Age | Commit message (Collapse) | Author |
|
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
|
|
- 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.
|
|
Apply remaining * to @ and property via annotation changes (mainly
in the UI script templates), and the error spam fix from b424215f53.
|
|
|
|
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.
|
|
|
|
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).
|
|
|
|
Differential Revision: https://developer.blender.org/D3746
|
|
Reason for rename is that 'set' is a python builtin data structure.
|
|
|
|
|
|
small fixes & UI improvements
|
|
|
|
CREDITS and README files
|
|
|
|
reposition and shapes
|
|
|
|
|
|
|
|
|
|
|
|
|
|
patch by Jefferson Rausseo
|
|
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
|
|
|
|
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!
|
|
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.
|
|
|
|
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.
|
|
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.
|
|
It is now able to write out all relevant layer data.
Also, the script generated can now be directly run, for testing.
|
|
are now dynamically pulled from python files in the metarigs
directory. This makes adding new metarigs pretty painless.
|
|
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.
|
|
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.
|
|
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!
|
|
|
|
|
|
correctly escapes characters.
|
|
Plus a few styling enhancements.
[[Split portion of a mixed commit.]]
|
|
- remove/comment unused variables
- remove unused imports
- fixed some bugs using incorrect variables
|
|
|
|
This is the last piece that should allow some pretty extensive custom rigging
in the metarig, if advanced users choose to do so.
|
|
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.
|
|
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.
|
|
|
|
setup (not yet added to the default human metarig).
|
|
update_tag() tags for depsgraph update only, update() executes normal recalculation and creates edge data.
|
|
|
|
|