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2010-02-12correct fsf addressCampbell Barton
2010-01-31pep8 changes to rigify (minor warnings still there)Campbell Barton
also found quite a few cases where variables were used that hadnt been defined.
2010-01-31white space commit, so the actual changes in the next commiy wont be so hard ↵Campbell Barton
to find
2010-01-25Rigify now generates the rig into the same armature every time, so you don't ↵Nathan Vegdahl
have to re-hook-up things like armature modifiers, parenting, etc. By default the generated rig object is named "rig". But you can add a custom "rig_object_name" property to the metarig to specify the name of the object to generate into.
2010-01-19Rigify:Nathan Vegdahl
- Added two driven-shape-key rig types that create and drive shape keys on a mesh/meshes based on the distance or rotation difference between two bones. - Fixed bug in finger curl rig type where secondary finger controls were not created. Finger type can also now (optionally) have a hinge switch (useful when using it for wings). - Changed the blending system in rigify_utils to use copy_transforms constraints instead of copy_loc+copy_rot. - Finished the quadruped leg type. Now has both ik and fk control and ik/fk switching. Also uses a rotating bone to control the knee direction instead of a pole target (seems to work more consistently for quadruped setups). There's still one annoying bug regarding foot roll, but it's not blocking. I'll track it down later. - Mouth rig now creates corrective shape keys on the face mesh for dealing with mouth corners when they spread open. - Biped arm and leg types now cause mesh to scale when you scale the fk controls. - Misc improvements to the rig types.
2010-01-10rename rig types not to have generic in the name (Cessens decission)Campbell Barton