IK/FK auto visibility embeded in the switch. #76913
Labels
No Label
Interest
Animation & Rigging
Interest
Blender Cloud
Interest
Collada
Interest
Core
Interest
Documentation
Interest
Eevee & Viewport
Interest
Geometry Nodes
Interest
Grease Pencil
Interest
Import and Export
Interest
Modeling
Interest
Modifiers
Interest
Nodes & Physics
Interest
Pipeline, Assets & IO
Interest
Platforms, Builds, Tests & Devices
Interest
Python API
Interest
Rendering & Cycles
Interest
Sculpt, Paint & Texture
Interest
Translations
Interest
User Interface
Interest
UV Editing
Interest
VFX & Video
Meta
Good First Issue
Meta
Papercut
Module
Add-ons (BF-Blender)
Module
Add-ons (Community)
Platform
Linux
Platform
macOS
Platform
Windows
Priority
High
Priority
Low
Priority
Normal
Priority
Unbreak Now!
Status
Archived
Status
Confirmed
Status
Duplicate
Status
Needs Info from Developers
Status
Needs Information from User
Status
Needs Triage
Status
Resolved
Type
Bug
Type
Design
Type
Known Issue
Type
Patch
Type
Report
Type
To Do
No Milestone
No project
No Assignees
4 Participants
Notifications
Due Date
No due date set.
Dependencies
No dependencies set.
Reference: blender/blender-addons#76913
Loading…
Reference in New Issue
Block a user
No description provided.
Delete Branch "%!s()"
Deleting a branch is permanent. Although the deleted branch may continue to exist for a short time before it actually gets removed, it CANNOT be undone in most cases. Continue?
Currently under the way rigify is built, when switching from IK to Fk and vice-versa you need to also turn on and off specific layers that contain both parts of the same limbs as illustrated in this picture:
The idea is that there would be either a default way or an option in the IK/FK limbs like arms and legs to put them only in 1 layer, but when you have your final rig and switch between IK and FK the controllers hide and appear respectively.
To the user, in the rig type you'll get a tick box that activate this feature for the final rig so you'd only have to chose the layers for the tweak bone as both IK and FK chains would live in the same layer. (if you ask me i would only do this version instead of the current one)
On the other hand in the final resulting rig, the only difference for the user would be that he'd have 1 layer per limb instead of the current way (2, 1 for FK hand one for IK ) and the visibiity of the corresponding controllers would switch automatically when switching between one and the other.
The slider that goes from 0 to 1 to blend these chains so in 0 we'd get only the IK controls, in 1 we'd get only the FK controls and in any value in between 0 and 1 we'd get both visible, which would aid at troubleshooting i guess.
here is the final result:
Thank you!
Added subscribers: @LucianoMunoz, @icappiello
Added subscriber: @Muream
Added subscriber: @Phigon
If Rigify used Bpy.Props instead of manually set custom properties, a function could be added to the property's update, to hide visibility at a frame.
This could be added to the rig_ui file for people that don't have it installed.
In my opinion this design proposal seems to join two separate threads:
As for point 1 i am strongly against hiding bones (expecially through drivers). Doing this will probably make easier for experienced or pro animators to switch, but will create more issues for standard users (and riggers too):
About point 2, i believe that we are running against a really old limitation realted to old hardware (32 layers) that has no more reason to exist in modern blender releases, except for the fact that no active developer has yet had time to take care of designign an armarure system upgrade that can remove this 32 layers limit. I believe that a “collection” system for bones would be beneficial.
My advice is to trigger on/off the FK/IK layer visibility to hide the undesired bones. This will let the user more easily understand what’s going on and how to change the status manually if he needs to.
Encoding this in rig-ui should as safe as easy enough to, but i’d leave final words on this possible implementation to @angavrilov.
Added subscriber: @angavrilov