Gizmos #7

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opened 2020-12-18 17:54:07 +01:00 by Mets3D · 5 comments
Mets3D commented 2020-12-18 17:54:07 +01:00 (Migrated from gitlab.com)

A low priority feature would be adding custom gizmos to various rig types to control some Rigify parameters. This has a lot of cool factor and is of course a usability improvement, but it doesn't bring any extra flexibility with itself, so it's hard to justify spending time on this.

Currently, an example of this is implemented in cloud_ik_chain, to set the IK pole distance, which actually proved quite tricky!

Other use cases for interactable or non-interactable gizmos:

  • Highlighting bones that belong to the sub-rig of the active bone.
  • cloud_limb: AutoRubberHose control position
  • cloud_leg: Heel position (instead of using a bone)
  • cloud_aim: Aim target position and group aim target position
  • cloud_eyelid: Lines representing ROT bones
  • Picker UI (massive task)
A low priority feature would be adding custom gizmos to various rig types to control some Rigify parameters. This has a lot of cool factor and is of course a usability improvement, but it doesn't bring any extra flexibility with itself, so it's hard to justify spending time on this. Currently, an example of this is implemented in cloud_ik_chain, to set the IK pole distance, which actually proved quite tricky! Other use cases for interactable or non-interactable gizmos: - Highlighting bones that belong to the sub-rig of the active bone. - cloud_limb: AutoRubberHose control position - cloud_leg: Heel position (instead of using a bone) - cloud_aim: Aim target position and group aim target position - cloud_eyelid: Lines representing ROT bones - Picker UI (massive task)
Mets3D commented 2020-12-18 17:56:34 +01:00 (Migrated from gitlab.com)

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Mets3D commented 2020-12-18 18:19:32 +01:00 (Migrated from gitlab.com)

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Mets3D commented 2021-10-13 18:59:26 +02:00 (Migrated from gitlab.com)

Instead of the Picker UI, I created a prototype of a Mesh Gizmo system, included in this blender development task: blender/blender#92218

Instead of the Picker UI, I created a prototype of a Mesh Gizmo system, included in this blender development task: https://projects.blender.org/blender/blender/issues/92218
Mets3D commented 2021-10-14 17:32:28 +02:00 (Migrated from gitlab.com)

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Demeter Dzadik added
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labels 2024-05-24 17:48:06 +02:00

Perhaps the cheapest way to get this done is by using the old gizmo API function that let me use a face map (although face maps are gone, hopefully this still works with attributes). The problem with this was that it resulted in Z-fighting, and to fix that, I would need a developer to add a parameter to this function to scale the mesh along its normals a tiny bit.

In any case, I put it on my TODO to check how the Bone Gizmos add-on works with Blender 4.2.

Perhaps the cheapest way to get this done is by using the old gizmo API function that let me use a face map (although face maps are gone, hopefully this still works with attributes). The problem with this was that it resulted in Z-fighting, and to fix that, I would need a developer to add a parameter to this function to scale the mesh along its normals a tiny bit. In any case, I put it on my TODO to check how the Bone Gizmos add-on works with Blender 4.2.
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