Rigify:
- 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.
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@@ -152,6 +152,7 @@ def main(obj, bone_definition, base_names, options):
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control_pbone.rotation_mode = 'YZX'
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control_pbone.lock_rotation = False, True, True
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control_pbone.lock_location = True, True, True
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driver_fcurves = pinky_pbone.driver_add("rotation_euler")
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@@ -163,6 +164,8 @@ def main(obj, bone_definition, base_names, options):
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prop = rna_idprop_ui_prop_get(control_pbone, "spread", create=True)
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prop["soft_min"] = -1.0
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prop["soft_max"] = 1.0
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prop["min"] = -1.0
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prop["max"] = 1.0
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# *****
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