- Dec 06, 2011
-
-
Campbell Barton authored
-
- Nov 19, 2011
-
-
Nathan Vegdahl authored
-
- Nov 02, 2011
-
-
Nathan Vegdahl authored
involve any drivers.
-
- Sep 20, 2011
-
-
Nathan Vegdahl authored
-
- Sep 19, 2011
-
-
Bastien Montagne authored
Plus a few styling enhancements. [[Split portion of a mixed commit.]]
-
- Aug 27, 2011
-
-
Thomas Dinges authored
* You only have to do layout.prop if you want 1 property, no need for row then! * Use col, row, sub as variable names, not colsub, rowsub, row2 etc please. * Povray Addon: Still used a lot of splits, you need no split when you only have 1 column!
-
- Aug 08, 2011
-
-
Campbell Barton authored
-
- Jul 25, 2011
-
-
Campbell Barton authored
-
- Jul 11, 2011
-
-
Campbell Barton authored
- remove/comment unused variables - remove unused imports - fixed some bugs using incorrect variables
-
- Jun 29, 2011
-
-
Nathan Vegdahl authored
-
- Jun 23, 2011
-
-
Nathan Vegdahl authored
-
Nathan Vegdahl authored
This is the last piece that should allow some pretty extensive custom rigging in the metarig, if advanced users choose to do so.
-
- Jun 22, 2011
-
-
Nathan Vegdahl authored
This allows advanced users to do certain limited custom rigging work in the metarig, and have it transfer to the generated rig. Custom properties are also copied when using the copy_bone function in utils. TODO: transfer drivers from the metarig as well.
-
- Jun 21, 2011
-
-
Campbell Barton authored
-
Nathan Vegdahl authored
-
- Jun 19, 2011
-
-
Nathan Vegdahl authored
-
- Jun 18, 2011
-
-
Nathan Vegdahl authored
The layer names are then used in creating the custom rig layer UI. This is useful for users that do not want to--or do not have the knowledge to--edit the generated python script by hand. It is also handy even for more advanced users when regerating the rig over and over (which over-writes the script and any hand-made edits). Also misc bug fixes in some of the rig types.
-
Nathan Vegdahl authored
This allows IK arms and legs to still function properly even when they start with an entirely straight chain.
-
- Jun 15, 2011
-
-
Nathan Vegdahl authored
This rig replaces the old spine rig, and has a super-set of the old spine's features. The main new features are: 1. A separate over-all control for translation. Due to the pivot slide feature of the spine, it didn't really make sense to have one of the spine bones be the control for translation, so I broke that out into a separate control. This control also acts as a root of the spine in general, including for scaling and rotation. If you want to grab the entire spine as one unit, this is how to do it. 2. The spine can now have more than two control bones. The rigger can specify an arbitrary number of the spine bones to be turned into controls upon rig generation. Controls that are not at the end points of the spine are optionally (via an animatable switch) auto-rotated by the the end point controls, so animators can ignore them when they do not require that level of control.
-
- Jun 01, 2011
-
-
Nathan Vegdahl authored
-
- May 16, 2011
-
-
Nathan Vegdahl authored
-
- May 15, 2011
-
-
Nathan Vegdahl authored
This is useful for bone chains that need their parent-child relationships preserved exactly. For example, bbone chains, and chains that users want to use auto-ik on. Also moved the 'copy' rig type to the basic collection. This will break some existing metarigs, but it is very easy to fix. Just change the 'copy' rig type on bones that use it to 'basic.copy'.
-
- Apr 11, 2011
-
-
Nathan Vegdahl authored
-
- Mar 29, 2011
-
-
Campbell Barton authored
-
- Mar 26, 2011
-
-
Campbell Barton authored
Matrix().Scale --> Matrix.Scale
-
- Mar 21, 2011
-
-
Campbell Barton authored
-
- Mar 19, 2011
-
-
Jonathan Smith authored
-
Nathan Vegdahl authored
-
- Mar 15, 2011
-
-
Nathan Vegdahl authored
the rig.
-
- Mar 13, 2011
-
-
Nathan Vegdahl authored
- Flipped the roll values on the default human metarig spine and neck. This makes bending the rig forward have a positive rotation value, and bending back have a negative one. More in line with user expectations. - Improved get_pose_matrix_in_other_space() to account for bones with "inherit rotation" and/or "inherit scale" turned off. - Added a text file giving credit to people who have contributed to Rigify financially or otherwise.
-
- Mar 10, 2011
-
-
Nathan Vegdahl authored
Moved operator registration for rig UI into the register function. Not really necessary, since the generated script doesn't act as an addon. But it keeps everything in one place. Also added an unregister function for absolutely no reason.
-
Nathan Vegdahl authored
Clean-up of the IK/FK snapping code. Should be much more maintainable now. Also changed rig id generation. Rig id's now consist of a random alphanumeric string 8 characters long, with the smallest 8 digits of seconds since the epoc (in hex) at the time of rig generation appended on the end. This results in a 16-character string that is ludicrously unlikely to have any collisions between rigs. 36^8 * 16^8, with the 16^8 being very well distributed over time. Ah... paranoia.
-
Nathan Vegdahl authored
- Added IK/FK snapping (both directions) for legs. - Cleaned up another operator so that it works with undo. - PEP8 cleanups.
-
- Mar 09, 2011
-
-
Nathan Vegdahl authored
Also cleaned up how some of the operators work. They weren't playing nice with undo.
-
- Mar 08, 2011
-
-
Nathan Vegdahl authored
So far just IK->FK for biped.arm.
-
- Feb 24, 2011
-
-
Nathan Vegdahl authored
-
Nathan Vegdahl authored
-
Nathan Vegdahl authored
setup (not yet added to the default human metarig).
-
Nathan Vegdahl authored
-
- Feb 21, 2011
-
-
Nathan Vegdahl authored
-