl
From the report: This patch fixes a bug that rig modules of 'arm' and 'leg' cannot be loaded failing as follows: Rigify: No module named 'rigify.rigs.biped.arm.biped' Rigify: No module named 'rigify.rigs.biped.leg.biped' I couldn't reproduce the error, but new code works on my system just as well as the old code, so I assume this serves to make the code more robust on a larger range of systems. Thanks Shinsuke!
2012-07-03Style edit (mostly), use """ for docstrings (not ''').Bastien Montagne
2012-01-01set as pep8, only minor editsCampbell Barton
2011-12-06use %r to format strings rather than '%s', since %r adds quotes and ↵Campbell Barton
correctly escapes characters.
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
2011-06-24Rigify: bug fix, trying assign invalid group.Nathan Vegdahl
2011-06-24Rigify: drivers now get transfered from the metarig to the generated rig.Nathan Vegdahl
This is the last piece that should allow some pretty extensive custom rigging in the metarig, if advanced users choose to do so.
2011-06-22Rigify: constraints are now copied over from metarig.Nathan Vegdahl
This allows advanced users to do certain limited custom rigging work in the metarig, and have it transfer to the generated rig. Custom properties are also copied when using the copy_bone function in utils. TODO: transfer drivers from the metarig as well.
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.
2011-04-11Rigify: fixed broken ik/fk snapping (api changes).Nathan Vegdahl
2011-02-24The leg/foot rig can now rock from side to side. Requires a special metarigNathan Vegdahl
setup (not yet added to the default human metarig).
2011-02-09incorrectly switched mesh.update() --> mesh.update_tag(),Campbell Barton
update_tag() tags for depsgraph update only, update() executes normal recalculation and creates edge data.
2011-02-07rename id.update() to update_tag()Campbell Barton
2011-02-05update for changes in mathutuils.Campbell Barton