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2010-02-12correct fsf addressCampbell Barton
2010-02-03Eh... stupid me. Left a duplicate main function in the rig type.Nathan Vegdahl
(Tail between legs, walks away shamefully.)
2010-02-03Added a new rig type "shape_key_transforms" that drives shape keys based on ↵Nathan Vegdahl
the local transforms of a single bone. Quite useful in a variety of situations. Required options: mesh: name of mesh object(s) to add/get shapekeys to/from (if multiple objects, make a comma-separated list) Optional options: loc_<x/y/z>: name of the shape key to tie to translation of the bone loc_<x/y/z>_fac: default multiplier of the bone influence on the shape key rot_<x/y/z>: name of the shape key to tie to rotation of the bone rot_<x/y/z>_fac: default multiplier of the bone influence on the shape key scale_<x/y/z>: name of the shape key to tie to scale of the bone scale_<x/y/z>_fac: default multiplier of the bone influence on the shape key
2010-02-02Updates to mouth rig. Old method didn't work well in combination with shape ↵Nathan Vegdahl
keys. This new method (effectively just weighting directly to the lip control bones) is much simpler, but also requires more manual weight painting to get it to look right.
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
2010-01-26Rigify:Nathan Vegdahl
- Removed control-shape deformation bones from the spine rig (no longer necessary thanks to the new "custom shape at" feature). - Various improvements to the mouth rig, including a corrective shape key for mouth-open. - The new method of generating into the same armature object every time wasn't copying pose bone data in the process, such as rotation mode and transform locks.
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.
2010-01-25Mathutils refactor & include in sphinx generated docs, (TODO, include ↵Campbell Barton
getset'ers in docs) - Mathutils.MidpointVecs --> vector.lerp(other, fac) - Mathutils.AngleBetweenVecs --> vector.angle(other) - Mathutils.ProjectVecs --> vector.project(other) - Mathutils.DifferenceQuats --> quat.difference(other) - Mathutils.Slerp --> quat.slerp(other, fac) - Mathutils.Rand: removed, use pythons random module - Mathutils.RotationMatrix(angle, size, axis_flag, axis) --> Mathutils.RotationMatrix(angle, size, axis); merge axis & axis_flag args - Matrix.scalePart --> Matrix.scale_part - Matrix.translationPart --> Matrix.translation_part - Matrix.rotationPart --> Matrix.rotation_part - toMatrix --> to_matrix - toEuler --> to_euler - toQuat --> to_quat - Vector.toTrackQuat --> Vector.to_track_quat
2010-01-21- temp marker rename in menu (using python or the outliner isnt fun)Campbell Barton
- marker selected property - rigify error formatting error
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.
2010-01-19Added eyeball and eyelid rig types to rigify.Nathan Vegdahl
(First commit! Let's hope this works!)
2010-01-10new rig types from CessenCampbell Barton
2010-01-10rename rig types not to have generic in the name (Cessens decission)Campbell Barton
2010-01-10patch from Cessen, update to metarigs and some changes to the rigging main loop.Campbell Barton
- property names dont need the bone type prefix anymore - always add a root bone that all non parented bones are parented to - x/y/z axis properties for bones.
2010-01-10RNA/Py APICampbell Barton
change how data is added. eg. bpy.data.add_mesh(name) --> bpy.data.meshes.new(name) bpy.data.remove_lamp(lamp) --> bpy.data.lamps.remove(lamp) image and texture stil use add_* funcs
2010-01-07- leg_quadruped_generic missing importsCampbell Barton
- move global pivot in the UI of userprefs since others are closer related
2010-01-05Durian Request: Drivers RecodeJoshua Leung
Highlights: * Support for Multi-Target Variables This was the main reason for this recode. Previously, variables could only be used to give some RNA property used as an input source to the driver a name. However, this meant that effects such as Rotational Difference couldn't be used in conjunction with other effects and/or settings to achieve the powerful results. Now, a variable can take several input targets, perform some interesting operations on them, and spit out a representative value based on that. * New Variable Types With the introduction of multi-target variables, there are now 3 types of variable that can be used: single property (i.e. the only type previously), Rotational Difference (angle between two bones), and Distance (distance between two objects or bones). * New Driver Types In addition to the existing 'Average', 'Sum', and 'Expression' types, there is now the additional options of 'Minimum' and 'Maximum'. These take the smallest/largest value that one of the variables evaluates to. * Fix for Driver F-Curve colouring bug Newly added drivers did not get automatically coloured in the Graph Editor properly. Was caused by inappropriate notifiers being used. Notes: * This commit breaks existing 2.5 files with drivers (in other words, they are lost forever). * Rigify has been corrected to work with the new system. The PyAPI for accessing targets used for the variables could still be made nicer (using subclassing to directly access?), but that is left for later. * Version patching for 2.49 files still needs to be put back in place.
2010-01-03patch from CessenCampbell Barton
Adds a new set of bones to rig types which are to be used for weight paint vgroups, in some these have some more segments to account for twist. also use Aligoriths new copy transform constraint.
2009-12-30- deform types for copy, arm and leg, patch from Cessen (with slighy ↵Campbell Barton
modifications) - bone.center attribute
2009-12-26pep8 edits, removed MakeCursor.py and rna_array.py, not important to make pep8Campbell Barton
2009-12-17autorigging front end, access in pose mode armature panel (at the bottom)Campbell Barton
demo: http://download.blender.org/durian/metarig_demo.ogv sintel base rig also, would like to include more generic/simple rigs eventually
2009-12-17rescale metarig types to roughly match 1.0 == 1m for body parts, also fix py ↵Campbell Barton
error with bone UI
2009-12-16pep8 changesCampbell Barton
2009-12-15- original bones in last layerCampbell Barton
- dont rename root bone - use Rigify exceptions
2009-12-14* new metarig type for the durian dragon leg (original rig by Cessen)Campbell Barton
* option to roll the delta of the arm rig. * fix to copy metarig type * renamed EditBone.align() --> EditBone.align_roll() * Added EditBone.align_orientation(other) * Added bone.vector: same as (bone.tail - bone.head)
2009-12-14missing importCampbell Barton
2009-12-14edits to the bone copy metarig type from Cessen, pointcache warning fixCampbell Barton
2009-12-14automatic layer placement, users can set the layers if they want.Campbell Barton
predefined layer types 'main', 'extra', 'ik', 'fk'
2009-12-14pep8 warnings, remove unused importsCampbell Barton
2009-12-13use python3 syntax for defining a set.Campbell Barton
2009-12-13script for automating pep8 checks.Campbell Barton
On ubuntu/debian install these tools... sudo apt-get install pylint pyflakes python-setuptools python-pip sudo pip install pep8 then run from blenders source dir... python release/test/pep8.py This searches for the comments "# <pep8 compliant>" and "# <pep8-80 compliant>", running the checking tools on these scripts only. * some minor pep8 corrections too.
2009-12-13* rna: memory leak fix for RNA_property_enum_value()Campbell Barton
* rigify: generate root-most bones before children, this makes parenting to dynamically created bones work.
2009-12-11rigifyCampbell Barton
* optional default blend argument, use for better leg & arm defaults * way to define arbitrary options for bones that can then be passed to the generator function, only used to set elbow target parent at the moment.
2009-12-11* added an armature submenu where python defined armatures can go.Campbell Barton
* bpy.utils.display_name(), which makes filenames and module names look nicer in menus eg... /home/me/foo_bar.py --> "Foo Bar" * missing rna_path --> data_path renaming
2009-12-11* root bone override fixedCampbell Barton
* delta was disabled * simple copy metarig type * proper exception when a type isnt found
2009-12-11* rename 'rna_path' --> 'data_path', rna and dna are for internal use and ↵Campbell Barton
are not descriptive. * armature.pose_position: POSE_POSITION, REST_POSITION --> POSE, REST * rigify now forces rest pose mode * updated neck_flex to keep original bones unchanged
2009-12-10missed a header last commit, added custom exceptions to rigify so they can ↵Campbell Barton
be caught and converted into reports and have normal errors display the stack trace as useual.
2009-12-10fix for some errors and local root bone overrideCampbell Barton
2009-12-10missed editing the sample rigs, Cessen likes palm_curl.py betterCampbell Barton
2009-12-10renaming metarig types since we may well have multiple arm/finger/leg typesCampbell Barton
2009-12-10move generic functions out of rigify's __init__.py into rigify_utils.py ↵Campbell Barton
since rigify its self does not use them, only some of the metarig types.
2009-12-10- rigify context changes & example for deltaCampbell Barton
- sequencer transform had 0.0 for rotation minimum - missed icon rename in last commit
2009-12-10patch from Cessen, tweaks and fixes to metarig elementsCampbell Barton
2009-12-09if bone type root is defined, all new parentless bones become children of itCampbell Barton
2009-12-09some more rig options, fix typoCampbell Barton
2009-12-09- added editbone.matrix, readonly, utility property that calculates the ↵Campbell Barton
matrix from the bone roll - spine fixes - arm now uses the average Z axis to place the poll target
2009-12-09- use the bone that the type was set for automatic assigned blending ↵Campbell Barton
property (when blending 2 chains) - delete the type property from the generated rig so running again wont confuse things
2009-12-09- rewrote arm rig so it creates 2 chains and blend them automatically (like ↵Campbell Barton
the leg) - use reverse order for palm fingers (pointer first) - allow copying bone class instances to exclude some bones - doc generation had a python error (incedently updated online docs linked from the splash)
2009-12-08- modify for Cessens updated spineCampbell Barton
- Neck example didnt account for some possible problems when linking to the body - foot IK were referencing the wrong bones - updated some example rigs - graph constraint arrow direction was incorrect