- 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.
This commit is contained in:
2010-01-19 19:07:09 +00:00
parent 40fb29862e
commit c54d54e8ae
11 changed files with 1233 additions and 229 deletions

View File

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