Incorrect custom B-Bone handles selected when generating rig. #112

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opened 2023-08-04 20:44:15 +02:00 by ThaliaSolari · 1 comment
ThaliaSolari commented 2023-08-04 20:44:15 +02:00 (Migrated from gitlab.com)

System Information
Operating system: Windows-10-10.0.19044-SP0 64 Bits

Blender Version
3.6.1, branch: blender-v3.6-release, commit: 2023-07-17

CloudRig Version: (0, 0, 9) (2023-08-04 18:09)


Description of the problem:
In the metarig I have supplied, I have custom B-Bone handles selected on the Hip.L and Hip.R bones. Upon generating, it replaces these handles with seemingly random bones from the face. I wasn't able to reproduce it in a new rig, so I simply provided the entire character rig. Not sure why it's grabbing them from the face specifically.

It also overrides the values set for the scale axes. Maybe related to the issue with custom widget scale from before?

Attached .blend file to reproduce the problem:
BBone_Tangents_Bug.zip

**System Information** Operating system: Windows-10-10.0.19044-SP0 64 Bits **Blender Version** 3.6.1, branch: blender-v3.6-release, commit: [2023-07-17](https://developer.blender.org/rB8bda729ef4dc) **CloudRig Version**: (0, 0, 9) (2023-08-04 18:09) *************************************** Description of the problem: In the metarig I have supplied, I have custom B-Bone handles selected on the Hip.L and Hip.R bones. Upon generating, it replaces these handles with seemingly random bones from the face. I wasn't able to reproduce it in a new rig, so I simply provided the entire character rig. Not sure why it's grabbing them from the face specifically. It also overrides the values set for the scale axes. Maybe related to the issue with custom widget scale from before? Attached .blend file to reproduce the problem: [BBone_Tangents_Bug.zip](/uploads/8cdacdc6787be990f9d8055c7e98c9b9/BBone_Tangents_Bug.zip)

Thanks for the report, sorry it took me 9 months.

I was trying to store references to blender bone data while it was being modified, so I'm actually surprised it wasn't causing crashes. But that's why it ended up referencing random bones. Now I just store the bone names, and that works.

As for the Scale XYZ values, they also weren't being converted to a standard python list, I think that was causing it to fail to write during generation. Tbh that feels like it shouldn't be a thing, but whatever, converting it to a standard python list (from bpy_prop_array) worked.

Thanks for the report, sorry it took me 9 months. I was trying to store references to blender bone data while it was being modified, so I'm actually surprised it wasn't causing crashes. But that's why it ended up referencing random bones. Now I just store the bone names, and that works. As for the Scale XYZ values, they also weren't being converted to a standard python list, I think that was causing it to fail to write during generation. Tbh that feels like it shouldn't be a thing, but whatever, converting it to a standard python list (from bpy_prop_array) worked.
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