From 525fe3bf4fed43910d6b8efd2e16455c9310c36e Mon Sep 17 00:00:00 2001 From: TheDuckCow Date: Tue, 4 Sep 2018 21:29:21 -0400 Subject: [PATCH] Updating version to 1.0.3, all code change credit goes to Juan Pablo. --- __init__.py | 666 +++++++++++------------ blenrig_biped/__init__.py | 0 blenrig_biped/blenrig_biped.blend | Bin blenrig_biped/ops_biped_layers_scheme.py | 0 blenrig_biped/ops_blenrig_biped_add.py | 0 blenrig_biped/updates/update_1001.py | 0 blenrig_biped/updates/update_1005.py | 0 changelog.txt | 4 +- ops_alignment.py | 0 ops_baking.py | 0 ops_picker_body.py | 0 ops_picker_face.py | 0 ops_rig_updater.py | 0 ops_snapping.py | 174 +++--- readme.rst | 4 +- rig_functions.py | 0 ui_panel_controls.py | 0 ui_panel_rigging.py | 0 18 files changed, 424 insertions(+), 424 deletions(-) mode change 100644 => 100755 __init__.py mode change 100644 => 100755 blenrig_biped/__init__.py mode change 100644 => 100755 blenrig_biped/blenrig_biped.blend mode change 100644 => 100755 blenrig_biped/ops_biped_layers_scheme.py mode change 100644 => 100755 blenrig_biped/ops_blenrig_biped_add.py mode change 100644 => 100755 blenrig_biped/updates/update_1001.py mode change 100644 => 100755 blenrig_biped/updates/update_1005.py mode change 100644 => 100755 changelog.txt mode change 100644 => 100755 ops_alignment.py mode change 100644 => 100755 ops_baking.py mode change 100644 => 100755 ops_picker_body.py mode change 100644 => 100755 ops_picker_face.py mode change 100644 => 100755 ops_rig_updater.py mode change 100644 => 100755 ops_snapping.py mode change 100644 => 100755 readme.rst mode change 100644 => 100755 rig_functions.py mode change 100644 => 100755 ui_panel_controls.py mode change 100644 => 100755 ui_panel_rigging.py diff --git a/__init__.py b/__init__.py old mode 100644 new mode 100755 index a397638..9558873 --- a/__init__.py +++ b/__init__.py @@ -22,7 +22,7 @@ # Initial script programming: Bart Crouch # Current maintainer and developer: Juan Pablo Bouza # -# Synoptic Panel/Rig Picker based on work by: Salvador Artero +# Synoptic Panel/Rig Picker based on work by: Salvador Artero # # Special thanks on python advice to: Campbell Barton, Bassam Kurdali, Daniel Salazar, CodeManX, Patrick Crawford, Gabriel Caraballo, Ines Almeida # Special thanks for feedback and ideas to: Jorge Rausch, Gabriel Sabsay, Pablo Vázquez, Hjalti Hjálmarsson, Beorn Leonard, Sarah Laufer @@ -34,7 +34,7 @@ bl_info = { 'name': 'BlenRig 5', 'author': 'Juan Pablo Bouza', - 'version': (1,0,2), + 'version': (1,0,3), 'blender': (2, 77, 0), 'location': 'Armature, Object and Lattice properties, View3d tools panel, Armature Add menu', 'description': 'BlenRig 5 rigging system', @@ -83,14 +83,14 @@ def optimize_body(self, context): from bpy.app.handlers import persistent @persistent -def load_reprop_handler(context): - bone_auto_hide(context) +def load_reprop_handler(context): + bone_auto_hide(context) reproportion_toggle(context) - rig_toggles(context) - + rig_toggles(context) + @persistent -def load_handler(context): - bone_auto_hide(context) +def load_handler(context): + bone_auto_hide(context) bpy.app.handlers.load_post.append(load_reprop_handler) bpy.app.handlers.frame_change_post.append(load_handler) @@ -105,7 +105,7 @@ bpy.types.PoseBone.ik_head = FloatProperty( min=0.000, max=1.000, precision=0, - step=100, + step=100, options={'ANIMATABLE'}, description="IK/FK Toggle", update=prop_update, @@ -128,7 +128,7 @@ bpy.types.PoseBone.inv_torso = FloatProperty( min=0.000, max=1.000, precision=0, - step=100, + step=100, options={'ANIMATABLE'}, description="Invert Torso Hierarchy", update=prop_update, @@ -139,7 +139,7 @@ bpy.types.PoseBone.ik_arm_L = FloatProperty( min=0.000, max=1.000, precision=0, - step=100, + step=100, options={'ANIMATABLE'}, description="IK/FK Toggle", update=prop_update, @@ -150,7 +150,7 @@ bpy.types.PoseBone.ik_arm_R = FloatProperty( min=0.000, max=1.000, precision=0, - step=100, + step=100, options={'ANIMATABLE'}, description="IK/FK Toggle", update=prop_update, @@ -161,7 +161,7 @@ bpy.types.PoseBone.ik_leg_L = FloatProperty( min=0.000, max=1.000, precision=0, - step=100, + step=100, options={'ANIMATABLE'}, description="IK/FK Toggle", update=prop_update, @@ -172,7 +172,7 @@ bpy.types.PoseBone.ik_toes_all_L = FloatProperty( min=0.000, max=1.000, precision=0, - step=100, + step=100, options={'ANIMATABLE'}, description="IK/FK Toggle", update=prop_update, @@ -183,7 +183,7 @@ bpy.types.PoseBone.ik_leg_R = FloatProperty( min=0.000, max=1.000, precision=0, - step=100, + step=100, options={'ANIMATABLE'}, description="IK/FK Toggle", update=prop_update, @@ -194,7 +194,7 @@ bpy.types.PoseBone.ik_toes_all_R = FloatProperty( min=0.000, max=1.000, precision=0, - step=100, + step=100, options={'ANIMATABLE'}, description="IK/FK Toggle", update=prop_update, @@ -205,7 +205,7 @@ bpy.types.PoseBone.ik_fing_ind_L = FloatProperty( min=0.000, max=1.000, precision=0, - step=100, + step=100, options={'ANIMATABLE'}, description="IK/FK Toggle", update=prop_update, @@ -216,7 +216,7 @@ bpy.types.PoseBone.ik_fing_mid_L = FloatProperty( min=0.000, max=1.000, precision=0, - step=100, + step=100, options={'ANIMATABLE'}, description="IK/FK Toggle", update=prop_update, @@ -227,7 +227,7 @@ bpy.types.PoseBone.ik_fing_ring_L = FloatProperty( min=0.000, max=1.000, precision=0, - step=100, + step=100, options={'ANIMATABLE'}, description="IK/FK Toggle", update=prop_update, @@ -238,7 +238,7 @@ bpy.types.PoseBone.ik_fing_lit_L = FloatProperty( min=0.000, max=1.000, precision=0, - step=100, + step=100, options={'ANIMATABLE'}, description="IK/FK Toggle", update=prop_update, @@ -249,7 +249,7 @@ bpy.types.PoseBone.ik_fing_thumb_L = FloatProperty( min=0.000, max=1.000, precision=0, - step=100, + step=100, options={'ANIMATABLE'}, description="IK/FK Toggle", update=prop_update, @@ -260,7 +260,7 @@ bpy.types.PoseBone.ik_fing_ind_R = FloatProperty( min=0.000, max=1.000, precision=0, - step=100, + step=100, options={'ANIMATABLE'}, description="IK/FK Toggle", update=prop_update, @@ -271,7 +271,7 @@ bpy.types.PoseBone.ik_fing_mid_R = FloatProperty( min=0.000, max=1.000, precision=0, - step=100, + step=100, options={'ANIMATABLE'}, description="IK/FK Toggle", update=prop_update, @@ -282,7 +282,7 @@ bpy.types.PoseBone.ik_fing_ring_R = FloatProperty( min=0.000, max=1.000, precision=0, - step=100, + step=100, options={'ANIMATABLE'}, description="IK/FK Toggle", update=prop_update, @@ -293,7 +293,7 @@ bpy.types.PoseBone.ik_fing_lit_R = FloatProperty( min=0.000, max=1.000, precision=0, - step=100, + step=100, options={'ANIMATABLE'}, description="IK/FK Toggle", update=prop_update, @@ -304,7 +304,7 @@ bpy.types.PoseBone.ik_fing_thumb_R = FloatProperty( min=0.000, max=1.000, precision=0, - step=100, + step=100, options={'ANIMATABLE'}, description="IK/FK Toggle", update=prop_update, @@ -315,7 +315,7 @@ bpy.types.PoseBone.ik_fing_all_R = FloatProperty( min=0.000, max=1.000, precision=0, - step=100, + step=100, options={'ANIMATABLE'}, description="IK/FK Toggle", update=prop_update, @@ -326,7 +326,7 @@ bpy.types.PoseBone.ik_fing_all_L = FloatProperty( min=0.000, max=1.000, precision=0, - step=100, + step=100, options={'ANIMATABLE'}, description="IK/FK Toggle", update=prop_update, @@ -340,7 +340,7 @@ bpy.types.PoseBone.hinge_head = FloatProperty( min=0.000, max=1.000, precision=0, - step=100, + step=100, options={'ANIMATABLE'}, description="Isolate Rotation", update=prop_update, @@ -351,7 +351,7 @@ bpy.types.PoseBone.hinge_neck = FloatProperty( min=0.000, max=1.000, precision=0, - step=100, + step=100, options={'ANIMATABLE'}, description="Isolate Rotation", update=prop_update, @@ -362,7 +362,7 @@ bpy.types.PoseBone.hinge_arm_L = FloatProperty( min=0.000, max=1.000, precision=0, - step=100, + step=100, options={'ANIMATABLE'}, description="Isolate Rotation", update=prop_update, @@ -373,7 +373,7 @@ bpy.types.PoseBone.hinge_arm_R = FloatProperty( min=0.000, max=1.000, precision=0, - step=100, + step=100, options={'ANIMATABLE'}, description="Isolate Rotation", update=prop_update, @@ -384,7 +384,7 @@ bpy.types.PoseBone.hinge_hand_L = FloatProperty( min=0.000, max=1.000, precision=0, - step=100, + step=100, options={'ANIMATABLE'}, description="Isolate Rotation", update=prop_update, @@ -395,7 +395,7 @@ bpy.types.PoseBone.hinge_hand_R = FloatProperty( min=0.000, max=1.000, precision=0, - step=100, + step=100, options={'ANIMATABLE'}, description="Isolate Rotation", update=prop_update, @@ -406,7 +406,7 @@ bpy.types.PoseBone.hinge_fing_ind_L = FloatProperty( min=0.000, max=1.000, precision=0, - step=100, + step=100, options={'ANIMATABLE'}, description="Isolate Rotation", update=prop_update, @@ -417,7 +417,7 @@ bpy.types.PoseBone.hinge_fing_mid_L = FloatProperty( min=0.000, max=1.000, precision=0, - step=100, + step=100, options={'ANIMATABLE'}, description="Isolate Rotation", update=prop_update, @@ -428,7 +428,7 @@ bpy.types.PoseBone.hinge_fing_ring_L = FloatProperty( min=0.000, max=1.000, precision=0, - step=100, + step=100, options={'ANIMATABLE'}, description="Isolate Rotation", update=prop_update, @@ -439,7 +439,7 @@ bpy.types.PoseBone.hinge_fing_lit_L = FloatProperty( min=0.000, max=1.000, precision=0, - step=100, + step=100, options={'ANIMATABLE'}, description="Isolate Rotation", update=prop_update, @@ -450,7 +450,7 @@ bpy.types.PoseBone.hinge_fing_thumb_L = FloatProperty( min=0.000, max=1.000, precision=0, - step=100, + step=100, options={'ANIMATABLE'}, description="Isolate Rotation", update=prop_update, @@ -461,7 +461,7 @@ bpy.types.PoseBone.hinge_fing_ind_R = FloatProperty( min=0.000, max=1.000, precision=0, - step=100, + step=100, options={'ANIMATABLE'}, description="Isolate Rotation", update=prop_update, @@ -472,7 +472,7 @@ bpy.types.PoseBone.hinge_fing_mid_R = FloatProperty( min=0.000, max=1.000, precision=0, - step=100, + step=100, options={'ANIMATABLE'}, description="Isolate Rotation", update=prop_update, @@ -483,7 +483,7 @@ bpy.types.PoseBone.hinge_fing_ring_R = FloatProperty( min=0.000, max=1.000, precision=0, - step=100, + step=100, options={'ANIMATABLE'}, description="Isolate Rotation", update=prop_update, @@ -494,7 +494,7 @@ bpy.types.PoseBone.hinge_fing_lit_R = FloatProperty( min=0.000, max=1.000, precision=0, - step=100, + step=100, options={'ANIMATABLE'}, description="Isolate Rotation", update=prop_update, @@ -505,7 +505,7 @@ bpy.types.PoseBone.hinge_fing_thumb_R = FloatProperty( min=0.000, max=1.000, precision=0, - step=100, + step=100, options={'ANIMATABLE'}, description="Isolate Rotation", update=prop_update, @@ -516,7 +516,7 @@ bpy.types.PoseBone.hinge_fing_all_R = FloatProperty( min=0.000, max=1.000, precision=0, - step=100, + step=100, options={'ANIMATABLE'}, description="Isolate Rotation", update=prop_update, @@ -527,7 +527,7 @@ bpy.types.PoseBone.hinge_fing_all_L = FloatProperty( min=0.000, max=1.000, precision=0, - step=100, + step=100, options={'ANIMATABLE'}, description="Isolate Rotation", update=prop_update, @@ -538,7 +538,7 @@ bpy.types.PoseBone.hinge_leg_L = FloatProperty( min=0.000, max=1.000, precision=0, - step=100, + step=100, options={'ANIMATABLE'}, description="Isolate Rotation", update=prop_update, @@ -549,7 +549,7 @@ bpy.types.PoseBone.hinge_toes_all_L = FloatProperty( min=0.000, max=1.000, precision=0, - step=100, + step=100, options={'ANIMATABLE'}, description="Isolate Rotation", update=prop_update, @@ -560,18 +560,18 @@ bpy.types.PoseBone.hinge_leg_R = FloatProperty( min=0.000, max=1.000, precision=0, - step=100, + step=100, options={'ANIMATABLE'}, description="Isolate Rotation", update=prop_update, name="hinge_leg_R" -) +) bpy.types.PoseBone.hinge_toes_all_R = FloatProperty( default=0.000, min=0.000, max=1.000, precision=0, - step=100, + step=100, options={'ANIMATABLE'}, description="Isolate Rotation", update=prop_update, @@ -585,72 +585,72 @@ bpy.types.PoseBone.toon_head = FloatProperty( min=0.000, max=1.000, precision=0, - step=100, + step=100, options={'ANIMATABLE'}, description="Stretchy IK Toggle", update=prop_update, name="toon_head" -) +) bpy.types.PoseBone.toon_torso = FloatProperty( default=0.000, min=0.000, max=1.000, precision=0, - step=100, + step=100, options={'ANIMATABLE'}, description="Stretchy IK Toggle", update=prop_update, name="toon_torso" -) +) bpy.types.PoseBone.toon_arm_L = FloatProperty( default=0.000, min=0.000, max=1.000, precision=0, - step=100, + step=100, options={'ANIMATABLE'}, description="Stretchy IK Toggle", update=prop_update, name="toon_arm_L" -) +) bpy.types.PoseBone.toon_arm_R = FloatProperty( default=0.000, min=0.000, max=1.000, precision=0, - step=100, + step=100, options={'ANIMATABLE'}, description="Stretchy IK Toggle", update=prop_update, name="toon_arm_R" -) +) bpy.types.PoseBone.toon_leg_L = FloatProperty( default=0.000, min=0.000, max=1.000, precision=0, - step=100, + step=100, options={'ANIMATABLE'}, description="Stretchy IK Toggle", update=prop_update, name="toon_leg_L" -) +) bpy.types.PoseBone.toon_leg_R = FloatProperty( default=0.000, min=0.000, max=1.000, precision=0, - step=100, + step=100, options={'ANIMATABLE'}, description="Stretchy IK Toggle", update=prop_update, name="toon_leg_R" -) +) # LOOK SWITCH bpy.types.PoseBone.look_switch = FloatProperty( @@ -658,12 +658,12 @@ bpy.types.PoseBone.look_switch = FloatProperty( min=0.000, max=3.000, precision=0, - step=100, + step=100, options={'ANIMATABLE'}, description="Target of Eyes", update=prop_update, name="look_switch" -) +) # REPROPORTION bpy.types.Armature.reproportion = BoolProperty( @@ -671,57 +671,57 @@ bpy.types.Armature.reproportion = BoolProperty( description="Toggle Reproportion Mode", update=reprop_update, name="reproportion" -) +) # TOGGLE_FACE_DRIVERS bpy.types.Armature.toggle_face_drivers = BoolProperty( default=1, description="Toggle Face Riggin Drivers", update=optimize_face, name="toggle_face_drivers" -) +) # TOGGLE_FLEX_DRIVERS bpy.types.Armature.toggle_flex_drivers = BoolProperty( default=1, description="Toggle Flex Scaling", update=optimize_flex, name="toggle_flex_drivers" -) +) # TOGGLE_BODY_DRIVERS bpy.types.Armature.toggle_body_drivers = BoolProperty( default=1, description="Toggle Body Rigging Drivers", update=optimize_body, name="toggle_body_drivers" -) +) # TOGGLES bpy.types.PoseBone.toggle_fingers_L = BoolProperty( default=0, description="Toggle fingers in rig", update=rig_toggles_update, name="toggle_fingers_L" -) +) bpy.types.PoseBone.toggle_toes_L = BoolProperty( default=0, description="Toggle toes in rig", update=rig_toggles_update, name="toggle_toes_L" -) +) bpy.types.PoseBone.toggle_fingers_R = BoolProperty( default=0, description="Toggle fingers in rig", update=rig_toggles_update, name="toggle_fingers_R" -) +) bpy.types.PoseBone.toggle_toes_R = BoolProperty( default=0, description="Toggle toes in rig", update=rig_toggles_update, name="toggle_toes_R" -) - +) + ####### Load BlenRig 5 Controls Panel from .ui_panel_controls import BlenRig_5_Interface @@ -739,7 +739,7 @@ from .ops_baking import ( ARMATURE_OT_reset_deformers, ARMATURE_OT_armature_baker, ARMATURE_OT_reset_constraints - ) + ) ####### Load BlenRig 5 Alignment Operators from .ops_alignment import ( @@ -749,12 +749,12 @@ from .ops_alignment import ( Operator_BlenRig_Store_Roll_Angles, Operator_BlenRig_Restore_Roll_Angles, Operator_BlenRig_Reset_Dynamic - ) + ) ####### Load BlenRig 5 Snapping Operators from .ops_snapping import ( - Operator_Torso_Snap_FK_IK, - Operator_Torso_Snap_IK_FK, + Operator_Torso_Snap_FK_IK, + Operator_Torso_Snap_IK_FK, Operator_Head_Snap_FK_IK, Operator_Head_Snap_IK_FK, Operator_Torso_Snap_UP_INV, @@ -768,264 +768,264 @@ from .ops_snapping import ( Operator_Leg_R_Snap_FK_IK, Operator_Leg_R_Snap_IK_FK ) - + ####### Load BlenRig 5 Body Picker Operators # Biped from .ops_picker_body import ( Operator_Head_Stretch, - Operator_Head_Toon, - Operator_Head_Top_Ctrl, - Operator_Head_Mid_Ctrl, - Operator_Head_Mid_Curve, - Operator_Mouth_Str_Ctrl, - Operator_Head_FK, - Operator_Head_IK, - Operator_Neck_4_Toon, - Operator_Face_Toon_Up, - Operator_Face_Toon_Mid, - Operator_Face_Toon_Low, - Operator_Neck_3, + Operator_Head_Toon, + Operator_Head_Top_Ctrl, + Operator_Head_Mid_Ctrl, + Operator_Head_Mid_Curve, + Operator_Mouth_Str_Ctrl, + Operator_Head_FK, + Operator_Head_IK, + Operator_Neck_4_Toon, + Operator_Face_Toon_Up, + Operator_Face_Toon_Mid, + Operator_Face_Toon_Low, + Operator_Neck_3, Operator_Neck_2, - Operator_Neck_1, - Operator_Neck_3_Toon, - Operator_Neck_2_Toon, - Operator_Neck_Ctrl, - Operator_Shoulder_L, - Operator_Shoulder_R, - Operator_Shoulder_Rot_L, - Operator_Shoulder_Rot_R, - Operator_Clavi_Toon_L, - Operator_Clavi_Toon_R, - Operator_Head_Scale, - Operator_Arm_Toon_L, - Operator_Elbow_Pole_L, - Operator_Forearm_Toon_L, - Operator_Arm_Scale_L, - Operator_Arm_FK_L, - Operator_Arm_IK_L, - Operator_Elbow_Toon_L, - Operator_Forearm_FK_L, - Operator_Forearm_IK_L, - Operator_Hand_Toon_L, - Operator_Arm_Toon_R, - Operator_Elbow_Pole_R, - Operator_Forearm_Toon_R, - Operator_Arm_Scale_R, - Operator_Arm_FK_R, - Operator_Arm_IK_R, - Operator_Elbow_Toon_R, - Operator_Forearm_FK_R, - Operator_Forearm_IK_R, - Operator_Hand_Toon_R, - Operator_Torso_Ctrl, - Operator_Spine_3, - Operator_Spine_2, - Operator_Spine_1, - Operator_Master_Torso_Pivot_Point, - Operator_Master_Torso, - Operator_Pelvis_Ctrl, - Operator_Spine_4_Toon, - Operator_Spine_3_Toon, - Operator_Spine_2_Toon, - Operator_Spine_1_Toon, - Operator_Pelvis_Toon, - Operator_Spine_3_Inv_Ctrl, - Operator_Hand_Roll_L, - Operator_Fing_Spread_L, - Operator_Hand_IK_Pivot_Point_L, - Operator_Hand_IK_Ctrl_L, - Operator_Hand_FK_L, - Operator_Fing_Lit_Ctrl_L, - Operator_Fing_Lit_2_L, - Operator_Fing_Lit_3_L, - Operator_Fing_Lit_4_L, - Operator_Fing_Ring_Ctrl_L, - Operator_Fing_Ring_2_L, - Operator_Fing_Ring_3_L, - Operator_Fing_Ring_4_L, - Operator_Fing_Mid_Ctrl_L, - Operator_Fing_Mid_2_L, - Operator_Fing_Mid_3_L, - Operator_Fing_Mid_4_L, - Operator_Fing_Ind_Ctrl_L, - Operator_Fing_Ind_2_L, - Operator_Fing_Ind_3_L, - Operator_Fing_Ind_4_L, - Operator_Fing_Thumb_Ctrl_L, - Operator_Fing_Thumb_2_L, - Operator_Fing_Thumb_3_L, - Operator_Fing_Thumb_1_L, - Operator_Fing_Lit_IK_L, - Operator_Fing_Ring_IK_L, - Operator_Fing_Mid_IK_L, - Operator_Fing_Ind_IK_L, - Operator_Fing_Thumb_IK_L, - Operator_Hand_Close_L, - Operator_Hand_Roll_R, - Operator_Fing_Spread_R, - Operator_Hand_IK_Pivot_Point_R, - Operator_Hand_IK_Ctrl_R, - Operator_Hand_FK_R, - Operator_Fing_Lit_Ctrl_R, - Operator_Fing_Lit_2_R, - Operator_Fing_Lit_3_R, - Operator_Fing_Lit_4_R, - Operator_Fing_Ring_Ctrl_R, - Operator_Fing_Ring_2_R, - Operator_Fing_Ring_3_R, - Operator_Fing_Ring_4_R, - Operator_Fing_Mid_Ctrl_R, - Operator_Fing_Mid_2_R, - Operator_Fing_Mid_3_R, - Operator_Fing_Mid_4_R, - Operator_Fing_Ind_Ctrl_R, - Operator_Fing_Ind_2_R, - Operator_Fing_Ind_3_R, - Operator_Fing_Ind_4_R, - Operator_Fing_Thumb_Ctrl_R, - Operator_Fing_Thumb_2_R, - Operator_Fing_Thumb_3_R, - Operator_Fing_Thumb_1_R, - Operator_Fing_Lit_IK_R, - Operator_Fing_Ring_IK_R, - Operator_Fing_Mid_IK_R, - Operator_Fing_Ind_IK_R, - Operator_Fing_Thumb_IK_R, - Operator_Hand_Close_R, - Operator_Thigh_Toon_L, - Operator_Knee_Pole_L, - Operator_Shin_Toon_L, - Operator_Pelvis_Toon_L, - Operator_Leg_Scale_L, - Operator_Thigh_FK_L, - Operator_Thigh_IK_L, - Operator_Knee_Toon_L, - Operator_Shin_FK_L, - Operator_Shin_IK_L, - Operator_Foot_Toon_L, - Operator_Thigh_Toon_R, - Operator_Knee_Pole_R, - Operator_Shin_Toon_R, - Operator_Pelvis_Toon_R, - Operator_Leg_Scale_R, - Operator_Thigh_FK_R, - Operator_Thigh_IK_R, - Operator_Knee_Toon_R, - Operator_Shin_FK_R, - Operator_Shin_IK_R, - Operator_Foot_Toon_R, - Operator_Toe_2_FK_L, - Operator_Toe_Roll_1_L, - Operator_Toe_1_FK_L, - Operator_Toe_Roll_2_L, - Operator_Foot_L, - Operator_Foot_Roll_Ctrl_L, - Operator_Toe_Big_Ctrl_L, - Operator_Toe_Big_2_L, - Operator_Toe_Big_3_L, - Operator_Toe_Big_IK_L, - Operator_Toe_Ind_Ctrl_L, - Operator_Toe_Ind_2_L, - Operator_Toe_Ind_3_L, - Operator_Toe_Ind_4_L, - Operator_Toe_Ind_IK_L, - Operator_Toe_Mid_Ctrl_L, - Operator_Toe_Mid_2_L, - Operator_Toe_Mid_3_L, - Operator_Toe_Mid_4_L, - Operator_Toe_Mid_IK_L, - Operator_Toe_Fourth_Ctrl_L, - Operator_Toe_Fourth_2_L, - Operator_Toe_Fourth_3_L, - Operator_Toe_Fourth_4_L, - Operator_Toe_Fourth_IK_L, - Operator_Toe_Lit_Ctrl_L, - Operator_Toe_Lit_2_L, - Operator_Toe_Lit_3_L, - Operator_Toe_Lit_IK_L, - Operator_Toes_Spread_L, - Operator_Toes_IK_Ctrl_Mid_L, - Operator_Toes_IK_Ctrl_L, - Operator_Sole_Ctrl_L, - Operator_Sole_Pivot_Point_L, - Operator_Toe_2_FK_R, - Operator_Toe_Roll_1_R, - Operator_Toe_1_FK_R, - Operator_Toe_Roll_2_R, - Operator_Foot_R, - Operator_Foot_Roll_Ctrl_R, - Operator_Toe_Big_Ctrl_R, - Operator_Toe_Big_2_R, - Operator_Toe_Big_3_R, - Operator_Toe_Big_IK_R, - Operator_Toe_Ind_Ctrl_R, - Operator_Toe_Ind_2_R, - Operator_Toe_Ind_3_R, - Operator_Toe_Ind_4_R, - Operator_Toe_Ind_IK_R, - Operator_Toe_Mid_Ctrl_R, - Operator_Toe_Mid_2_R, - Operator_Toe_Mid_3_R, - Operator_Toe_Mid_4_R, - Operator_Toe_Mid_IK_R, - Operator_Toe_Fourth_Ctrl_R, - Operator_Toe_Fourth_2_R, - Operator_Toe_Fourth_3_R, - Operator_Toe_Fourth_4_R, - Operator_Toe_Fourth_IK_R, - Operator_Toe_Lit_Ctrl_R, - Operator_Toe_Lit_2_R, - Operator_Toe_Lit_3_R, - Operator_Toe_Lit_IK_R, - Operator_Toes_Spread_R, - Operator_Toes_IK_Ctrl_Mid_R, - Operator_Toes_IK_Ctrl_R, - Operator_Sole_Ctrl_R, - Operator_Sole_Pivot_Point_R, - Operator_Master, - Operator_Master_Pivot_Point, - Operator_Look, - Operator_Look_L, - Operator_Look_R, + Operator_Neck_1, + Operator_Neck_3_Toon, + Operator_Neck_2_Toon, + Operator_Neck_Ctrl, + Operator_Shoulder_L, + Operator_Shoulder_R, + Operator_Shoulder_Rot_L, + Operator_Shoulder_Rot_R, + Operator_Clavi_Toon_L, + Operator_Clavi_Toon_R, + Operator_Head_Scale, + Operator_Arm_Toon_L, + Operator_Elbow_Pole_L, + Operator_Forearm_Toon_L, + Operator_Arm_Scale_L, + Operator_Arm_FK_L, + Operator_Arm_IK_L, + Operator_Elbow_Toon_L, + Operator_Forearm_FK_L, + Operator_Forearm_IK_L, + Operator_Hand_Toon_L, + Operator_Arm_Toon_R, + Operator_Elbow_Pole_R, + Operator_Forearm_Toon_R, + Operator_Arm_Scale_R, + Operator_Arm_FK_R, + Operator_Arm_IK_R, + Operator_Elbow_Toon_R, + Operator_Forearm_FK_R, + Operator_Forearm_IK_R, + Operator_Hand_Toon_R, + Operator_Torso_Ctrl, + Operator_Spine_3, + Operator_Spine_2, + Operator_Spine_1, + Operator_Master_Torso_Pivot_Point, + Operator_Master_Torso, + Operator_Pelvis_Ctrl, + Operator_Spine_4_Toon, + Operator_Spine_3_Toon, + Operator_Spine_2_Toon, + Operator_Spine_1_Toon, + Operator_Pelvis_Toon, + Operator_Spine_3_Inv_Ctrl, + Operator_Hand_Roll_L, + Operator_Fing_Spread_L, + Operator_Hand_IK_Pivot_Point_L, + Operator_Hand_IK_Ctrl_L, + Operator_Hand_FK_L, + Operator_Fing_Lit_Ctrl_L, + Operator_Fing_Lit_2_L, + Operator_Fing_Lit_3_L, + Operator_Fing_Lit_4_L, + Operator_Fing_Ring_Ctrl_L, + Operator_Fing_Ring_2_L, + Operator_Fing_Ring_3_L, + Operator_Fing_Ring_4_L, + Operator_Fing_Mid_Ctrl_L, + Operator_Fing_Mid_2_L, + Operator_Fing_Mid_3_L, + Operator_Fing_Mid_4_L, + Operator_Fing_Ind_Ctrl_L, + Operator_Fing_Ind_2_L, + Operator_Fing_Ind_3_L, + Operator_Fing_Ind_4_L, + Operator_Fing_Thumb_Ctrl_L, + Operator_Fing_Thumb_2_L, + Operator_Fing_Thumb_3_L, + Operator_Fing_Thumb_1_L, + Operator_Fing_Lit_IK_L, + Operator_Fing_Ring_IK_L, + Operator_Fing_Mid_IK_L, + Operator_Fing_Ind_IK_L, + Operator_Fing_Thumb_IK_L, + Operator_Hand_Close_L, + Operator_Hand_Roll_R, + Operator_Fing_Spread_R, + Operator_Hand_IK_Pivot_Point_R, + Operator_Hand_IK_Ctrl_R, + Operator_Hand_FK_R, + Operator_Fing_Lit_Ctrl_R, + Operator_Fing_Lit_2_R, + Operator_Fing_Lit_3_R, + Operator_Fing_Lit_4_R, + Operator_Fing_Ring_Ctrl_R, + Operator_Fing_Ring_2_R, + Operator_Fing_Ring_3_R, + Operator_Fing_Ring_4_R, + Operator_Fing_Mid_Ctrl_R, + Operator_Fing_Mid_2_R, + Operator_Fing_Mid_3_R, + Operator_Fing_Mid_4_R, + Operator_Fing_Ind_Ctrl_R, + Operator_Fing_Ind_2_R, + Operator_Fing_Ind_3_R, + Operator_Fing_Ind_4_R, + Operator_Fing_Thumb_Ctrl_R, + Operator_Fing_Thumb_2_R, + Operator_Fing_Thumb_3_R, + Operator_Fing_Thumb_1_R, + Operator_Fing_Lit_IK_R, + Operator_Fing_Ring_IK_R, + Operator_Fing_Mid_IK_R, + Operator_Fing_Ind_IK_R, + Operator_Fing_Thumb_IK_R, + Operator_Hand_Close_R, + Operator_Thigh_Toon_L, + Operator_Knee_Pole_L, + Operator_Shin_Toon_L, + Operator_Pelvis_Toon_L, + Operator_Leg_Scale_L, + Operator_Thigh_FK_L, + Operator_Thigh_IK_L, + Operator_Knee_Toon_L, + Operator_Shin_FK_L, + Operator_Shin_IK_L, + Operator_Foot_Toon_L, + Operator_Thigh_Toon_R, + Operator_Knee_Pole_R, + Operator_Shin_Toon_R, + Operator_Pelvis_Toon_R, + Operator_Leg_Scale_R, + Operator_Thigh_FK_R, + Operator_Thigh_IK_R, + Operator_Knee_Toon_R, + Operator_Shin_FK_R, + Operator_Shin_IK_R, + Operator_Foot_Toon_R, + Operator_Toe_2_FK_L, + Operator_Toe_Roll_1_L, + Operator_Toe_1_FK_L, + Operator_Toe_Roll_2_L, + Operator_Foot_L, + Operator_Foot_Roll_Ctrl_L, + Operator_Toe_Big_Ctrl_L, + Operator_Toe_Big_2_L, + Operator_Toe_Big_3_L, + Operator_Toe_Big_IK_L, + Operator_Toe_Ind_Ctrl_L, + Operator_Toe_Ind_2_L, + Operator_Toe_Ind_3_L, + Operator_Toe_Ind_4_L, + Operator_Toe_Ind_IK_L, + Operator_Toe_Mid_Ctrl_L, + Operator_Toe_Mid_2_L, + Operator_Toe_Mid_3_L, + Operator_Toe_Mid_4_L, + Operator_Toe_Mid_IK_L, + Operator_Toe_Fourth_Ctrl_L, + Operator_Toe_Fourth_2_L, + Operator_Toe_Fourth_3_L, + Operator_Toe_Fourth_4_L, + Operator_Toe_Fourth_IK_L, + Operator_Toe_Lit_Ctrl_L, + Operator_Toe_Lit_2_L, + Operator_Toe_Lit_3_L, + Operator_Toe_Lit_IK_L, + Operator_Toes_Spread_L, + Operator_Toes_IK_Ctrl_Mid_L, + Operator_Toes_IK_Ctrl_L, + Operator_Sole_Ctrl_L, + Operator_Sole_Pivot_Point_L, + Operator_Toe_2_FK_R, + Operator_Toe_Roll_1_R, + Operator_Toe_1_FK_R, + Operator_Toe_Roll_2_R, + Operator_Foot_R, + Operator_Foot_Roll_Ctrl_R, + Operator_Toe_Big_Ctrl_R, + Operator_Toe_Big_2_R, + Operator_Toe_Big_3_R, + Operator_Toe_Big_IK_R, + Operator_Toe_Ind_Ctrl_R, + Operator_Toe_Ind_2_R, + Operator_Toe_Ind_3_R, + Operator_Toe_Ind_4_R, + Operator_Toe_Ind_IK_R, + Operator_Toe_Mid_Ctrl_R, + Operator_Toe_Mid_2_R, + Operator_Toe_Mid_3_R, + Operator_Toe_Mid_4_R, + Operator_Toe_Mid_IK_R, + Operator_Toe_Fourth_Ctrl_R, + Operator_Toe_Fourth_2_R, + Operator_Toe_Fourth_3_R, + Operator_Toe_Fourth_4_R, + Operator_Toe_Fourth_IK_R, + Operator_Toe_Lit_Ctrl_R, + Operator_Toe_Lit_2_R, + Operator_Toe_Lit_3_R, + Operator_Toe_Lit_IK_R, + Operator_Toes_Spread_R, + Operator_Toes_IK_Ctrl_Mid_R, + Operator_Toes_IK_Ctrl_R, + Operator_Sole_Ctrl_R, + Operator_Sole_Pivot_Point_R, + Operator_Master, + Operator_Master_Pivot_Point, + Operator_Look, + Operator_Look_L, + Operator_Look_R, Operator_Zoom_Selected ) - + #Quadruped from .ops_picker_body import ( - Operator_Ankle_Toon_L, - Operator_Carpal_FK_L, - Operator_Carpal_IK_L, - Operator_Carpal_Toon_L, - Operator_Ankle_Toon_R, - Operator_Carpal_FK_R, - Operator_Carpal_IK_R, - Operator_Carpal_Toon_R, - Operator_Hock_Toon_L, - Operator_Tarsal_FK_L, - Operator_Tarsal_IK_L, - Operator_Tarsal_Toon_L, - Operator_Hock_Toon_R, - Operator_Tarsal_FK_R, + Operator_Ankle_Toon_L, + Operator_Carpal_FK_L, + Operator_Carpal_IK_L, + Operator_Carpal_Toon_L, + Operator_Ankle_Toon_R, + Operator_Carpal_FK_R, + Operator_Carpal_IK_R, + Operator_Carpal_Toon_R, + Operator_Hock_Toon_L, + Operator_Tarsal_FK_L, + Operator_Tarsal_IK_L, + Operator_Tarsal_Toon_L, + Operator_Hock_Toon_R, + Operator_Tarsal_FK_R, Operator_Tarsal_IK_R, - Operator_Tarsal_Toon_R, - Operator_Fing_2_FK_L, - Operator_Fing_1_FK_L, - Operator_Fing_Roll_2_L, - Operator_Fing_Roll_1_L, - Operator_Hand_L, - Operator_Hand_Roll_Ctrl_L, - Operator_Hand_Sole_Ctrl_L, - Operator_Hand_Sole_Pivot_Point_L, - Operator_Fing_2_FK_R, - Operator_Fing_1_FK_R, - Operator_Fing_Roll_2_R, - Operator_Fing_Roll_1_R, - Operator_Hand_R, - Operator_Hand_Roll_Ctrl_R, - Operator_Hand_Sole_Ctrl_R, + Operator_Tarsal_Toon_R, + Operator_Fing_2_FK_L, + Operator_Fing_1_FK_L, + Operator_Fing_Roll_2_L, + Operator_Fing_Roll_1_L, + Operator_Hand_L, + Operator_Hand_Roll_Ctrl_L, + Operator_Hand_Sole_Ctrl_L, + Operator_Hand_Sole_Pivot_Point_L, + Operator_Fing_2_FK_R, + Operator_Fing_1_FK_R, + Operator_Fing_Roll_2_R, + Operator_Fing_Roll_1_R, + Operator_Hand_R, + Operator_Hand_Roll_Ctrl_R, + Operator_Hand_Sole_Ctrl_R, Operator_Hand_Sole_Pivot_Point_R - ) - + ) + ####### Load BlenRig 5 Face Picker Operators from .ops_picker_face import ( Operator_Ear_Up_R, @@ -1217,7 +1217,7 @@ from .blenrig_biped.ops_biped_layers_scheme import ( from .ops_rig_updater import ( Operator_Biped_Updater ) - + ####### Load BlenRig 5 Rig Presets Operators from .blenrig_biped.ops_blenrig_biped_add import ( Operator_BlenRig5_Add_Biped @@ -1239,7 +1239,7 @@ class INFO_MT_blenrig5_add_rig(bpy.types.Menu): def blenrig5_add_menu_func(self, context): self.layout.operator("blenrig5.add_biped_rig", text="BlenRig 5 Biped Rig", icon='POSE_HLT') -######### GUI OPERATORS ########################################### +######### GUI OPERATORS ########################################### # Display or hide tabs (sets the appropriate id-property) class ARMATURE_OT_blenrig_5_gui(bpy.types.Operator): @@ -1248,7 +1248,7 @@ class ARMATURE_OT_blenrig_5_gui(bpy.types.Operator): bl_idname = "gui.blenrig_5_tabs" tab = bpy.props.StringProperty(name="Tab", description="Tab of the gui to expand") - + def invoke(self, context, event): arm = bpy.context.active_object.data if self.properties.tab in arm: @@ -1481,7 +1481,7 @@ body_picker_biped_classes = [ Operator_Toe_Big_2_L, Operator_Toe_Big_3_L, Operator_Toe_Big_IK_L, - Operator_Toe_Ind_Ctrl_L, + Operator_Toe_Ind_Ctrl_L, Operator_Toe_Ind_2_L, Operator_Toe_Ind_3_L, Operator_Toe_Ind_4_L, @@ -1784,9 +1784,9 @@ def register(): for c in alignment_classes: bpy.utils.register_class(c) for c in schemes_classes: - bpy.utils.register_class(c) + bpy.utils.register_class(c) for c in rig_updater_classes: - bpy.utils.register_class(c) + bpy.utils.register_class(c) for c in snapping_classes: bpy.utils.register_class(c) for c in body_picker_biped_classes: @@ -1817,9 +1817,9 @@ def unregister(): for c in alignment_classes: bpy.utils.unregister_class(c) for c in schemes_classes: - bpy.utils.unregister_class(c) + bpy.utils.unregister_class(c) for c in rig_updater_classes: - bpy.utils.unregister_class(c) + bpy.utils.unregister_class(c) for c in snapping_classes: bpy.utils.unregister_class(c) for c in body_picker_biped_classes: diff --git a/blenrig_biped/__init__.py b/blenrig_biped/__init__.py old mode 100644 new mode 100755 diff --git a/blenrig_biped/blenrig_biped.blend b/blenrig_biped/blenrig_biped.blend old mode 100644 new mode 100755 diff --git a/blenrig_biped/ops_biped_layers_scheme.py b/blenrig_biped/ops_biped_layers_scheme.py old mode 100644 new mode 100755 diff --git a/blenrig_biped/ops_blenrig_biped_add.py b/blenrig_biped/ops_blenrig_biped_add.py old mode 100644 new mode 100755 diff --git a/blenrig_biped/updates/update_1001.py b/blenrig_biped/updates/update_1001.py old mode 100644 new mode 100755 diff --git a/blenrig_biped/updates/update_1005.py b/blenrig_biped/updates/update_1005.py old mode 100644 new mode 100755 diff --git a/changelog.txt b/changelog.txt old mode 100644 new mode 100755 index 614306a..1d3059e --- a/changelog.txt +++ b/changelog.txt @@ -3,13 +3,13 @@ BlenRig 5 What's new #################### -V 1.01 +V 1.001 ======= -Biped Armature updated to 1.001, fix IK torso bug -V 1.02 +V 1.002 ======= - General changes: diff --git a/ops_alignment.py b/ops_alignment.py old mode 100644 new mode 100755 diff --git a/ops_baking.py b/ops_baking.py old mode 100644 new mode 100755 diff --git a/ops_picker_body.py b/ops_picker_body.py old mode 100644 new mode 100755 diff --git a/ops_picker_face.py b/ops_picker_face.py old mode 100644 new mode 100755 diff --git a/ops_rig_updater.py b/ops_rig_updater.py old mode 100644 new mode 100755 diff --git a/ops_snapping.py b/ops_snapping.py old mode 100644 new mode 100755 index 0537897..730d676 --- a/ops_snapping.py +++ b/ops_snapping.py @@ -53,13 +53,13 @@ class Operator_Torso_Snap_IK_FK(bpy.types.Operator): arm_data = arm.data p_bones = arm.pose.bones - for b in p_bones: - if ('properties_torso' == b.name): - prop = int(b.ik_torso) - prop_inv = int(b.inv_torso) - if prop != 0 or prop_inv != 0: - self.report({'ERROR'}, 'Only works in IK mode') - return {"CANCELLED"} +# for b in p_bones: +# if ('properties_torso' == b.name): +# prop = int(b.ik_torso) +# prop_inv = int(b.inv_torso) +# if prop != 0 or prop_inv != 0: +# self.report({'ERROR'}, 'Only works in IK mode') +# return {"CANCELLED"} check_bones = ['spine_1_fk', 'spine_1_ik', 'spine_2_fk', 'spine_2_ik', 'spine_3_fk', 'spine_3_ik', 'torso_fk_ctrl'] @@ -108,13 +108,13 @@ class Operator_Torso_Snap_FK_IK(bpy.types.Operator): arm_data = arm.data p_bones = arm.pose.bones - for b in p_bones: - if ('properties_torso' == b.name): - prop = int(b.ik_torso) - prop_inv = int(b.inv_torso) - if prop != 1 or prop_inv != 0: - self.report({'ERROR'}, 'Only works in FK mode') - return {"CANCELLED"} +# for b in p_bones: +# if ('properties_torso' == b.name): +# prop = int(b.ik_torso) +# prop_inv = int(b.inv_torso) +# if prop != 1 or prop_inv != 0: +# self.report({'ERROR'}, 'Only works in FK mode') +# return {"CANCELLED"} check_bones = ['torso_ik_ctrl', 'snap_torso_fk_ctrl', 'spine_4_ik_ctrl', 'neck_1_fk', 'spine_3_ik_ctrl', 'spine_3_fk', 'spine_2_ik_ctrl', 'spine_2_fk', 'spine_1_ik_ctrl', 'spine_1_fk'] @@ -167,12 +167,12 @@ class Operator_Torso_Snap_INV_UP(bpy.types.Operator): arm_data = arm.data p_bones = arm.pose.bones - for b in p_bones: - if ('properties_torso' == b.name): - prop_inv = int(b.inv_torso) - if prop_inv != 1: - self.report({'ERROR'}, 'Only works in FK/IK mode') - return {"CANCELLED"} +# for b in p_bones: +# if ('properties_torso' == b.name): +# prop_inv = int(b.inv_torso) +# if prop_inv != 1: +# self.report({'ERROR'}, 'Only works in FK/IK mode') +# return {"CANCELLED"} check_bones = ['pelvis_ctrl', 'snap_pelvis_ctrl_inv', 'spine_1_fk', 'snap_spine_1_fk_inv', 'spine_2_fk', 'snap_spine_2_fk_inv', 'spine_3_fk', 'spine_3_inv', 'spine_2_ik_ctrl', 'spine_3_ik_ctrl', 'spine_4_ik_ctrl', 'torso_ik_ctrl', 'torso_fk_ctrl', 'neck_1_fk'] @@ -232,13 +232,13 @@ class Operator_Torso_Snap_UP_INV(bpy.types.Operator): arm_data = arm.data p_bones = arm.pose.bones - for b in p_bones: - if ('properties_torso' == b.name): - prop = int(b.ik_torso) - prop_inv = int(b.inv_torso) - if prop_inv != 0: - self.report({'ERROR'}, 'Only works in invert mode') - return {"CANCELLED"} +# for b in p_bones: +# if ('properties_torso' == b.name): +# prop = int(b.ik_torso) +# prop_inv = int(b.inv_torso) +# if prop_inv != 0: +# self.report({'ERROR'}, 'Only works in invert mode') +# return {"CANCELLED"} check_bones = ['spine_3_inv_ctrl', 'snap_torso_ctrl_inv_loc', 'spine_3_inv', 'spine_3_fk', 'spine_2_inv', 'snap_spine_2_inv_fk', 'spine_1_inv', 'snap_spine_1_inv_fk', 'pelvis_inv', 'pelvis', 'torso_inv_ctrl'] @@ -292,12 +292,12 @@ class Operator_Head_Snap_IK_FK(bpy.types.Operator): arm_data = arm.data p_bones = arm.pose.bones - for b in p_bones: - if ('properties_head' == b.name): - prop = int(b.ik_head) - if prop != 0: - self.report({'ERROR'}, 'Only works in IK mode') - return {"CANCELLED"} +# for b in p_bones: +# if ('properties_head' == b.name): +# prop = int(b.ik_head) +# if prop != 0: +# self.report({'ERROR'}, 'Only works in IK mode') +# return {"CANCELLED"} check_bones = ['neck_1_fk', 'neck_1_ik', 'neck_2_fk', 'neck_2_ik', 'neck_3_fk', 'neck_3_ik', 'neck_fk_ctrl'] @@ -346,12 +346,12 @@ class Operator_Head_Snap_FK_IK(bpy.types.Operator): arm_data = arm.data p_bones = arm.pose.bones - for b in p_bones: - if ('properties_head' == b.name): - prop = int(b.ik_head) - if prop != 1: - self.report({'ERROR'}, 'Only works in FK mode') - return {"CANCELLED"} +# for b in p_bones: +# if ('properties_head' == b.name): +# prop = int(b.ik_head) +# if prop != 1: +# self.report({'ERROR'}, 'Only works in FK mode') +# return {"CANCELLED"} check_bones = ['neck_ik_ctrl', 'snap_neck_fk_pivot', 'head_ik_ctrl', 'head_fk', 'neck_3_ik_ctrl', 'neck_3_fk', 'neck_2_ik_ctrl', 'neck_2_fk'] @@ -404,12 +404,12 @@ class Operator_Arm_L_Snap_IK_FK(bpy.types.Operator): arm_data = arm.data p_bones = arm.pose.bones - for b in p_bones: - if ('properties_arm_L' == b.name): - prop = int(b.ik_arm_L) - if prop != 0: - self.report({'ERROR'}, 'Only works in IK mode') - return {"CANCELLED"} +# for b in p_bones: +# if ('properties_arm_L' == b.name): +# prop = int(b.ik_arm_L) +# if prop != 0: +# self.report({'ERROR'}, 'Only works in IK mode') +# return {"CANCELLED"} # Biped if arm_data['rig_type'] == 'Biped': @@ -493,12 +493,12 @@ class Operator_Arm_L_Snap_FK_IK(bpy.types.Operator): arm_data = arm.data p_bones = arm.pose.bones - for b in p_bones: - if ('properties_arm_L' == b.name): - prop = int(b.ik_arm_L) - if prop != 1: - self.report({'ERROR'}, 'Only works in FK mode') - return {"CANCELLED"} +# for b in p_bones: +# if ('properties_arm_L' == b.name): +# prop = int(b.ik_arm_L) +# if prop != 1: +# self.report({'ERROR'}, 'Only works in FK mode') +# return {"CANCELLED"} #Biped if arm_data['rig_type'] == 'Biped': @@ -604,12 +604,12 @@ class Operator_Arm_R_Snap_IK_FK(bpy.types.Operator): arm_data = arm.data p_bones = arm.pose.bones - for b in p_bones: - if ('properties_arm_R' == b.name): - prop = int(b.ik_arm_R) - if prop != 0: - self.report({'ERROR'}, 'Only works in IK mode') - return {"CANCELLED"} +# for b in p_bones: +# if ('properties_arm_R' == b.name): +# prop = int(b.ik_arm_R) +# if prop != 0: +# self.report({'ERROR'}, 'Only works in IK mode') +# return {"CANCELLED"} # Biped if arm_data['rig_type'] == 'Biped': @@ -693,12 +693,12 @@ class Operator_Arm_R_Snap_FK_IK(bpy.types.Operator): arm_data = arm.data p_bones = arm.pose.bones - for b in p_bones: - if ('properties_arm_R' == b.name): - prop = int(b.ik_arm_R) - if prop != 1: - self.report({'ERROR'}, 'Only works in FK mode') - return {"CANCELLED"} +# for b in p_bones: +# if ('properties_arm_R' == b.name): +# prop = int(b.ik_arm_R) +# if prop != 1: +# self.report({'ERROR'}, 'Only works in FK mode') +# return {"CANCELLED"} #Biped if arm_data['rig_type'] == 'Biped': @@ -804,12 +804,12 @@ class Operator_Leg_L_Snap_IK_FK(bpy.types.Operator): arm_data = arm.data p_bones = arm.pose.bones - for b in p_bones: - if ('properties_leg_L' == b.name): - prop = int(b.ik_leg_L) - if prop != 0: - self.report({'ERROR'}, 'Only works in IK mode') - return {"CANCELLED"} +# for b in p_bones: +# if ('properties_leg_L' == b.name): +# prop = int(b.ik_leg_L) +# if prop != 0: +# self.report({'ERROR'}, 'Only works in IK mode') +# return {"CANCELLED"} #Biped if arm_data['rig_type'] == 'Biped': @@ -891,12 +891,12 @@ class Operator_Leg_L_Snap_FK_IK(bpy.types.Operator): arm_data = arm.data p_bones = arm.pose.bones - for b in p_bones: - if ('properties_leg_L' == b.name): - prop = int(b.ik_leg_L) - if prop != 1: - self.report({'ERROR'}, 'Only works in FK mode') - return {"CANCELLED"} +# for b in p_bones: +# if ('properties_leg_L' == b.name): +# prop = int(b.ik_leg_L) +# if prop != 1: +# self.report({'ERROR'}, 'Only works in FK mode') +# return {"CANCELLED"} #Biped if arm_data['rig_type'] == 'Biped': @@ -1013,12 +1013,12 @@ class Operator_Leg_R_Snap_IK_FK(bpy.types.Operator): arm_data = arm.data p_bones = arm.pose.bones - for b in p_bones: - if ('properties_Leg_R' == b.name): - prop = int(b.ik_leg_R) - if prop != 0: - self.report({'ERROR'}, 'Only works in IK mode') - return {"CANCELLED"} +# for b in p_bones: +# if ('properties_Leg_R' == b.name): +# prop = int(b.ik_leg_R) +# if prop != 0: +# self.report({'ERROR'}, 'Only works in IK mode') +# return {"CANCELLED"} #Biped if arm_data['rig_type'] == 'Biped': @@ -1100,12 +1100,12 @@ class Operator_Leg_R_Snap_FK_IK(bpy.types.Operator): arm_data = arm.data p_bones = arm.pose.bones - for b in p_bones: - if ('properties_leg_R' == b.name): - prop = int(b.ik_leg_R) - if prop != 1: - self.report({'ERROR'}, 'Only works in FK mode') - return {"CANCELLED"} +# for b in p_bones: +# if ('properties_leg_R' == b.name): +# prop = int(b.ik_leg_R) +# if prop != 1: +# self.report({'ERROR'}, 'Only works in FK mode') +# return {"CANCELLED"} #Biped if arm_data['rig_type'] == 'Biped': diff --git a/readme.rst b/readme.rst old mode 100644 new mode 100755 index 3a4a61b..2c7e527 --- a/readme.rst +++ b/readme.rst @@ -61,13 +61,13 @@ WHAT'S NEW #################### -V 1.01 +V 1.001 ======= - Biped Armature updated to 1.001, fix IK torso bug -V 1.02 +V 1.002 ======= - General changes: diff --git a/rig_functions.py b/rig_functions.py old mode 100644 new mode 100755 diff --git a/ui_panel_controls.py b/ui_panel_controls.py old mode 100644 new mode 100755 diff --git a/ui_panel_rigging.py b/ui_panel_rigging.py old mode 100644 new mode 100755