Commit Graph

7 Commits

Author SHA1 Message Date
fbadf21b00 pep8 changes to rigify (minor warnings still there)
also found quite a few cases where variables were used that hadnt been defined.
2010-01-31 14:33:27 +00:00
22d8742f0d white space commit, so the actual changes in the next commiy wont be so hard to find 2010-01-31 14:30:21 +00:00
fb8d6b9f7a Rigify:
- 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.
2010-01-26 11:17:41 +00:00
ede3f0285d Rigify now generates the rig into the same armature every time, so you don't have to re-hook-up things like armature modifiers, parenting, etc.
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.
2010-01-25 14:19:12 +00:00
0a0f4c9d81 Mathutils refactor & include in sphinx generated docs, (TODO, include getset'ers in docs)
- Mathutils.MidpointVecs --> vector.lerp(other, fac)
 - Mathutils.AngleBetweenVecs --> vector.angle(other)
 - Mathutils.ProjectVecs --> vector.project(other)
 - Mathutils.DifferenceQuats --> quat.difference(other)
 - Mathutils.Slerp --> quat.slerp(other, fac)
 - Mathutils.Rand: removed, use pythons random module
 - Mathutils.RotationMatrix(angle, size, axis_flag, axis) --> Mathutils.RotationMatrix(angle, size, axis); merge axis & axis_flag args
 - Matrix.scalePart --> Matrix.scale_part
 - Matrix.translationPart --> Matrix.translation_part
 - Matrix.rotationPart --> Matrix.rotation_part
 - toMatrix --> to_matrix
 - toEuler --> to_euler
 - toQuat --> to_quat
 - Vector.toTrackQuat --> Vector.to_track_quat
2010-01-25 09:44:04 +00:00
c54d54e8ae 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.
2010-01-19 19:07:09 +00:00
20df075e38 new rig types from Cessen 2010-01-10 19:20:48 +00:00