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  1. Dec 06, 2011
  2. Nov 19, 2011
  3. Nov 02, 2011
  4. Sep 20, 2011
  5. Sep 19, 2011
  6. Aug 27, 2011
    • Thomas Dinges's avatar
      Addon UI Cleanup, Part 2 · f4768033
      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! 
      f4768033
  7. Aug 08, 2011
  8. Jul 25, 2011
  9. Jul 11, 2011
    • Campbell Barton's avatar
      cleanup · 488e1da9
      Campbell Barton authored
      - remove/comment unused variables
      - remove unused imports
      - fixed some bugs using incorrect variables
      488e1da9
  10. Jun 29, 2011
  11. Jun 23, 2011
  12. Jun 22, 2011
    • Nathan Vegdahl's avatar
      Rigify: constraints are now copied over from metarig. · 72e2f73b
      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.
      72e2f73b
  13. Jun 21, 2011
  14. Jun 19, 2011
  15. Jun 18, 2011
  16. Jun 15, 2011
    • Nathan Vegdahl's avatar
      Rigify: new spine rig! · 6f3d2c49
      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.
      6f3d2c49
  17. Jun 01, 2011
  18. May 16, 2011
  19. May 15, 2011
    • Nathan Vegdahl's avatar
      Rigify: added a 'copy_chain' rig type. · 34b236a3
      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'.
      34b236a3
  20. Apr 11, 2011
  21. Mar 29, 2011
  22. Mar 26, 2011
  23. Mar 21, 2011
  24. Mar 19, 2011
  25. Mar 15, 2011
  26. Mar 13, 2011
    • Nathan Vegdahl's avatar
      Rigify: · 3636e3df
      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.
      3636e3df
  27. Mar 10, 2011
    • Nathan Vegdahl's avatar
      Rigify: · 19bebf23
      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.
      19bebf23
    • Nathan Vegdahl's avatar
      Rigify: · 88786844
      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.
      88786844
    • Nathan Vegdahl's avatar
      Rigify: · 86c07ba1
      Nathan Vegdahl authored
      - Added IK/FK snapping (both directions) for legs.
      - Cleaned up another operator so that it works with undo.
      - PEP8 cleanups. 
      86c07ba1
  28. Mar 09, 2011
  29. Mar 08, 2011
  30. Feb 24, 2011
  31. Feb 21, 2011
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