- Apr 24, 2013
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Nathan Vegdahl authored
Thanks to Sanc Tuary for the bug report! Bug #35040
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- Mar 05, 2013
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Nathan Vegdahl authored
The bbone elbow was causing weird twisting and sharp bend angles even when smooth elbow/knee was fully disabled. Now fixed. This fix, however, exposes bug #34532 in Blender, so for the time being the transition between smooth/sharp elbow is a jumpy one. This is less objectionable, however, then the weird twisting that was happening, as bug #34532 can be worked around by the animator, whereas the weird twisting could not be worked around.
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- Mar 01, 2013
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Nathan Vegdahl authored
Arm/leg rig upgrades: - Arms and legs no longer scale with their parents, which was problematic when e.g. the torso of a character did squash-and-stretch causing the arms/legs to distort and shear. - Squash-and-stretch for both FK and IK rigs. - Rubber hose controls. Misc changes/bugfixes: - Rigify now locks all pose transforms for non-control bones automatically. - The README file now correctly reflects the new rig-type API. - Scrubbed the code for unused variables and imports. - PEP8 cleanups.
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- Feb 28, 2013
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Nathan Vegdahl authored
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- Feb 23, 2013
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Nathan Vegdahl authored
rig types.
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- Feb 19, 2013
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Campbell Barton authored
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- Feb 17, 2013
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Nathan Vegdahl authored
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Campbell Barton authored
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Campbell Barton authored
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- Feb 16, 2013
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Nathan Vegdahl authored
Contains buttons for operators that are useful when developing for Rigify. For now, it's buttons that generate python code for recreating selected armatures.
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Nathan Vegdahl authored
I have updated the rig type API to be a bit clearer based on my interactions with Kfir from PitchiPoy. I've also disabled the "delta" rig type, as it is very obscure and mostly just confuses people.
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Nathan Vegdahl authored
This required changes to both the default human metarig and some of the rig types. This updates the naming scheme to match new best-practices, as per the CGCookie Flexrig.
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Nathan Vegdahl authored
This makes it much easier for e.g. someone to branch Rigify for custom purposes, since there won't be weird name conflicts. Also changed from using __import__() for dynamic imports to using importlib.import_module(). This simplifies the code and should be more robust. Finally, misc pep8 cleanups.
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- Feb 15, 2013
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Nathan Vegdahl authored
It is now able to write out all relevant layer data. Also, the script generated can now be directly run, for testing.
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Nathan Vegdahl authored
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Nathan Vegdahl authored
are now dynamically pulled from python files in the metarigs directory. This makes adding new metarigs pretty painless.
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Nathan Vegdahl authored
WGT objects were sticking around even when the user deleted them since they were being used by the bones for visual appearance. This meant that if the user deleted the WGT objects in order for Rigify to regenerate them the next time around, Rigify would fail. Rigify now checks for this circumstance and handles it appropriately.
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Nathan Vegdahl authored
The biggest fixes relate to keeping ID data modification out of draw methods. This was breaking Rigify with the current API. Secondary fix was to move widget meshes to match the bones, even if the widget meshes already exist. It's nice for when the user is progressively tweaking the metarig.
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Bastien Montagne authored
When using default UI_UL_list, one should always spully a custom ID, else collision inside an area are quite likely...
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Campbell Barton authored
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Campbell Barton authored
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- Jan 22, 2013
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Nathan Vegdahl authored
Thanks to Jack Simpson for the heads up!
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Nathan Vegdahl authored
From the report: This patch fixes a bug that rig modules of 'arm' and 'leg' cannot be loaded failing as follows: Rigify: No module named 'rigify.rigs.biped.arm.biped' Rigify: No module named 'rigify.rigs.biped.leg.biped' I couldn't reproduce the error, but new code works on my system just as well as the old code, so I assume this serves to make the code more robust on a larger range of systems. Thanks Shinsuke!
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Nathan Vegdahl authored
Blender increased object name length limit from 21 to 63 at some point, and I hadn't update Rigify to reflect that. This enables better reliability with respect to widget shapes.
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- Dec 28, 2012
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Bastien Montagne authored
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- Dec 19, 2012
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Campbell Barton authored
make addons blender versions consistent
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- Oct 08, 2012
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Campbell Barton authored
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- Jul 03, 2012
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Bastien Montagne authored
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- May 26, 2012
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Campbell Barton authored
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- Apr 06, 2012
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Nathan Vegdahl authored
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- Apr 03, 2012
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Campbell Barton authored
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- Mar 15, 2012
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Nathan Vegdahl authored
the biped leg rig.
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- Feb 08, 2012
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Campbell Barton authored
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- Jan 18, 2012
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Campbell Barton authored
- dont import * - dont use builtin names for vars - strip trailing white space
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Sergey Sharybin authored
- Check for keymap availability to suppress warning messages when running blender in background mode
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- Jan 14, 2012
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Campbell Barton authored
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- Jan 04, 2012
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Campbell Barton authored
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- Jan 01, 2012
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Campbell Barton authored
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Campbell Barton authored
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Campbell Barton authored
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