Added a tail control rig.
For now, you have to manually hook the resulting controls up to a separate spline IK rig that you make by hand. Perhaps this can be automated in the future.
For anyone using this: keep in mind that you need separate armatures for the tail deformation bones and tail control bones. Otherwise you create a cyclic dependency like so:
tail deform bones <- spline object <- tail control bones
reloading bpy_types was causing reload to fail. also unregister all modules in the reverse order that they were loaded, so when reloading removed files done hang around.
Required options:
mesh: name of mesh object(s) to add/get shapekeys to/from
(if multiple objects, make a comma-separated list)
Optional options:
loc_<x/y/z>: name of the shape key to tie to translation of the bone
loc_<x/y/z>_fac: default multiplier of the bone influence on the shape key
rot_<x/y/z>: name of the shape key to tie to rotation of the bone
rot_<x/y/z>_fac: default multiplier of the bone influence on the shape key
scale_<x/y/z>: name of the shape key to tie to scale of the bone
scale_<x/y/z>_fac: default multiplier of the bone influence on the shape key
- bpy.app moved into PyStructSequence (used by sys.float_info)
- added buildinfo into bpy.app.build_*
- bpy.ui removed (wasnt used)
- include external example files in Mathutils docs (only Mathutils and Vector are currently written)
- added support to auto document PyStructSequence's
- CMake had "'s inside all its strings.
- 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.
python modules bpy.app, bpy.utils are now included in docs.
C defined python module bpy.props has its docstrings extracted and written directly into sphinx docs since the C methods cant be inspected.
added docstrings to bpy.props and improved some in bpy.utils.
will update online docs tomorrow.
- modify the path in python rather then C
- filter returns an object in python 3, set using slice.
also import sys as _sys so it doesnt appier in aytocompleation.
- 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.
Example of adding a button to the view header;
def draw_custom(self, context): self.layout.operator("some.operator")
bpy.types.VIEW3D_HT_header.append(draw_custom)
- reload modules from types that are not directly included. for example wm.py uses classes from modules/rna_prop_ui.py which wasnt reloaded.
- script paths were being added to sys.path multiple times.
note: now the second reload gives a crash right away but this is a bug elsewhere.