rigify cant generate cat rig blender 3.1 master branch #96376
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Reference: blender/blender-addons#96376
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System Information
Operating system: win 10 latest vers
Graphics card: gtx 1060 dual
Blender Version
Broken: 3.1.0 master branch
Worked: none
Short description of error
if you move cheek.T.L.001 andbrow.B.L.004 just literally 1 mm up blender complains about RIGIFY ERROR: Bone 'brow_glue.B.L.002': Could not match control node for ORG-brow_glue.B.L.002 also if you mess around with the mouth bones blender will complain RIGIFY ERROR: Bone 'jaw_master': Mouth corner counts differ: ['lip_end.B.L.001'] vs []
Incorrect armature for type 'skin_jaw' old rigify rig works just fine but for some reason it doesnt generate the eye bones. i wouldnt be making this issue report if the old rigify rig worked just fine and i was able to pose my character.but i wasted hours on trying to fix the issue so maybe you can help me.
Exact steps for others to reproduce the error
blend file attachment cat_rig6.blend upgrade the face rig then try to gen the entire rig and you will get the result.
Added subscriber: @fislysandi
Added subscriber: @PratikPB2123
Added subscriber: @OmarEmaraDev
Changed status from 'Needs Triage' to: 'Confirmed'
Added subscriber: @AdamJanz
I think I just ran into a similar "Could not match control node" error using the Human Metarig, in this case involving the "chin_end_glue.001" bone. I was able to reproduce the error on an unedited Human Metarig by moving the tail of the bone away from touching the head of "lip.B.L". However, after snapping the tail of chin_end_glue.001 to the head of "lip.B.L" the rig generated without errors. Unfortunately, this fix only worked in an unedited stock rig. I was unable to fix the error in my own edited rig despite making sure the affected bone's head and tail were perfectly aligned.
SOLVED!! I just want to thank the Lord Jesus Christ for showing me the solution, which I will share here. Firstly, the face rig on my character had been "upgraded" to the new face rig AFTER I had already aligned the bones. When Rigify added the new glue bones, it likely produced a rounding error smaller than 3 decimal places, which caused the Tail coordinates for chin_end_glue.001 to become misaligned with the Head coordinates for "lip.B.L". Both bones showed their coordinates as:
x= 0 cm
y= -31.968 cm
z= 133.27 cm However there must have been a hidden rounding error in one or more of the 3 coordinates. PART 1 of the solution was to select the Tail of "chin_end_glue.001" and snap it to the Head of "lip.B.L". PART 2 of the solution was to re-add the 2nd neck bone (default name is "spine.005") by subdividing the 1st neck bone ("spine.004"). Despite the fact that this bone is NOT a part of the face's rig, for some reason, the face rig "could not match control node for ORG-chin_end_glue.001" even after PART 1 was completed. However, completing BOTH steps in PART 1 and PART 2 finally allowed for the rig to generate without errors.
Perhaps the devs will be able to determine whether or not PART 1 was a bug (since all 3 coordinates appeared identical) and whether PART 2 (the dependency on the 2nd neck bone in the Metarig) is a current limitation when generating a human rig with face controls. Thanks!
I uploaded a sample file with super easy instructions to reproduce based on the provided .blend, which also reveals the exact rounding error I mentioned earlier:
Steps to reproduce:
Observe the X,Y,Z coordinates for the tail of "chin_end_glue.001" and the head of "lip.B.L" are identical.
The offending bone tail is already selected for you. Simply enter Edit Mode, switch to vertex snapping, hold down Ctrl and snap the tail of "chin_end_glue.001" to the head of "lip.B.L". Observe the value of 0.00004 cm showing in the Y-coordinate in the Header. This is the rounding error not visible in the coordinates.
Hit "Generate Rig". Rigify will still throw the error.
Now subdivide "Neck_01" and hit "Generate Rig". The rig will now generate correctly, even with the "spines.super_head" flag being absent from the "Neck_01" bone.
I hope this info helps!
Metarig-Broken.blend
Woo-hoo!! I thank God for helping me fix the original poster's Cat Rig also. @fislysandi here is what you need to do (if you get stuck, just let me know and I can provide the fixed .blend file of your cat rig:
First move your cat model, its eyes, whiskers, etc, to a separate collection and hide the collection so you can better focus on just the rig. Next move your cat's Metarig to the left or right of your control rig so you can clearly see it without any of the control rig's widgets getting in the way.
Now switch to front view and notice how the bones down the very center of your rig are not perfectly straight. This probably happened while repositioning bones. We need to fix this.
In Object mode, snap the 3D cursor to your Rig's origin (Shift-S Cursor to Selected).
In Edit Mode, box select all bones along your cat rig's center. Be very careful to ONLY select the center bones and not the little nose bones on either side! Otherwise the next steps will produce a different Rigify error because we will be scaling these center bones to zero and if you have any non-center bones selected (ie. left and right bones) then those bones will end up on top of each other causing a "zero vector" error. See the image below for what bones should be selected (you should have 28 bones selected as shown in scene statistics (enable "Statistics" from the drop-down arrow beside the "Show Overlays" button in the header).
Switch your pivot point to be the 3D cursor and then hit S-X-0 to scale the bones to zero in the x-axis (this will straighten them out).
There's also unnecessary roll on some of these center bones, so we can fix that too. With the bones still selected, hit Alt-R to clear their Roll (Alternatively, you could shift-select any of these center bones twice, such as "tail.001" to make it active, hit N to bring up the Transform properties and set its Roll to 0. Then right click its Roll property and choose "Copy to Selected". This will copy that value to all the other selected bones and clear their roll, but of course, Alt-R is faster. :-) Still, the copy-to-selected technique is good to know for other purposes).
Now go back to Object Mode, hit "Upgrade Face Rig" then Re-Generate Rig, and your rig should generate without any errors!! :-)
Changed status from 'Confirmed' to: 'Resolved'
This issue was referenced by
6af061bc26
Added subscriber: @JewishBoi
Can someone Please help me, I have had this error for about 4 days now, I even tried to do it on the Broken Metarig that you put in the forum, and I still got the same error when I tried what you said worked for you. Its been a real pain in the behind to actually do this Please and Thank you!
@JewishBoi This was fixed in 3.3 and above, are you testing on those versions?
This comment was removed by @JewishBoi
3.3. I also get this error.
RIGIFY ERROR: Bone 'chin_end_glue.001': Could not match control node for ORG-chin_end_glue.001
Incorrect armature for type 'base_generate'
@JewishBoi Can you open a new report with the exact steps to reproduce the issue?
Wow! Thanks to You and Jesus Christ for You! I tried to find out problem few hours, and the found this and it was solved!
Let's see in Heaven Bro!
@Ubu You're very welcome! So glad the solution worked for you. All the best with your Blender projects! P.S. Speaking of Heaven, feel free to check out the newest music videos my Dad and I released on our Heaven Inspired Movies YouTube channel. Have a great rest of the week! :-)
Its been 2 days now and I kinda asked everywhere, googled everywhere, and looked everywhere on youtube yet I still haven't found a fix for the issue. I am using the latest version of blender and rigify, and I even used the rig for the presets but moved some of the bones around, being mindful to keep the overlaps together and made sure every overlap was correct, yet I still have the issue of:
"Error: RIGIFY ERROR: Bone 'jaw_master': Mouth corner counts differ: ['lip_end.B.L.001'] vs []
Incorrect armature for type 'skin_jaw'"
I still do not know why. Nobody else could figure this out despite the fact I am told that my rig looks fine and the fact all overlaps are correct. Please do help, its been 2 days now and I can't find anything
@Tyro-3 It is possible some bones have become slightly off-center from the X-axis.
There are even little mistakes like this that already exist in Blender's default Wolf Metarig for example (ie. the Teeth and Tongue bones sit at 0.004 in the X-Axis instead of at 0.000, however because these bones are not mirrored, these built-in errors in bone placement do not seem to cause rig generation problems.)
To fix, hide your mesh and just focus on the Rig. First make sure all your Armature's central bones (ie. spine, head, jaw, chin, etc) lie truly at 0 on the X-axis (please see the Cat Rig example I showed HERE with detailed steps on how to fix this.)
If you follow those steps and still get a rig generation error, then it is possible some of the center lip bones are also slightly off-center from the X-Axis.
Switch to Front Orthographic View, and enable Vertex Snapping. In Edit Mode, enable X-Symmetry (beside the Options drop-down) so adjusting one side of the rig will automatically effect the other mirrored side.
Now select the end of lip.B.L, hit "G" to move, "X" to constrain to the X-Axis, and then snap the bone end to one of the central bones (spine, jaw, chin, etc). Repeat this process for lip.T.L. If you still get rig generation errors after carefully following all the above steps and the steps shown in the Cat Rig example, then upload your rig into this blenderartists thread and I can take a look: https://blenderartists.org/t/help-needed-rigify-new-face-rig-blender-3-0/1353310/4
Hi, I did everything you wrote in the whole thread twice, and I have the same error message over and over. I wish I could figure it out by myself but would be ever possible for you to take a look? Your helps means the world to me.
@kook-yeon-woo Hi, I will take a look at the file on Monday. Have a good weekend! :-)
@kook-yeon-woo Hi there, I was able to fix the issues with your metarig so that the rig can now generate without errors. The main error was because the end of lip.T.R and lip.T.L were overlapping the center line which also caused the nose glue bones to be off axis. Additionally, some center bones were off axis, but this was not actually causing the error. I recorded a video of how to solve the issue here: https://youtu.be/1CL-3HKVaJ0 Please let me know if the video helped! :-)
I try to apply all transforms and it works finally.
@mohamedabdelfatah That's great to hear! Thanks for sharing.