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2022-08-09Cleanup: fix typos in blender addonsBrecht Van Lommel
Contributed by luzpaz. Differential Revision: https://developer.blender.org/D15646
2022-07-12Rigify: clarify the New vs Overwrite choice in the new UI.Alexander Gavrilov
Group the three reference fields that have to be cleared to generate a completely new rig in a box. Also clarify the name and tooltip for Force Widget Update.
2022-07-12Rigify: Allow entering name on first generationDemeter Dzadik
Requested by @dexon, see rBAece39d809ce#339214. This patch tries to improve a workflow that was hurt by D11356. One of the goals of that patch was to make the connection between metarig and generated rig stronger and more reliable, by using datablock pointers rather than text-based matching. This allows users to rename their datablocks as they would do with any other datablock in Blender, so there's much more freedom with naming when working with one metarig per generated rig per file. However, this made it hard to duplicate the metarig, make changes to it, and make a new rig out of it within the same file. Renaming several datablocks in this case is not an "option", but an unintuitive necessity. With the patch applied, when the metarig has no target rig, there is an option to input a rig name. If something is input by the user, that name will be used for the rig, the widget collection (by extension the widget objects) and the rig script, as long as they are not specified. So, while still requiring a few more clicks than before, the workflow for duplicating metarigs to make new ones is now much more reasonable: - Duplicate metarig, make changes - Remove the datablock references - Input a rig name - Generate If the a rig object with the same name already existed, it will NOT be overwritten, and the generated rig will have a .001 suffix. This matches the "new" option of the removed "new/overwrite" options. Meanwhile, the other workflow of having one metarig per generated rig per file is not affected at all: The text box for the name input can simply be ignored on the first generation. It will not show up after that, since you would never remove the target rig in this workflow. Differential Revision: https://developer.blender.org/D14757
2022-07-12Rigify: fix exceptions when generating from scratch.Alexander Gavrilov
2022-07-11Rigify: fix T99352 - generation issues when same named rig is linked.Alexander Gavrilov
Only consider local datablocks when searching for the rig object, widget collection and widget objects themselves during generation.
2022-07-11Rigify: fix T96376 - adjust node match epsilon according to scale.Alexander Gavrilov
2022-07-11Rigify: fix T95864 - inconsistent bone roll in the wolf metarig.Alexander Gavrilov
Edit mode represents bone orientation via their head and tail locations, plus a roll value. This math has a singularity in the -Y direction, resulting in instability and discontinuity for bones exactly aligned to the Y axis (the tail flips the deform bones, so +Y is also bad). The only reliable way to avoid problems is to un-align the bones via very small offsets in the Z direction.
2022-07-11Fix T99335: Rigify horse has wrong parents.Patrick Huang
Set parent of eye and nose bones to head instead of left ear. Differential Revision: https://developer.blender.org/D15347
2022-07-11Rigify: fix T98490 - neck middle tweak not inheriting any scale.Alexander Gavrilov
2022-07-10Rigify: make uniform limb scaling optional and hide the constraint.Alexander Gavrilov
Since this feauture is likely only useful for some cartoon-style characters, make it optional. Also, move the copy scale constraint from the IK control to a new child bone; additional complexity is mitigated by being optional.
2022-06-03Cleanup: remove <pep8 compliant> commentCampbell Barton
This is no longer necessary, see: T98554.
2022-05-04Fix T96748: split IK toe control does not respect stretch limit.Alexander Gavrilov
Split the parent mch bone and its rigging together with the control.
2022-04-22Rigify: increasing version number for latest changesZanQdo
2022-04-19Rigify UI: Make the layers start at 0 to match the real layer numbers, ↵ZanQdo
change the icons for adding and removing Rigify bone groups. Reviewed By: Aaron Carlisle, Differential Revision: http://developer.blender.org/D11352
2022-02-16Cleanup: trailing spaceCampbell Barton
2022-02-14File headers: use SPDX license identifiersCampbell Barton
Some files needed to be changed manually.
2022-02-11Rigify: make world orientation the default for IK control location.Alexander Gavrilov
For backward compatibility the option technically defaults to old behavior, but all metarigs are changed to the new mode.
2022-02-11Rigify: allow aligning IK control location channels to world space.Alexander Gavrilov
For IK controls that move freely in space without being tied to a parent it makes sense to align the location channels to world (or root), while keeping rotation channels aligned to the limb end orientation. Blender already has a Local Location parenting option for this very use case, but Rigify wasn't using it. This adjusts the switchable parent mechanism so that the option works as intended, and provides a Rigify option that controls its value for IK controls. Note that now it is possible to enable the Local Location option directly on the control bones after generation and it will work correctly - it is not required to enable IK Local Location.
2022-02-11Merge branch 'blender-v3.1-release'Alexander Gavrilov
2022-02-11Rigify: fix crash with short front/rear paws after split toe.Alexander Gavrilov
2022-02-11Merge branch 'blender-v3.1-release'Alexander Gavrilov
2022-02-11Rigify: bump version.Alexander Gavrilov
2022-02-11Fix T95648: Rigify: use eye axis in computing the eyelid tracking weights.Alexander Gavrilov
If the coordinate space of the eyelids is computed only from the eye rotation center points and corners, it fails if the center is close or in front of the line connecting the corners. Instead, compute the space based on the main eye axis plus the line between corners, which only slightly changes the result compared to the previous method, but is more robust.
2022-02-11File headers: use SPDX license identifiersCampbell Barton
See T95597
2022-02-09Rigify: Move panels into sub-panelsDemeter Dzadik
Before, 3 Rigify panels: {F12837079} After, single Rigify panel with sub-panels: {F12823002} Originally mentioned in T88711, where it didn't spark much discussion, hopefully meaning it's non-controversial. This patch proposes moving the many panels of Rigify into sub-panels under a single Rigify main panel, in order to reduce clutter in the Properties Editor's Armature tab. This also makes it easier to add more Rigify features in the future, since new panels won't make the overcrowding of this tab even worse. It also unifies some of the available functionalities between edit and pose mode, where limiting a workflow to only pose mode didn't seem necessary. Reviewed By: angavrilov Differential Revision: https://developer.blender.org/D13914
2022-01-25Rigify: Add ability to disable installed feature setsDemeter Dzadik
This patch is a continuation of D8519, was also suggested in T88711#1170152. It adds a checkbox for each feature set in the Rigify Preferences, to disable/enable that feature set without having to completely remove it from the file system. Challenges that were hopefully successfully tackled: - Keep list in sync when user manually adds or removes things through the file system instead of the "add/remove feature set" buttons in the UI. - Avoid re-building the feature set list all the time so that the checkbox states can actually be stored when the user exits Blender. - Disabling a feature set means calling its unregister function, then rebuilding the rig types and metarigs lists/menus. - Some renaming slipped in because I found the variable name "feature_set" a bit confusing. If needed, I could split this change into a separate patch or just forget about it, but I think the longer names help here. Testing would be welcome, since things turned out a bit more tricky than expected. In a follow-up patch I would like to do a code quality pass, to split the code a bit better here. There is a bit too much stuff in __init__.py in particular. I will get started on that when this gets close to being finalized. Reviewed By: angavrilov Differential Revision: https://developer.blender.org/D12260
2022-01-22Rigify: fix the face convertor if nose.004 connects directly to lips.Alexander Gavrilov
2022-01-14Rigify: minor tweaks.Alexander Gavrilov
- Clear the IK toe control animation in the relevant operator. - Allow changing the euler order of finger master control via metarig.
2022-01-14Revert accidental commitDemeter Dzadik
This reverts commit f0f48da209de08d66fd9e3b311e379687c7ba699.
2022-01-14Address feedbackDemeter Dzadik
2022-01-11Rigify: refactor leg to make modifying the foot roll mechanism easier.Alexander Gavrilov
2022-01-09Rigify: enable the split toe option by default in metarigs and samples.Alexander Gavrilov
2022-01-09Rigify: support separate IK and FK controls for the toe.Alexander Gavrilov
Currently the leg rig tries to share one control between IK and FK modes, which looks as a nice optimization at first, but makes it impossible to IK/FK snap correctly if the IK foot is rolled forward. This commit adds an option to generate separate toe controls.
2022-01-05Cleanup: fix typos in source codeBrecht Van Lommel
Contributed by luzpaz. Differential Revision: https://developer.blender.org/D5801
2022-01-03Rigify: use Aligned inherit scale in the limb FK chain.Alexander Gavrilov
2022-01-03Rigify: support uniform scaling of limbs via the master control.Alexander Gavrilov
Existing IK & FK controls only allowed squash and stretch scaling.
2021-12-31Rigify: clear the script datablock when re-generating.Alexander Gavrilov
2021-12-14Rigify: Clean up "Rigify Buttons" panel UXDemeter Dzadik
The overall goal of this patch is to improve the UI/UX of the panel previously known as "Rigify Buttons" which presumably takes its name from the old "Buttons Panel" which is now known as the Properties Editor. Before: {F10511640} After: {F10511624} - Make Rigify less reliant on name matching when it comes to maintaining the link between the metarig, the UI script, the generated rig, and the widgets collection. (Use pointers only, names shouldn't matter!) - Change the "Advanced" toggle button into a real sub-panel. - Split up the "Rigify Buttons" panels into "Rigify Generation" and "Rigify Samples" panels in non-edit and edit mode respectively, to better describe what the user will find there. Changes in the Rigify Buttons panel: - Removed the "overwrite/new" enum. - If there is a target rig object, it will be overwritten. If not, it will be created. - If a rig object with the desired name already existed, but wasn't selected as the target rig, the "overwrite" option still overwrote that rig. I don't agree with that because this meant messing with data without indicating that that data is going to be messed with. Unaware users could lose data/work. With these changes, the worst thing that can happen is that your rig ends up with a .001 suffix. - Removed the "rig name" text input field. Before this patch, this would always rename your rig object and your rig script text datablock, which I think is more frustrating than useful. Now you can simply rename them after generation yourself, and the names will be kept in subsequent generations. - Single-column layout - Changed the "Advanced Options" into a sub-panel instead. On request: - Added an info message to show the name of the successfully generated rig: {F10159079} Feedback welcome. Reviewed By: angavrilov Differential Revision: https://developer.blender.org/D11356
2021-12-01Cleanup: quiet character escape warningsCampbell Barton
2021-12-01Cleanup: trailing space & tabs to spacesCampbell Barton
2021-11-25Rigify: add options to change the layer for the finger IK control.Alexander Gavrilov
2021-11-25Merge branch 'blender-v3.0-release'Alexander Gavrilov
2021-11-25Rigify: bump version before Blender release.Alexander Gavrilov
2021-11-05Fix T92530: Rigify is trying to copy addon propertiesDemeter Dzadik
The copy_custom_properties() function needs to check if a property is actually a custom property created by the user, or a property defined by an addon. I think we don't want to copy addon-defined properties here, since that's not what is usually meant by "custom property". Reviewed By: angavrilov Maniphest Tasks: T92530 Differential Revision: https://developer.blender.org/D13084
2021-11-03Rigify: Operators to copy and mirror parametersDemeter Dzadik
This patch adds two new operators to the Rigify drop-down menu: Copy Parameters to Selected Bones and Mirror Parameters. I use both of these on a daily basis when working with Rigify, and I don't know how people live without it. {F10171452} To test the more unusual cases, you can grab my [feature set](https://gitlab.com/blender/CloudRig) and this file: {F10178637} There are two sets of symmetrical bones, with totally assymetrical parameters of all kinds of types. (CollectionProperty of PropertyGroups with just a couple strings, PointerProperty at Object datablock, BoolVectorProperty, EnumProperty, FloatVectorProperty, and the basic things like bools and ints, all seems to work!) In a later patch if people like the idea, I would also add the Copy Rigify Parameters button to the Copy Attributes addon's Ctrl+C menu (that would only appear when Rigify is enabled, of course). Reviewed By: sybren, angavrilov, #animation_rigging Differential Revision: https://developer.blender.org/D11606
2021-10-27Rigify: fix two cases limb motion in rest pose.Alexander Gavrilov
The master control rotated to match the limb rest roll, because for an unknown reason the roll was reset in edit pose. Inner tweaks could rotate if roll of master tweaks wasn't matched. To fix this, compute and apply the interpolated roll.
2021-10-27Rigify: rework limb IK stretch limit and add a manual swing structure.Alexander Gavrilov
After introduction of the Custom space it is possible to easily use Limit Distance within rigs while accounting for rig scale. This allows replacing the Stretch To + Limit Scale mechanism used for the IK stretch switch in rigify. Instead, use the freed bone to manually handle limb swing before allowing the actual IK solver to handle limb contraction. This improves stability in marginal cases of limbs nearly straight in the rest pose, because previously the solver could destroy the slight knee bend in the process of swinging the limb forward, causing a flip.
2021-09-20Rigify: support generating mirrored linked duplicate widgets.Alexander Gavrilov
After the custom shape scale property was split into an XYZ vector, it is possible to generate truly mirrored widgets using the same mesh for the left and right side. The widgets Rigify generates are originally symmetrical, but in practice they usually need to be tweaked to fit the character better, and proper mirroring matters. This commit implements widget mirroring and enables it by default. When reusing widgets left from a previous generation the code tries to detect whether they were actually originally mirrored by checking object scale to avoid flipping in pre-existing rigs. As an aside, reusing pre-existing widgets is made more robust to random name changes by building a table via scanning the old generated rig before overwriting it.
2021-09-19Rigify: support executing an arbitrary script after generation.Alexander Gavrilov
Just in case the user wants to apply some custom changes to the generated rig, allow executing a text datablock as a python script after generation completes. The script is executed with the generated rig active and in object mode. When executed by rigify, the generator instance is available via `rigify.get_generator()`. Outside of Rigify generation the return value is None.
2021-08-29Rigify: unhide the rig before generation if it is hidden.Alexander Gavrilov
Rig generation fails if the target rig that is to be overwritten is hidden, either directly or via collections. To improve usability, try unhiding the object, and fail with an appropriate message if it doesn't work. In addition, slightly refactor code that selects a suitable unhidden collection to use for generation. This started as D11355 by @Mets, but was somewhat refactored.