Added a tail control rig.
For now, you have to manually hook the resulting controls up to a separate spline IK rig that you make by hand. Perhaps this can be automated in the future.
For anyone using this: keep in mind that you need separate armatures for the tail deformation bones and tail control bones. Otherwise you create a cyclic dependency like so:
tail deform bones <- spline object <- tail control bones
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
- 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.
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.
- 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.
- 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.
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
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.
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.
* 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)
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.
* 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.