Age | Commit message (Collapse) | Author |
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After the change in PoseBone.bone behavior, drivers will be added there.
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Only my own branch and feature sets use this, so should be safe to change.
This naming is more similar to what blender UI does when adding vars.
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The `Encode Metarig to Python` operator was broken as there was
some leftover code from the UI template system I made last year.
Differential Revision: https://developer.blender.org/D4827
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- Take into account the custom shape settings of the bone when
creating and placing the custom widget object.
- Change write_widget to wrap the generated list text and fix
undefined variable errors if there are no verts/edges/faces.
- Automatically look up string to bone in self.make_driver().
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- Added a utility for creating Transform Channel driver variables.
- Added a utility for deriving one bone name from another with suffix.
The bone name utility is inspired by get_bone_name from limb_utils.py
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Since they are specific to the selected armature/bone, they
match that tab better, and the animator would want to have
them next to the built-in transforms and custom properties.
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Otherwise the rig properties may not work correctly until blender restart.
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Verify the basic expected directory structure inside the ZIP
archive before installing it, and catch exceptions when loading
the already installed packages.
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Also add keyword-only argument markers for clarity.
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Panel identifier naming restrictions are now enforced more strictly.
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This reverts unnecessary renaming from b2b015a396372.
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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.
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Only visible and selectable collections can be used for temporary
objects during generation due to the way operators work.
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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
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The code attaching the UI script to the rig didn't check
that animation_data exists before accessing it.
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The 'make annotation' spam also happens on addon enable
toggle, so apply the legacy toggle fix globally.
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- 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.
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Apply remaining * to @ and property via annotation changes (mainly
in the UI script templates), and the error spam fix from b424215f53.
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Registering and unregistering the class causes 2.8 to complain
about non-annotation properties, and this avoids the problem.
Plus, legacy and non-legacy shouldn't interact.
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In 2.8 depsgraph prints a lot of error messages if constraints try to
reference non-existant bones, which slows things down if nothing else.
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Fix remaining mistakes from fe90ef2b4 not corrected by 9940479d2.
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Since some recent change in 2.8 the UI for rigify is no longer working.
Note: if your object has ANY custom property, the custom property shows as
a Misc. category, it is not particular to rigify, so I will not bother with
this here.
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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.
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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).
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This replaces the old trick of using game controllers.
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This fix an error introduced on fe90ef2b4.
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The UI is still using the toolshelf. So I did not bump the version to 2.80.
It seems to be working as far as the UI and the quat/euler operators is concerned.
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Differential Revision: https://developer.blender.org/D3746
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Reason for rename is that 'set' is a python builtin data structure.
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