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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.
2022-11-07Rigify: port the ability to generate Action constraints from CloudRig.Alexander Gavrilov
CloudRig has a feature that allows the user to automatically generate Action constraints that move bones of the rig based on the position of other bones. This is done by adding and configuring the actions in a UI panel of the metarig. The feature also supports corrective actions that activate based on the state of two other actions. This ports the feature to base Rigify with the necessary changes in code organization and style, and replacing CloudRig-specific code. There are also some functional changes: - The order of action constraints is reversed. - The way symmetry of LOCATION_X is handed is changed to match how Paste Pose Flipped works. - The action slot UI is shown even without a generated rig. - More alerts in the UI, e.g. for duplicate rows. Differential Revision: https://developer.blender.org/D16336
2022-11-07Rigify: fix rebase mistake.Alexander Gavrilov
2022-11-06Rigify: annotate and cleanup PyCharm warnings in utils and generation.Alexander Gavrilov
2022-11-04Rigify: cleanup PyCharm warning highlights in base_rig.pyAlexander Gavrilov
Also declare stage names for auto-completion.
2022-10-20Rigify: Fix feature set not registeringdemeterdzadik@gmail.com
When we enable the Rigify add-on with installed feature sets, we were trying to register those feature sets as well, but failing because the feature set list wasn't populated yet; It would ALWAYS be an empty list. Moving refresh() inside get_enabled_modules_names() might be better.
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