Rigi- fy human rig change IK bone transform value with toggle pole #82476

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opened 2020-11-07 01:58:32 +01:00 by takeshi funahashi · 5 comments

System Information
Operating system:
Graphics card:

Blender Version
Broken:
2.8 and later version which offer pole toggle function

Short description of error
Switch IK chain pole and rotation, gradually change current bone transform value

Exact steps for others to reproduce the error
1 open new blender scene, add armature>human meta-rig (basic)
2 select meta-rig, properties>object data>Rigify buttons> Generate Rig
3 hide meta-rig, then select generate rigi fy rig, set pose mode.
4 select thigh_ik_L (custom shape shown as arrow around thingh),
5 check current transform value of the thigh_ik_L . (location rotation should be zero = rest pose)
6 in rigi main properties "toggle pole", pole target appear (thigh_ik_target.L)
7 select the thigh_ik_target.L . then check transform values

togglepole1.JPG

Current pose is rest pose, but the target bone already include transform location values. (0. 0.039, 0.041). basically it should be set as non transform. (location = 0, 0, 0) with pose mode , so we can use clear transform. to return rest pose. (I can solve it set as rest pose with select those target)

8 select thigh_ik_target.L, then toggle pole to return mode from pole to rotation.
9 select thigh_ik_L , again then check transform values. now it include small rotation values for Y rotation

even though it is small rotation, everytime when I switch 2 pole mode, it add un-expected delta transform value.
togglepole2.JPG

I think " toggle pole" need to keep transform value of IK bone, without any delta.

**System Information** Operating system: Graphics card: **Blender Version** Broken: 2.8 and later version which offer pole toggle function **Short description of error** Switch IK chain pole and rotation, gradually change current bone transform value **Exact steps for others to reproduce the error** 1 open new blender scene, add armature>human meta-rig (basic) 2 select meta-rig, properties>object data>Rigify buttons> Generate Rig 3 hide meta-rig, then select generate rigi fy rig, set pose mode. 4 select **thigh_ik_L** (custom shape shown as arrow around thingh), 5 check current transform value of the thigh_ik_L . (location rotation should be zero = rest pose) 6 in rigi main properties "toggle pole", pole target appear (thigh_ik_target.L) 7 select the **thigh_ik_target.L** . then check transform values ![togglepole1.JPG](https://archive.blender.org/developer/F9223179/togglepole1.JPG) Current pose is rest pose, but the target bone already include transform location values. (0. 0.039, 0.041). basically it should be set as non transform. (location = 0, 0, 0) with pose mode , so we can use clear transform. to return rest pose. (I can solve it set as rest pose with select those target) 8 select thigh_ik_target.L, then toggle pole to return mode from pole to rotation. 9 select **thigh_ik_L** , again then check transform values. now it include small rotation values for Y rotation even though it is small rotation, everytime when I switch 2 pole mode, it add un-expected delta transform value. ![togglepole2.JPG](https://archive.blender.org/developer/F9223200/togglepole2.JPG) I think " toggle pole" need to keep transform value of IK bone, without any delta.

Added subscriber: @TakeshiFunahashi

Added subscriber: @TakeshiFunahashi

Then current way (rigi-fy auto set position of IK target and generate it from meta-rig), can be improved I think. (though here is not place to request,,) to adjust ik target, I think "edit meta-rig IK pole target" untill convert rigi-fy with keep current mesh flow is more easy. rigi-fy already offer foot role adjustment for human meta-rig. adjust IK target position is same thing for me...

Current way need to set almost perfect straight pose with front view for meta-rig. even though the mesh knee slightly face side, it show strange pole target position. (you may they flip or locate +Z , auto-align not work for the purpose.

but many human rig model may not come for rigi-fy best rest pose. eg A type rest pose shape never work well with rigi-fy.
then need to change rest pose etc,, or we need to edit it after generate rig-fy. I think, if user like pole target mode, we hope way to change IK target position in meta-rig. (so it not need to set legs as almost perfect straight from front view. (the thigh bone and arms local axis matter). we may adjust target position with check bone local axis, for meta-rig, then rigi-fy generate and locate IK pole target as same as foot roll. at least I think we need option for human meta-rig

Of course it not matter if user do not use the target mode. (At current I prefer "rotation" and do not toggle, then ignore, how rigi-fy generate target shape, so I can keep reasonable rest pose for the actor legs, bone roll and arrangement can keep mesh-flow well (no need perfect straight line )

Then current way (rigi-fy auto set position of IK target and generate it from meta-rig), can be improved I think. (though here is not place to request,,) to adjust ik target, I think "edit meta-rig IK pole target" untill convert rigi-fy with keep current mesh flow is more easy. rigi-fy already offer foot role adjustment for human meta-rig. adjust IK target position is same thing for me... Current way need to set almost perfect straight pose with front view for meta-rig. even though the mesh knee slightly face side, it show strange pole target position. (you may they flip or locate +Z , auto-align not work for the purpose. but many human rig model may not come for rigi-fy best rest pose. eg A type rest pose shape never work well with rigi-fy. then need to change rest pose etc,, or we need to edit it after generate rig-fy. I think, if user like pole target mode, we hope way to change IK target position in meta-rig. (so it not need to set legs as almost perfect straight from front view. (the thigh bone and arms local axis matter). we may adjust target position with check bone local axis, for meta-rig, then rigi-fy generate and locate IK pole target as same as foot roll. at least I think we need option for human meta-rig Of course it not matter if user do not use the target mode. (At current I prefer "rotation" and do not toggle, then ignore, how rigi-fy generate target shape, so I can keep reasonable rest pose for the actor legs, bone roll and arrangement can keep mesh-flow well (no need perfect straight line )
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Added subscriber: @OmarEmaraDev

Added subscriber: @OmarEmaraDev
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Changed status from 'Needs Triage' to: 'Needs Developer To Reproduce'

Changed status from 'Needs Triage' to: 'Needs Developer To Reproduce'
Member

I can replicate the unexpected transformation changes. Unsure if this is expected or should be considered a bug.

I can replicate the unexpected transformation changes. Unsure if this is expected or should be considered a bug.
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Reference: blender/blender-addons#82476
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