- 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
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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- Dec 28, 2012
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Bastien Montagne 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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- 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 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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- Aug 27, 2011
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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!
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- Aug 08, 2011
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Campbell Barton authored
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- Jul 11, 2011
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Campbell Barton authored
- remove/comment unused variables - remove unused imports - fixed some bugs using incorrect variables
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- Jun 19, 2011
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Nathan Vegdahl authored
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- Jun 18, 2011
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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.
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- Mar 21, 2011
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Campbell Barton authored
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- Mar 10, 2011
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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.
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Nathan Vegdahl authored
- Added IK/FK snapping (both directions) for legs. - Cleaned up another operator so that it works with undo. - PEP8 cleanups.
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- Mar 09, 2011
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Nathan Vegdahl authored
Also cleaned up how some of the operators work. They weren't playing nice with undo.
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- Feb 11, 2011
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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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- Dec 23, 2010
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Campbell Barton authored
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- Dec 22, 2010
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Campbell Barton authored
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- Nov 17, 2010
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Nathan Vegdahl authored
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