- added new mathutils.Color() type, use with rna so we can do for eg:
material.diffuse_color.r = 1.0
# also has hsv access
material.diffuse_color.s = 0.6
- made Mathutils and Geometry module names lowercase.
- 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.
- 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
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.
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.
- use reverse order for palm fingers (pointer first)
- allow copying bone class instances to exclude some bones
- doc generation had a python error (incedently updated online docs linked from the splash)
- use python malloc's in bpy_array.c
- automatically blending bone locations is disabled if the target bone has locked location
- neck had incorrect roll
- updated delta not to remove a bone
- spine and neck rigs interpolation bones are now axis aligned to the control bone
- palm tag is expected on the pointer finger rather then the wrist
- operate on bone children first working up the chain (not essential but more pradictable)
original bone names cant be changed anymore but this means the bones can be re-parented without confusing scripts that run after the rig is modified.
support for defining a bone to have multiple types and automatically blending between 2 generated rigs
new bone properties
- bone.basename (name without the extension), "Some.Bone.001" --> "Some.Bone"
- bone.children_recursive_basename, gives a chain of children that have the same basename