UI: Show Passepartout When All Overlays Off #104853
@ -241,3 +241,16 @@ RedirectMatch "^/manual/{lang}/{version}/modeling/geometry_nodes/volume/volume_c
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RedirectMatch "^/manual/{lang}/{version}/editors/nla/editing.html" "^/manual/{lang}/{version}/editors/nla/editing/index.html"
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RedirectMatch "^/manual/{lang}/{version}/editors/nla/editing.html" "^/manual/{lang}/{version}/editors/nla/editing/index.html"
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RedirectMatch "^/manual/{lang}/{version}/render/shader_nodes/shader/anisotropic.html" "^/manual/{lang}/{version}/render/shader_nodes/shader/glossy.html"
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RedirectMatch "^/manual/{lang}/{version}/render/shader_nodes/shader/anisotropic.html" "^/manual/{lang}/{version}/render/shader_nodes/shader/glossy.html"
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RedirectMatch "^/manual/{lang}/{version}/files/import_export.html" "^/manual/{lang}/{version}/files/import_export/index.html"
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RedirectMatch "^/manual/{lang}/{version}/render/eevee/light_probes/introduction.html" "^/manual/{lang}/{version}/render/eevee/light_probes/index.html"
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RedirectMatch "^/manual/{lang}/{version}/movie_clip/introduction.html" "^/manual/{lang}/{version}/movie_clip/index.html"
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RedirectMatch "^/manual/{lang}/{version}/getting_started/about/introduction.html" "^/manual/{lang}/{version}/getting_started/about/index.html"
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RedirectMatch "^/manual/{lang}/{version}/animation/armatures/bones/properties/introduction.html" "^/manual/{lang}/{version}/animation/armatures/bones/properties/index.html"
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RedirectMatch "^/manual/{lang}/{version}/advanced/command_line/introduction.html" "^/manual/{lang}/{version}/advanced/command_line/index.html"
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RedirectMatch "^/manual/{lang}/{version}/modeling/geometry_nodes/utilities/rotation/align_euler_to_vector.html" "^/manual/{lang}/{version}/modeling/geometry_nodes/utilities/rotation/align_rotation_to_vector.html"
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RedirectMatch "^/manual/{lang}/{version}/modeling/modifiers/modify/normal_edit.html" "^/manual/{lang}/{version}/modeling/modifiers/normals/normal_edit.html"
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RedirectMatch "^/manual/{lang}/{version}/modeling/modifiers/modify/weighted_normal.html" "^/manual/{lang}/{version}/modeling/modifiers/normals/weighted_normal.html"
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@ -27,4 +27,5 @@ Add-ons Category Listings
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animation/index.rst
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animation/index.rst
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import_export/index.rst
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import_export/index.rst
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node/index.rst
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node/index.rst
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rigging/index.rst
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system/index.rst
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system/index.rst
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11
manual/addons/rigging/index.rst
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11
manual/addons/rigging/index.rst
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###########
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Rigging
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###########
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These add-ons relate to rigging and armatures.
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.. toctree::
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:maxdepth: 1
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rigify/index.rst
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276
manual/addons/rigging/rigify/basics.rst
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276
manual/addons/rigging/rigify/basics.rst
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***********
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Basic Usage
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***********
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.. _bpy.ops.pose.rigify_generate:
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Basic Rig Generation
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====================
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#. Add a meta-rig structure from the :menuselection:`Add --> Armature` menu.
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#. Edit the bone positions to match the character geometry.
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#. In the armature properties click on the *Generate Rig* button to generate the rig.
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Add a Predefined Meta-Rig
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-------------------------
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.. reference::
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:Mode: Object Mode
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:Menu: :menuselection:`Add --> Armature`
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:Shortcut: :kbd:`Shift-A`
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Rigify stores all the information required to generate complex rig controls and mechanism in
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more simple armatures called "meta-rigs".
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The predefined meta-rigs can be found in the *Add* menu.
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Currently available meta-rig types are:
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- Basic Human (doesn't include face and fingers)
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- Basic Quadruped
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- Human
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- Cat
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- Wolf
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- Horse
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- Shark
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Edit Bone Positions
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-------------------
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To correctly match your character, meta-rig bones must be moved to correct positions.
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This can be achieved in two different ways: Pose Mode or Edit Mode.
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.. note::
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Rigify assumes that 1 unit corresponds to 1 meter. So a human is about 2 units tall.
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If your character is in a different scale and you are more familiar with modeling rather than rigging,
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it is suggested to scale it to Rigify dimensions before positioning the meta-rig bones.
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If you want to scale the character's geometry, we suggest you to first scale up the character in Object Mode,
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then apply the geometry scale with the *Apply Scale* tool.
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Rigify Human Alignment Tips
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^^^^^^^^^^^^^^^^^^^^^^^^^^^
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- Limbs: Keep the legs as straight as possible in the front view (Rigify human works better in predictable cases).
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Give the knee and the elbow a slight bend angle (Rigify needs to know where your knee/elbow is pointing).
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- Torso: Keep the spine as straight as possible in the front view (Rigify human works better in predictable cases).
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The last bone of the spine is the head. By default the next two bones (top to bottom)
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are considered the neck bones. It is suggested to keep the neck bones as aligned as possible while editing.
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- Face: Positioning face bones can be tricky if you are not an expert in bone editing and
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they are almost useless if you plan to make facial animation through shape keys.
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Consider removing face features from your character if they aren't really needed.
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If you don't need the face all the face bones can be deleted.
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All the face bones are in the *Face* armature bone collection by default.
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You can select them by displaying only that collection, selecting all of its content and
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then deleting the bones in Edit Mode to correctly remove the face.
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If you want to scale all the face bones at once, consider scaling the face master bone
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in Pose Mode (see Pose Mode matching method).
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The face master bone is placed in the same position of the head bone.
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To select it easily, hide all other bone collections.
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For more tips, see the :doc:`Positioning Guide </addons/rigging/rigify/bone_positioning>`.
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Pose Mode Matching (Basic)
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--------------------------
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Enter the meta-rig Pose Mode. Rotate, scale, and translate the bones in the correct position.
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When bones are in correct positions (always staying in Pose Mode)
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use :menuselection:`Apply --> Apply Pose As Rest Pose`.
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.. note::
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Connected bones cannot be translated in Pose Mode.
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You can scale the parent bones to match the general length and then refine child bones scale.
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For more detailed information on armature modes please refer to
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the :doc:`armatures section </animation/armatures/bones/editing/introduction>`.
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Edit Mode Matching (Advanced)
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-----------------------------
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Some basic armature display setup is suggested before entering bone Edit Mode.
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With the meta-rig selected, go in the Properties and click on the Object tab.
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Scroll down to the display panel and enable X-ray and under *Maximum Draw Type* selector select *Wire*.
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This way the bones will always be drawn in wireframe on top of your geometry.
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Then, always in the Properties click on the Armatures tab and under display check the *Axis* checkbox.
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This way you the bones rotation axes will be displayed during the edit process.
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For more detailed information on armature display modes please refer to
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the :doc:`Display panel page </animation/armatures/properties/display>`.
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Generating the Rig
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------------------
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With the bones in the correct positions, jump back in Object Mode, go to the Armature tab,
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scroll down to the bottom and click on the *Generate Rig* button to finalize the rig creation.
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The generation process will take from few seconds to one minute depending on
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rig complexity and hardware specifications of your machine.
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If the generated rig needs tweaking, you can modify the meta-rig accordingly and
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then click again on the generate button. If the rig already exists,
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Rigify will simply overwrite it retaining all your modifiers and constraints and -- where possible --
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all the previously generated features.
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For information about additional generation options, see the `Advanced Rig Generation`_ section.
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.. tip::
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If the metarig uses the legacy :doc:`face rig <./rig_types/faces>`, you can use the
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*Upgrade Face Rig* button that appears above *Generate Rig* to automatically upgrade
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to the new modular face system.
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The upgrade will preserve compatibility with existing skinning, but existing poses and
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animations will likely not be compatible due to subtle changes in control behavior.
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.. note::
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To make the rig overwriting work as expected, you need to have **both** the rig and
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the meta-rig visible before generating again. Rigify will try to unhide them in simple
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cases, but will abort generation if that fails.
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.. warning::
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As with all Python add-ons, Blender interface cannot be updated until the Python script execution is over.
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Wait until the rig appears to see the results.
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.. warning::
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Rigify is designed assuming a workflow where the meta-rig is kept available to allow re-generating
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the main rig whenever it is necessary to make changes to it. Removing the meta-rig after generating
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the main rig, or significantly modifying the generated rig is not advised: it will make it impossible
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to introduce features added in later versions of Rigify, or easily adapt it to breaking changes in later
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Blender versions. In general, automatic version update scripts will be provided for meta-rigs when necessary,
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but not generated rigs.
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Binding the Geometry to the Rig
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-------------------------------
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To bind the geometry to the rig you can use your preferred tools. Just few things you have to know:
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- All the deforming bones are in the *DEF* bone collection.
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- Eyes and Teeth bones of the legacy face are not deforming. You are supposed to bind the eyes and
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teeth geometry through Child Of constraints.
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- Usually armature deform with automatic weights do a really good job out of the box
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if you correctly place your bones (and there is enough topology to work with!).
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For more detailed information on bone collections, Armature modifier and weight painting refer to the Blender manual.
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.. _bpy.types.Armature.rigify:
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Advanced Rig Generation
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=======================
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Advanced Options Features
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-------------------------
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By using options in the Advanced sub-panel, it is possible to:
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- Generate more than one rig per scene.
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- Update/Override a specific rig.
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- Force previously generated widget objects to be overwritten.
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- Choose whether to use linked duplicates for left and right side widgets.
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- Execute a script data-block after generation.
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Advanced Options Sub-Panel
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--------------------------
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.. figure:: /images/addons_rigging_rigify_basics_advanced-panel.png
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:align: right
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:width: 300px
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Advanced rig generation options are by default hidden in a sub-panel. Click on the *Advanced* line to open it.
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Some of the options will be automatically set by Rigify if they have no value when a rig is generated,
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while others are fully controlled by the user.
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Rig Name
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When a brand new rig is generated, as opposed to overwriting an existing one, the value of this option
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is used to name it.
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If this field is empty, the new object will be named based on the name of the metarig according
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to the following rules:
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* If the name contains ``META``, it is replaced with ``RIG``.
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* If the name contains ``metarig``, it is replaced with ``rig``.
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* Otherwise, ``RIG-`` is prepended to the name.
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When overwriting an existing rig object specified by the *Target Rig* option, its name is not changed,
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allowing it to be freely renamed without having to keep the value of this option in sync.
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Target Rig :guilabel:`auto`
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This option specifies the generated rig to overwrite when re-generating from this metarig.
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If the option is not set, Rigify will generate a new rig object and store it in this option.
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.. note::
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When the option isn't set, Rigify will create a brand new rig object even if an object
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with a matching name already exists.
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Rig UI Script :guilabel:`auto`
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This option specifies the generated script datablock to overwrite when re-generating, and
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works in the same manner as *Target Rig*.
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The script controls the UI in the 3D Viewport that allows conveniently switching visible
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bone collections, changing custom properties, converting between IK and FK and so on.
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Widgets Collection :guilabel:`auto`
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This reference specifies the collection containing generated widgets, and
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works in the same manner as *Target Rig*.
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Overwrite Widget Meshes
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If enabled, Rigify will generate new widgets every time the rig is re-generated. By default,
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it tries to reuse the already generated widget objects that exist in the widget collection,
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allowing them to be manually edited to fit the character better.
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Mirror Widgets
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When enabled, Rigify generates widgets for left and right side bones as
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linked duplicates, using negative X scale to flip the right side version.
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This enforces symmetry and reduces the number of meshes to adjust to
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fit the character.
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When reusing an already generated widget, Rigify detects if it was originally generated mirrored
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by checking object scale to avoid flipping existing controls. Therefore switching to mirrored
|
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widgets for an existing character requires deleting the right side widgets, or *Force Widget Update*.
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Run Script
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It is possible to configure Rigify to execute a Python script contained in a text data-block
|
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after generation in order to apply user-defined customizations. The script is executed with
|
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the generated rig active and selected in Object Mode.
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||||||
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The simplest use of this may be adjusting properties of generated constraints when Rigify rig types
|
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don't have any relevant meta-rig settings. That can be done by using the *Copy Full Data Path*
|
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context menu option on the property, pasting it into the script and making an assignment, e.g.::
|
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|
||||||
|
import bpy
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|
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bpy.data.objects["rig"].pose.bones["MCH-spine.003"].constraints[0].influence = 0.6
|
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|
||||||
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Doing such changes via a script ensures they aren't lost if the rig is re-generated.
|
||||||
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||||||
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Users familiar with `Rigify scripting <https://developer.blender.org/docs/features/animation/rigify/>`__
|
||||||
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can import Rigify utility modules, and access the generator instance through ``rigify.get_generator()``.
|
||||||
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Yet note that, since generation is already finished, the only use of that is reading data created
|
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in the generation process.
|
||||||
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||||||
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Library Linking
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||||||
|
===============
|
||||||
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|
||||||
|
When linking a rig into another file, you generally want to create a collection that includes
|
||||||
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the generated rig and the character mesh. You do not need to include the meta-rig or the widget
|
||||||
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object collection. You then link in the collection and run
|
||||||
|
:ref:`Make Library Override <bpy.ops.object.make_override_library>`.
|
||||||
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|
||||||
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The ``rig_ui_template.py`` text data-block responsible for the rig UI
|
||||||
|
will be automatically linked along with the rig, you don't need to link it separately.
|
||||||
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However, the script will not run until you run it manually from the Text editor or save and restart Blender.
|
220
manual/addons/rigging/rigify/bone_positioning.rst
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||||||
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**********************
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||||||
|
Bone Positioning Guide
|
||||||
|
**********************
|
||||||
|
|
||||||
|
Face Bones
|
||||||
|
==========
|
||||||
|
|
||||||
|
Start by identifying basic face landmarks to follow as guide for bones placement.
|
||||||
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|
||||||
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.. figure:: /images/addons_rigging_rigify_bone-positioning_face-landmarks.png
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:align: center
|
||||||
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|
||||||
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Basic Face Landmarks.
|
||||||
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|
||||||
|
- Orange lines represent bones that should be placed in closed loops.
|
||||||
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- Yellow lines represent bones whose position depends on surrounding bone loops.
|
||||||
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- Red lines represent outer edge bones.
|
||||||
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- Purple lines represent bridging bones used to cover deforming flesh.
|
||||||
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|
||||||
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.. figure:: /images/addons_rigging_rigify_bone-positioning_face-eyes-nose-landmarks.png
|
||||||
|
:align: center
|
||||||
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|
||||||
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Eyes-Nose Landmarks.
|
||||||
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|
||||||
|
The eyes-nose loop area is split in different parts identified by bone names. Follow the image to place the bones.
|
||||||
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|
||||||
|
.. figure:: /images/addons_rigging_rigify_bone-positioning_face-eyes-nose-bones.png
|
||||||
|
:align: center
|
||||||
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|
||||||
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Eyes-Nose Bone Positions.
|
||||||
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|
||||||
|
.. tip:: Brow Placement
|
||||||
|
|
||||||
|
Keeping aligned the mid bones in "brow", "brow.b", "lid.t", "lid.t" and
|
||||||
|
cheek will give better results after rig generation.
|
||||||
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|
||||||
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.. figure:: /images/addons_rigging_rigify_bone-positioning_face-jaw-ear-bones.png
|
||||||
|
:align: center
|
||||||
|
|
||||||
|
Jaw-Ear Bone Positions.
|
||||||
|
|
||||||
|
Also the jaw-ear area is split in different parts identified by bone names. Follow the image to place the bones.
|
||||||
|
|
||||||
|
.. tip:: Jaw Placement
|
||||||
|
|
||||||
|
Try to place "ear.L" bone covering the part of the ear attached to the mandible (lower jaw).
|
||||||
|
Do the same with temple bone trying to cover the part you don't want to move with the jaw,
|
||||||
|
this way you will also determine the jaw pivot position.
|
||||||
|
|
||||||
|
.. figure:: /images/addons_rigging_rigify_bone-positioning_face-lips-merge-point.png
|
||||||
|
:align: center
|
||||||
|
|
||||||
|
Lips Merge Point.
|
||||||
|
|
||||||
|
.. warning::
|
||||||
|
|
||||||
|
While moving the face bones it is necessary to preserve merge points, i.e. whenever heads
|
||||||
|
or tails of two or more bones overlap at the same point, they should still do so after
|
||||||
|
repositioning. Tearing a merge point apart may result in multiple controls being created
|
||||||
|
instead of one, or even the generation of errors.
|
||||||
|
|
||||||
|
.. figure:: /images/addons_rigging_rigify_bone-positioning_face-stretcher-bones.png
|
||||||
|
:align: center
|
||||||
|
|
||||||
|
Face Stretcher Bones.
|
||||||
|
|
||||||
|
After the main face bones are placed use the cheek bone to connect the eye-nose area to the jaw mouth area.
|
||||||
|
Then do the same with the brow area. This process will automatically define face muscles compression areas.
|
||||||
|
|
||||||
|
Position the eye bones in the eye pivot point facing right **toward** the face on the Y axis.
|
||||||
|
The length of the eye bones should correspond to the radius of the eye.
|
||||||
|
|
||||||
|
.. figure:: /images/addons_rigging_rigify_bone-positioning_face-eyes-pivot-position.png
|
||||||
|
:align: center
|
||||||
|
|
||||||
|
Eyes Pivot Position.
|
||||||
|
|
||||||
|
.. tip:: Eye Pivot
|
||||||
|
|
||||||
|
If your eye has a spherical shape you can define its pivot by entering Edit Mode.
|
||||||
|
Select two opposite vertices on the center meridian -- or the opposite poles -- and
|
||||||
|
snapping the cursor to selection by pressing :menuselection:`Snap --> Cursor To Selected`.
|
||||||
|
If your eye is a complete sphere and its location it's not applied, then you can just use its center of mass.
|
||||||
|
|
||||||
|
Finally position the teeth bones on your teeth geometry and the tongue bone chain as described in the figure.
|
||||||
|
|
||||||
|
.. figure:: /images/addons_rigging_rigify_bone-positioning_face-mouth-teeth-positions.png
|
||||||
|
:align: center
|
||||||
|
|
||||||
|
Mouth and Teeth Positions.
|
||||||
|
|
||||||
|
.. tip:: Tongue
|
||||||
|
|
||||||
|
The tongue will work better if the bones are aligned at the symmetry line.
|
||||||
|
|
||||||
|
Before generating the rig ensure the face master bone is facing upward.
|
||||||
|
|
||||||
|
|
||||||
|
Torso Bones
|
||||||
|
===========
|
||||||
|
|
||||||
|
Start by identifying on your character basic torso zones to follow as guide for bones placement.
|
||||||
|
|
||||||
|
Head, chest and pelvis are rigid zones, so they require less bones.
|
||||||
|
Having a good edge loop placement around zone boundaries on your model
|
||||||
|
will help in having correct deformation after armature binding.
|
||||||
|
|
||||||
|
.. figure:: /images/addons_rigging_rigify_bone-positioning_torso-landmarks.png
|
||||||
|
:align: center
|
||||||
|
|
||||||
|
Torso Landmarks.
|
||||||
|
|
||||||
|
Starting from the side view, place the main spine bones trying to use
|
||||||
|
one bone for the rigid areas and two for the flexible ones.
|
||||||
|
In addition to the main spine, the torso is provided with additional pelvis bones (to oppose the leg bending),
|
||||||
|
two breast controls and two shoulder bones.
|
||||||
|
|
||||||
|
Even if the pelvis bones will not appear in the final rig as controls, they will contribute to deformation.
|
||||||
|
|
||||||
|
.. figure:: /images/addons_rigging_rigify_bone-positioning_torso-bones.png
|
||||||
|
:align: center
|
||||||
|
|
||||||
|
Torso Bones Positioning.
|
||||||
|
|
||||||
|
.. tip:: Bone Placement
|
||||||
|
|
||||||
|
Try to keep the spine as centered as possible inside the mesh bounding volume,
|
||||||
|
just apply a slight offset toward the back. In a similar way, consider the shoulder bones as general deformers;
|
||||||
|
placing it too forward -- where the collar bone should be -- could cause undesired deformations.
|
||||||
|
|
||||||
|
|
||||||
|
Limbs Bones
|
||||||
|
===========
|
||||||
|
|
||||||
|
While placing the arm bones try to start having a straight line that goes from
|
||||||
|
the shoulder to the hand in both front and top view. After this is done just add a slight bend to the elbow.
|
||||||
|
This can be easily done by going in the top view, entering armature Edit Mode and
|
||||||
|
sliding the bone junction between forearm and upper_arm slightly toward the world's Y axis.
|
||||||
|
|
||||||
|
.. figure:: /images/addons_rigging_rigify_bone-positioning_limbs-arm-bones.png
|
||||||
|
:align: center
|
||||||
|
|
||||||
|
Arm Bones Positioning.
|
||||||
|
|
||||||
|
For the leg you can follow a similar process. Start by aligning the leg bones creating a straight line from
|
||||||
|
the hips to the ankle, then place the foot and the toe accordingly.
|
||||||
|
Remember to add a slight bend to the knee. This can be easily done by going in the side view,
|
||||||
|
entering armature Edit Mode and sliding the bone junction between thigh and shin slightly toward the world's Y axis.
|
||||||
|
|
||||||
|
.. figure:: /images/addons_rigging_rigify_bone-positioning_limbs-leg-bones.png
|
||||||
|
:align: center
|
||||||
|
|
||||||
|
Leg Bones Positioning.
|
||||||
|
|
||||||
|
Finally align the heel bone by going in the front view and placing the head and tail to
|
||||||
|
fill the foot size from side to side. Then, in the side view,
|
||||||
|
align the bone at the point where the heel just touches the ground floor.
|
||||||
|
|
||||||
|
.. note::
|
||||||
|
|
||||||
|
From version 0.5 and above there is no more need of manual bone rolls alignment.
|
||||||
|
The generate function will take care of that for you by evaluating it from bend axis;
|
||||||
|
just insert a slight bend in your limb and it's done!
|
||||||
|
If you need more control on the orientation, follow the guidelines described in Advanced Usage.
|
||||||
|
|
||||||
|
|
||||||
|
Fingers Bones
|
||||||
|
=============
|
||||||
|
|
||||||
|
Start by placing, finger by finger, all the knuckles in place.
|
||||||
|
|
||||||
|
.. tip:: Fingers Placement
|
||||||
|
|
||||||
|
An easy and effective method to do this operation is to select on the mesh
|
||||||
|
the corresponding edge loop in Edit Mode and use the *Cursor to Selection* snap.
|
||||||
|
Then you can snap the bone to the corresponding loop using the *Selection to Cursor* snap.
|
||||||
|
|
||||||
|
.. figure:: /images/addons_rigging_rigify_bone-positioning_fingers-edge-loops.png
|
||||||
|
:align: center
|
||||||
|
|
||||||
|
Knuckles Edge Loops and Cursor Snapping.
|
||||||
|
|
||||||
|
Finalize the positioning by taking care of bone rolls (the X axis is set as bend axis).
|
||||||
|
|
||||||
|
.. tip:: Bone Roll
|
||||||
|
|
||||||
|
Finger axis alignment can be easily be made consistent by selecting all the finger bones
|
||||||
|
and recalculating the bone rolls :menuselection:`Recalculate Roll --> Global -Z Axis`.
|
||||||
|
|
||||||
|
Thumb may require more tweaking depending on your character's mesh topology,
|
||||||
|
usually :menuselection:`Recalculate Roll --> Global +Y Axis` is a good starting point.
|
||||||
|
|
||||||
|
Once your bone rolls are consistent, try generating the rig and scaling the finger master controls.
|
||||||
|
This should cause the fingers to curl. If they are rotating on the wrong axis,
|
||||||
|
change the Bend Rotation Axis parameter on the first finger's parameters under Rigify Type.
|
||||||
|
|
||||||
|
.. figure:: /images/addons_rigging_rigify_bone-positioning_fingers-bend-axis.png
|
||||||
|
:align: center
|
||||||
|
|
||||||
|
Fingers Bend Axis.
|
||||||
|
|
||||||
|
When the fingers are in place proceed placing the palm bones.
|
||||||
|
|
||||||
|
.. figure:: /images/addons_rigging_rigify_bone-positioning_fingers-palm-alignment.png
|
||||||
|
:align: center
|
||||||
|
|
||||||
|
Palm Alignment.
|
||||||
|
|
||||||
|
.. tip:: Palm Placement
|
||||||
|
|
||||||
|
Try to keep palm bones' heads at a little distance between each other.
|
||||||
|
This distance is required for Rigify to define the palm controls hierarchy.
|
||||||
|
Palm axis alignment can be easily done by selecting all the palm bones and
|
||||||
|
recalculating the bone rolls :menuselection:`Recalculate Roll --> Global -Z Axis`.
|
||||||
|
|
||||||
|
.. seealso::
|
||||||
|
|
||||||
|
For more detailed information on bones and rolls refer to
|
||||||
|
the :doc:`Bone Structure </animation/armatures/bones/structure>` and :ref:`armature-bone-roll`.
|
26
manual/addons/rigging/rigify/feature_sets.rst
Normal file
26
manual/addons/rigging/rigify/feature_sets.rst
Normal file
@ -0,0 +1,26 @@
|
|||||||
|
|
||||||
|
************
|
||||||
|
Feature Sets
|
||||||
|
************
|
||||||
|
|
||||||
|
Rigify allows third party developers to implement sub-addons, called *Feature Sets*,
|
||||||
|
which can provide new :doc:`Meta-Rigs </addons/rigging/rigify/metarigs>` and
|
||||||
|
:doc:`Rig Types </addons/rigging/rigify/rig_types/index>`. Similar to regular add-ons,
|
||||||
|
they can be installed from zip-files through Rigify settings.
|
||||||
|
|
||||||
|
These are some examples of *Feature Sets* currently provided by past and current Rigify developers:
|
||||||
|
|
||||||
|
`Cessen's Rigify Extensions <https://github.com/cessen/cessen_rigify_ext>`__
|
||||||
|
This feature set provides the original Rigify rigs by Nathan Vegdahl, minimally ported
|
||||||
|
and repackaged to work without switching Rigify to legacy mode. Note that their names
|
||||||
|
were changed, so meta-rigs designed for legacy mode aren't directly compatible.
|
||||||
|
|
||||||
|
`Experimental Rigs by Alexander Gavrilov <https://github.com/angavrilov/angavrilov-rigs>`__
|
||||||
|
Rig experiments, some of which might be included in Rigify in the future. Examples include
|
||||||
|
limbs with an extra IK system based at knee/elbow, a spline based tentacle, and more.
|
||||||
|
|
||||||
|
You can install these packages by clicking :menuselection:`Clone --> Download ZIP`,
|
||||||
|
and then install the downloaded file through Rigify settings.
|
||||||
|
|
||||||
|
Developer documentation is available on the `Blender Developer Documentation
|
||||||
|
<https://developer.blender.org/docs/features/animation/rigify/>`__.
|
53
manual/addons/rigging/rigify/index.rst
Normal file
53
manual/addons/rigging/rigify/index.rst
Normal file
@ -0,0 +1,53 @@
|
|||||||
|
|
||||||
|
##########
|
||||||
|
Rigify
|
||||||
|
##########
|
||||||
|
|
||||||
|
Basics
|
||||||
|
======
|
||||||
|
|
||||||
|
.. toctree::
|
||||||
|
:maxdepth: 2
|
||||||
|
|
||||||
|
introduction.rst
|
||||||
|
basics.rst
|
||||||
|
bone_positioning.rst
|
||||||
|
rig_features.rst
|
||||||
|
|
||||||
|
|
||||||
|
Customization
|
||||||
|
=============
|
||||||
|
|
||||||
|
.. toctree::
|
||||||
|
:maxdepth: 1
|
||||||
|
|
||||||
|
metarigs.rst
|
||||||
|
rig_types/index.rst
|
||||||
|
|
||||||
|
|
||||||
|
Extensions
|
||||||
|
==========
|
||||||
|
|
||||||
|
.. toctree::
|
||||||
|
:maxdepth: 1
|
||||||
|
|
||||||
|
feature_sets.rst
|
||||||
|
|
||||||
|
|
||||||
|
Development
|
||||||
|
===========
|
||||||
|
|
||||||
|
Developer documentation is available on
|
||||||
|
the `Blender Developer Documentation <https://developer.blender.org/docs/features/animation/rigify/>`__.
|
||||||
|
|
||||||
|
|
||||||
|
.. reference::
|
||||||
|
|
||||||
|
:Category: Rigging
|
||||||
|
:Description: Automatic rigging from building-block components.
|
||||||
|
:Location: :menuselection:`Properties --> Armature, Bone`, :menuselection:`3D Viewport --> Tools panel`,
|
||||||
|
:menuselection:`3D Viewport --> Add menu --> Armature`
|
||||||
|
:File: rigify folder
|
||||||
|
:Author: Nathan Vegdahl, Lucio Rossi, Ivan Cappiello, Alexander Gavrilov
|
||||||
|
:License: GPL
|
||||||
|
:Note: This add-on is bundled with Blender.
|
56
manual/addons/rigging/rigify/introduction.rst
Normal file
56
manual/addons/rigging/rigify/introduction.rst
Normal file
@ -0,0 +1,56 @@
|
|||||||
|
|
||||||
|
************
|
||||||
|
Introduction
|
||||||
|
************
|
||||||
|
|
||||||
|
Rigify helps automate the creation of character rigs. It is based around a building-block approach,
|
||||||
|
where you build complete rigs out of smaller rig parts (e.g. arms, legs, spines, fingers...).
|
||||||
|
The rig parts are currently few in number, but as more rig parts are added to
|
||||||
|
Rigify it should become more and more capable of rigging a large variety of characters and creatures.
|
||||||
|
|
||||||
|
Rigify also operates on the principle that once a rig is created, that rig should no longer need Rigify.
|
||||||
|
This means you can always distribute rigs created with Rigify to people
|
||||||
|
who do not have it and the rigs will still function completely.
|
||||||
|
|
||||||
|
It is important to note that Rigify only automates the creation of the rig controls and bones.
|
||||||
|
It does not attach the rig to a mesh, so you still have to do skinning etc. yourself.
|
||||||
|
|
||||||
|
|
||||||
|
Main Features
|
||||||
|
=============
|
||||||
|
|
||||||
|
Modular rigging
|
||||||
|
Rigify build blocks can be mixed together to rig any character you want.
|
||||||
|
If you need to build a character with five arms and one leg,
|
||||||
|
Rigify can handle it for you creating all the required complex controls system
|
||||||
|
(FK, IK, and all the relative snapping tools and the UI) in few seconds.
|
||||||
|
|
||||||
|
Nondisruptive re-rig
|
||||||
|
If the generated rig doesn't fit all the features you need or, for example,
|
||||||
|
you decide to add something more to your character (like a sixth arm or a tail),
|
||||||
|
you can re-generate your rig without losing your previously generated features and your animation data.
|
||||||
|
|
||||||
|
Advanced and flexible feature set for character animation
|
||||||
|
The included rig samples (limbs, spines, tails, fingers, faces...) adds to all the stretchy FK/IK features
|
||||||
|
a direct deformation secondary layer that lets you flex, bend and deform the character as you like
|
||||||
|
through interactive Bendy Bones controls.
|
||||||
|
|
||||||
|
Shareable animation through all Rigify rigs
|
||||||
|
Since the control system is generated by Rigify, if you share a meta-rig through different characters
|
||||||
|
you will be able to share data between them even if they have different proportions.
|
||||||
|
|
||||||
|
Extendable feature set
|
||||||
|
You can save and encode your meta-rigs to a button to have them available at any time
|
||||||
|
without recreating it by hand or share your meta-rigs with other people.
|
||||||
|
Through Python scripting you can also extend Rigify with new Rigify-types or new rig samples
|
||||||
|
by implementing your own :doc:`feature set <./feature_sets>` package.
|
||||||
|
|
||||||
|
Ready to go
|
||||||
|
Once you generate your rig you won't need Rigify or any other add-on to use it.
|
||||||
|
|
||||||
|
|
||||||
|
Activation
|
||||||
|
==========
|
||||||
|
|
||||||
|
- Open Blender and go to Preferences then the Add-ons tab.
|
||||||
|
- Click Rigging then Rigify to enable the script.
|
397
manual/addons/rigging/rigify/metarigs.rst
Normal file
397
manual/addons/rigging/rigify/metarigs.rst
Normal file
@ -0,0 +1,397 @@
|
|||||||
|
|
||||||
|
******************
|
||||||
|
Creating Meta-rigs
|
||||||
|
******************
|
||||||
|
|
||||||
|
#. Add a single bone from the :menuselection:`Add --> Armature` menu.
|
||||||
|
#. Go in armature Edit Mode and build the meta rig by samples or Rigify-types.
|
||||||
|
#. Define the :ref:`Rigify bone collection UI <bpy.types.BoneCollection.rigify_ui_row>`,
|
||||||
|
:ref:`color sets <bpy.types.Armature.rigify_colors>`, and selection sets.
|
||||||
|
#. In the armature properties click on the *Generate* button to generate the rig.
|
||||||
|
|
||||||
|
|
||||||
|
How Rigify Works
|
||||||
|
================
|
||||||
|
|
||||||
|
Rigify Meta-Rigs are split in multiple Sub-Rigs
|
||||||
|
A meta-rig is an assembly of bone chains. A bone chain is identified by the *Connected* attribute.
|
||||||
|
Bone chains can be further connected together by parenting them without using the *Connected* attribute
|
||||||
|
(i.e. using the *Keep Offset* option while parenting).
|
||||||
|
|
||||||
|
A custom attribute is set on the first bone of the sub-rig chain
|
||||||
|
Each first bone of a bone chain has a custom attribute on it which is a Rigify custom property
|
||||||
|
that identifies the sub-rig type. At rig generation time Rigify will determine which controls and
|
||||||
|
deform bones will be created processing the meta-rig from the first bone to the last of each chain.
|
||||||
|
|
||||||
|
.. figure:: /images/addons_rigging_rigify_metarigs_split-samples.png
|
||||||
|
|
||||||
|
Human meta-rig split by samples.
|
||||||
|
|
||||||
|
New meta-rigs are created assembling sub-rigs samples
|
||||||
|
Since a meta-rig is just a collection of sub-rigs,
|
||||||
|
new meta-rigs can be built assembling sub-rigs in different ways.
|
||||||
|
This way an infinite number of meta-rigs can be built from the same rigging blocks.
|
||||||
|
|
||||||
|
.. figure:: /images/addons_rigging_rigify_metarigs_built-samples.png
|
||||||
|
|
||||||
|
Cat meta-rig built by samples.
|
||||||
|
|
||||||
|
All the mechanics, deformation bones and widget are created on a single click
|
||||||
|
The meta-rig contains more information than the visualized bones.
|
||||||
|
In fact at generation time Rigify will identify each sub-rig type and depending on
|
||||||
|
the selected options will create all the sophisticated controls, switches, and
|
||||||
|
deforming bones with a single click.
|
||||||
|
|
||||||
|
|
||||||
|
Creating a new Meta-rig
|
||||||
|
=======================
|
||||||
|
|
||||||
|
Add a new Armature Object
|
||||||
|
-------------------------
|
||||||
|
|
||||||
|
.. reference::
|
||||||
|
|
||||||
|
:Mode: Object Mode
|
||||||
|
:Menu: :menuselection:`Add --> Armature --> Single Bone`
|
||||||
|
:Shortcut: :kbd:`Shift-A`
|
||||||
|
|
||||||
|
Building your own meta-rig from scratch requires an armature object to work with.
|
||||||
|
Just add a single bone from the *Add* menu.
|
||||||
|
|
||||||
|
.. tip::
|
||||||
|
|
||||||
|
At this stage naming the newly added armature ``metarig`` is a good idea.
|
||||||
|
You can do it at any time (or not at all) but it's suggested to do it before going on
|
||||||
|
so it will always be clear on which armature you have to work when editing the meta-rig structure.
|
||||||
|
|
||||||
|
|
||||||
|
Editing the Armature
|
||||||
|
--------------------
|
||||||
|
|
||||||
|
Now that there is an armature object to work -- with the armature selected -- enter armature Edit Mode.
|
||||||
|
Building a meta-rig from scratch in Edit Mode can be done in two ways:
|
||||||
|
|
||||||
|
#. Adding rig samples.
|
||||||
|
#. Creating bone chains.
|
||||||
|
|
||||||
|
|
||||||
|
Adding Samples (Basic)
|
||||||
|
^^^^^^^^^^^^^^^^^^^^^^
|
||||||
|
|
||||||
|
Adding pre-defined samples in Edit Mode is a good way to start building a meta-rig.
|
||||||
|
This way you can become familiar with the available building blocks and how they are meant to be used.
|
||||||
|
To add a rig sample:
|
||||||
|
|
||||||
|
#. Go in the armature tab.
|
||||||
|
#. Scroll down to Rigify panel.
|
||||||
|
#. Select a sample from the list.
|
||||||
|
#. Click on the *Add sample* button.
|
||||||
|
#. Edit the bone positions to match your character.
|
||||||
|
|
||||||
|
For the list of available samples, see the :doc:`Rig Types </addons/rigging/rigify/rig_types/index>` page.
|
||||||
|
|
||||||
|
|
||||||
|
.. _bpy.types.PoseBone.rigify_type:
|
||||||
|
.. _bpy.types.RigifyParameters:
|
||||||
|
|
||||||
|
Using Rig Types (Advanced)
|
||||||
|
^^^^^^^^^^^^^^^^^^^^^^^^^^
|
||||||
|
|
||||||
|
.. figure:: /images/addons_rigging_rigify_metarigs_rigify-type-panel.png
|
||||||
|
:align: right
|
||||||
|
:width: 300px
|
||||||
|
|
||||||
|
For full control, you can use the Rigify Type panel of bone properties in Pose Mode to assign
|
||||||
|
any Rigify sub-rig type to any bone, as well as change its options.
|
||||||
|
|
||||||
|
For the list of available sub-rig types and their options, see the
|
||||||
|
:doc:`Rig Types </addons/rigging/rigify/rig_types/index>` page.
|
||||||
|
|
||||||
|
At the top of the panel you can find a field specifying the rig type for the active bone. The drop-down list
|
||||||
|
can be optionally filtered by the :doc:`Feature Set </addons/rigging/rigify/feature_sets>` it belongs to.
|
||||||
|
|
||||||
|
Below that you can change options relevant to the selected rig type, if it has any.
|
||||||
|
|
||||||
|
Bone Collection References
|
||||||
|
""""""""""""""""""""""""""
|
||||||
|
|
||||||
|
Some rig types that generate many control bones have options that reference
|
||||||
|
:ref:`Bone Collections <bpy.types.BoneCollection.rigify_ui_row>`. These reference lists have a standard UI with
|
||||||
|
the following features:
|
||||||
|
|
||||||
|
* A checkbox controlling whether the reference should be used.
|
||||||
|
* A button to copy the reference list contents from the active to all selected bones.
|
||||||
|
* A plus button to add a new reference to the list.
|
||||||
|
* A list of references, each entry with a field to specify the target collection,
|
||||||
|
and a button to remove the entry from the list.
|
||||||
|
|
||||||
|
.. note::
|
||||||
|
|
||||||
|
Each sub rig has a required number of bones as input. If you are unsure on how to use rig-types properties,
|
||||||
|
add a rig sample to your armature to see how it is supposed to be used.
|
||||||
|
|
||||||
|
|
||||||
|
Preserved Bone Properties
|
||||||
|
^^^^^^^^^^^^^^^^^^^^^^^^^
|
||||||
|
|
||||||
|
Certain properties of the metarig bones are often copied to the generated rig control, deform and mechanism bones.
|
||||||
|
|
||||||
|
The exact set depends on the sub-rig and the specific generated bone, and the sub-rig may override some properties
|
||||||
|
even when it preserves others from the same subset, but there are certain common patterns:
|
||||||
|
|
||||||
|
Parenting Settings
|
||||||
|
This subset consists of the parent ORG bone, Use Connect, Use Inherit Rotation, Use Local Location, and Inherit
|
||||||
|
Scale.
|
||||||
|
|
||||||
|
It is usually copied to deform bones, FK controls, and in other cases where the sub-rig doesn't have a reason
|
||||||
|
to completely override them.
|
||||||
|
Bendy Bone Settings (Edit Mode)
|
||||||
|
Consist of the segment count, Vertex Mapping Mode, Ease In/Out, Roll In/Out, Curve In/Out and Scale In/Out.
|
||||||
|
|
||||||
|
The segment count is often overridden via a sub-rig option, but other settings are usually copied to deform
|
||||||
|
bones as is.
|
||||||
|
Transformation Settings
|
||||||
|
Consist of the rotation mode, pose mode rotation values, and channel locks.
|
||||||
|
|
||||||
|
These settings are usually copied to FK controls.
|
||||||
|
Custom Properties
|
||||||
|
Usually copied to one of the controls generated based on the metarig bone (mainly FK). Intra-armature drivers
|
||||||
|
that access the property are retargeted to the copied instance.
|
||||||
|
Custom Widget
|
||||||
|
Usually copied to one of the controls generated based on the metarig bone (mainly FK), and suppresses automatic
|
||||||
|
generation of a widget for the bone if specified.
|
||||||
|
|
||||||
|
|
||||||
|
Custom Root Bone
|
||||||
|
^^^^^^^^^^^^^^^^
|
||||||
|
|
||||||
|
If the meta-rig contains a bone called ``root``, it is used as the root control bone instead of creating a new one.
|
||||||
|
This allows changing the rest position of the root bone, assigning a custom widget,
|
||||||
|
or adding custom properties to the bone.
|
||||||
|
|
||||||
|
The custom root bone must have no parent, and use the :ref:`basic.raw_copy <rigify.rigs.basic.raw_copy>` sub-rig
|
||||||
|
type or none.
|
||||||
|
|
||||||
|
|
||||||
|
.. _bpy.ops.Armature.rigify_apply_selection_colors:
|
||||||
|
.. _bpy.ops.Armature.rigify_add_bone_groups:
|
||||||
|
.. _bpy.types.Armature.rigify_colors:
|
||||||
|
.. _bpy.types.Armature.rigify_colors_lock:
|
||||||
|
.. _bpy.types.Armature.rigify_theme_to_add:
|
||||||
|
.. _bpy.types.Armature.rigify_colors_index:
|
||||||
|
.. _bpy.types.RigifySelectionColors:
|
||||||
|
.. _bpy.types.RigifyArmatureLayer:
|
||||||
|
|
||||||
|
Color Sets
|
||||||
|
==========
|
||||||
|
|
||||||
|
.. figure:: /images/addons_rigging_rigify_metarigs_color-sets-panel.png
|
||||||
|
:align: right
|
||||||
|
:width: 300px
|
||||||
|
|
||||||
|
The Color Sets panel is used to define the bone color scheme for the final rig. The colors from the list
|
||||||
|
can be associated with bone collections from the relevant panel.
|
||||||
|
|
||||||
|
The top two rows of the Color Sets panel are used to define the general behavior of the bone colors.
|
||||||
|
Usually color themes use a gradient of colors to define the different bone states: default, selected and active.
|
||||||
|
When multiple color themes are used in the same rig, identifying which bone is selected or
|
||||||
|
active can be tricky since each color will have its corresponding state.
|
||||||
|
|
||||||
|
To override this behavior Rigify unifies the active and selected states using the same color.
|
||||||
|
This is defined by two values:
|
||||||
|
|
||||||
|
Unified Selected/Active Colors
|
||||||
|
When this option is active adding a bone group in the list will always keep the colors consistent.
|
||||||
|
When a color scheme is added from a theme, the color scheme is loaded as is.
|
||||||
|
Click on the *Apply* button to force the system to unify selected and active colors.
|
||||||
|
|
||||||
|
Selected/Active Colors
|
||||||
|
This two color fields define respectively the *Selected* and *Active* colors.
|
||||||
|
By default Rigify reads these colors from the theme defined by the user in the Blender preferences.
|
||||||
|
This way the *Selected*/*Active* colors can always have a predictable and consistent behavior in the UI.
|
||||||
|
The colors can be customized by clicking on the relevant color field.
|
||||||
|
To reset them to the Blender current theme value just click on the button with the update icon.
|
||||||
|
|
||||||
|
Color Sets can be added and deleted by clicking on the ``+`` or ``-`` buttons.
|
||||||
|
All color sets can be deleted at once by clicking on the Specials menu.
|
||||||
|
|
||||||
|
To add the colors from the predefined Rigify default color scheme (as shown in the image) to the list click
|
||||||
|
the *Add Standard* button.
|
||||||
|
|
||||||
|
To add a specific theme with its own color scheme, select it from the list and click on the *Add From Theme* button.
|
||||||
|
|
||||||
|
|
||||||
|
.. _bpy.types.BoneCollection.rigify_ui_row:
|
||||||
|
|
||||||
|
Bone Collections UI
|
||||||
|
===================
|
||||||
|
|
||||||
|
.. figure:: /images/addons_rigging_rigify_metarigs_bone-collections-panel.png
|
||||||
|
:align: right
|
||||||
|
:width: 300px
|
||||||
|
|
||||||
|
:doc:`Bone Collections </animation/armatures/bones/bone_collections>` are used to group related bones together
|
||||||
|
so that they can be hidden or revealed together.
|
||||||
|
|
||||||
|
Rigify can take advantage of collections to generate extra features and the user interface for the final rig.
|
||||||
|
A panel named :ref:`Rig Layers <rigify.rig_ui_template.RigLayers>` is generated with buttons for hiding the
|
||||||
|
collections, arranged in an intuitive layout.
|
||||||
|
|
||||||
|
The Bone Collections UI panel allows configuring the layout of that generated panel, as well as specifying some
|
||||||
|
other settings for bone collections, such as the color set to use.
|
||||||
|
|
||||||
|
The top of the panel is occupied by a list that duplicates the main bone collection list, but displays additional
|
||||||
|
properties, such as the color set, whether the collection has a button, or whether it generates a selection set.
|
||||||
|
|
||||||
|
Validate Collection References
|
||||||
|
Some sub-rig types have :ref:`references <bpy.types.RigifyParameters>` to bone collections in their properties.
|
||||||
|
Rigify uses a referencing scheme that is robust to collection renames, but deleting collections or joining armatures
|
||||||
|
can still lead to broken references.
|
||||||
|
|
||||||
|
This button runs a scan that validates and normalizes all collection references, reporting any errors, and
|
||||||
|
reducing the chance of breakage being caused by subsequent user actions.
|
||||||
|
|
||||||
|
This scan is also performed automatically every time the rig is generated.
|
||||||
|
|
||||||
|
.. warning::
|
||||||
|
To avoid breakage this operation should be used both immediately before and after joining two metarig armatures.
|
||||||
|
More specifically, it must be always done between the actions of renaming any collections and joining.
|
||||||
|
|
||||||
|
Color Set
|
||||||
|
Specifies the :ref:`color set <bpy.types.Armature.rigify_colors>` to use for bones in this collection. If a bone
|
||||||
|
belongs to multiple collections, in general the collection located earlier in the list has priority.
|
||||||
|
|
||||||
|
Add Selection Set
|
||||||
|
Specifies whether a selection set should be generated for this collection.
|
||||||
|
|
||||||
|
UI Row
|
||||||
|
If nonzero, specifies which row of the :ref:`Rig Layers <rigify.rig_ui_template.RigLayers>` panel should contain the
|
||||||
|
button controlling the visibility of this collection. When zero, no button is generated, and the collection is
|
||||||
|
hidden.
|
||||||
|
|
||||||
|
UI Title
|
||||||
|
This field can be used to override the title used on the UI button to be distinct from the true collection name.
|
||||||
|
Unlike collection names, titles are not required to be unique, so this can be used to reduce clutter by relying
|
||||||
|
on contextual cues within the panel.
|
||||||
|
|
||||||
|
UI Layout sub-panel
|
||||||
|
-------------------
|
||||||
|
|
||||||
|
.. figure:: /images/addons_rigging_rigify_metarigs_bone-collections-layout-panel.png
|
||||||
|
:align: right
|
||||||
|
:width: 300px
|
||||||
|
|
||||||
|
The UI Layout sub-panel provides a WYSIWYG editor for the layout of the generated UI panel
|
||||||
|
(as defined by the UI Row and UI Title settings above).
|
||||||
|
|
||||||
|
Each row contains three buttons at the end:
|
||||||
|
|
||||||
|
Arrow
|
||||||
|
Moves the active collection button to this row.
|
||||||
|
Plus
|
||||||
|
Inserts a new row before the current one.
|
||||||
|
Minus
|
||||||
|
Removes the current row and shifts all buttons up.
|
||||||
|
|
||||||
|
To the left of the editing control buttons, rows display buttons corresponding to the collections, same as the final
|
||||||
|
UI, except that rather than hiding or unhiding, clicking these buttons selects the collection.
|
||||||
|
|
||||||
|
For the active collection the selection button is replaced with an input field for editing the UI Title, and an **X**
|
||||||
|
button to unassign the collection from the UI.
|
||||||
|
|
||||||
|
For any collections not assigned to the UI, their select buttons are displayed in a separate section at the bottom
|
||||||
|
of the sub-panel.
|
||||||
|
|
||||||
|
The ``Root`` collection will be added and/or assigned a UI button automatically if necessary when the rig is
|
||||||
|
generated. If desired, it is possible to manually assign UI buttons to the internal ``ORG``, ``DEF`` and ``MCH``
|
||||||
|
collections.
|
||||||
|
|
||||||
|
.. tip::
|
||||||
|
Blank rows appear much thinner in the final interface, since they don't have to contain editing buttons, and can be
|
||||||
|
used as logical separators.
|
||||||
|
|
||||||
|
Actions
|
||||||
|
=======
|
||||||
|
|
||||||
|
.. figure:: /images/addons_rigging_rigify_metarigs_actions-list-panel.png
|
||||||
|
:align: right
|
||||||
|
:width: 300px
|
||||||
|
|
||||||
|
The :doc:`Action </animation/constraints/relationship/action>` constraint allows applying poses defined
|
||||||
|
by an action to bones based on the transformation of another bone. This requires adding the constraint to every
|
||||||
|
bone affected by the action, which is very tedious. For this reason, Rigify includes a system to do this
|
||||||
|
automatically through the Actions panel.
|
||||||
|
|
||||||
|
The panel defines a list of actions to be applied to the generated rig bones. Each action must be listed only once.
|
||||||
|
|
||||||
|
The list entries show the name of the action, the trigger (a bone or a corrective action driven by two others), and
|
||||||
|
a checkbox that can be used to temporarily disable applying this action to the rig. The icon at the start of the entry
|
||||||
|
is changed from an action icon to a link icon to highlight corrective actions that depend on the active normal one,
|
||||||
|
or normal actions used by the active corrective action.
|
||||||
|
|
||||||
|
.. note::
|
||||||
|
The Action constraints are added to the bones in such an order as to exactly reproduce the intended deformation,
|
||||||
|
assuming the actions were created (posed and keyframed) in the order listed.
|
||||||
|
|
||||||
|
Normal Actions
|
||||||
|
--------------
|
||||||
|
|
||||||
|
.. figure:: /images/addons_rigging_rigify_metarigs_actions-normal-panel.png
|
||||||
|
:align: right
|
||||||
|
:width: 300px
|
||||||
|
|
||||||
|
Normal actions are applied based on the transformation of a specific control bone from the generated rig.
|
||||||
|
They have the following properties:
|
||||||
|
|
||||||
|
Control Bone
|
||||||
|
Specifies the bone that drives the action.
|
||||||
|
Symmetrical
|
||||||
|
If the control bone has a suffix that specifies that it belongs to the left or right side, this option can
|
||||||
|
be enabled to automatically apply symmetry.
|
||||||
|
|
||||||
|
When enabled, left-side bones keyframed in the action will be controlled by the left-side control, and right-side
|
||||||
|
bones by the right side control. Bones that don't have a a side suffix are assumed to belong to the center of the
|
||||||
|
character. They are rigged with two Action constraints with influence 0.5 that are controlled by each of the
|
||||||
|
control bones.
|
||||||
|
Frame Start & End
|
||||||
|
Specifies the frame range of the action that will be used by the created constraints.
|
||||||
|
Target Space, Transform Channel
|
||||||
|
Specifies the coordinate space and transformation channel of the target bone that should be used.
|
||||||
|
Min, Max
|
||||||
|
Specifies the range of the transformation channel values that is mapped to the specified action frame range.
|
||||||
|
Default Frame
|
||||||
|
Shows the frame within the action that maps to the neutral value (1 for scale and 0 otherwise)
|
||||||
|
of the transformation channel, as computed from the specified range values.
|
||||||
|
|
||||||
|
Corrective Actions
|
||||||
|
------------------
|
||||||
|
|
||||||
|
.. figure:: /images/addons_rigging_rigify_metarigs_actions-corrective-panel.png
|
||||||
|
:align: right
|
||||||
|
:width: 300px
|
||||||
|
|
||||||
|
Corrective actions are applied based on the progress of two other actions from the list, and are used to improve
|
||||||
|
the pose when they are used together.
|
||||||
|
|
||||||
|
Frame Start & End
|
||||||
|
Specifies the frame range of the action that will be used by the created constraints.
|
||||||
|
Trigger A & B
|
||||||
|
Specifies the two actions that control the correction. The interface rows contain buttons to show the settings
|
||||||
|
for that action, or jump to it in the list.
|
||||||
|
|
||||||
|
The progress of the corrective action from the start to the end frame is calculated as the product of the progress
|
||||||
|
values of the two trigger actions. Thus, the start frame is applied when either of the triggers is at the start frame,
|
||||||
|
and the end frame is used when both are at their end frame.
|
||||||
|
|
||||||
|
Corrective actions must be below their triggers in the list, which is enforced via an implicit reorder even if
|
||||||
|
violated.
|
||||||
|
|
||||||
|
.. tip::
|
||||||
|
Corrective actions behave in the most intuitive way when both triggers have the Default Frame equal to Start Frame.
|
||||||
|
To create a corrective action in such case:
|
||||||
|
|
||||||
|
* Create the two trigger actions, add them to the panel and generate the rig.
|
||||||
|
* Pose your controls so that both trigger actions are fully activated to the end frame.
|
||||||
|
* Pose and keyframe the necessary corrections in the end frame of the new action, while keying the start
|
||||||
|
frame to the neutral values.
|
||||||
|
* Add the newly created action to the end of the list in the panel and configure its settings.
|
552
manual/addons/rigging/rigify/rig_features.rst
Normal file
552
manual/addons/rigging/rigify/rig_features.rst
Normal file
@ -0,0 +1,552 @@
|
|||||||
|
|
||||||
|
**********************
|
||||||
|
Generated Rig Features
|
||||||
|
**********************
|
||||||
|
|
||||||
|
After human rig generation a new armature named ``rig`` will be added to your scene.
|
||||||
|
This is the character rig you have generated from the human meta-rig and will contain all the features.
|
||||||
|
|
||||||
|
|
||||||
|
Common Features
|
||||||
|
===============
|
||||||
|
|
||||||
|
.. _rigify.rig_ui_template.RigBakeSettings:
|
||||||
|
.. _rigify.rig_ui_template.RigUI:
|
||||||
|
.. _rigify.rig_ui_template.RigLayers:
|
||||||
|
|
||||||
|
Rig UI Panels
|
||||||
|
-------------
|
||||||
|
|
||||||
|
.. figure:: /images/addons_rigging_rigify_rig-features_rig-ui-panels.png
|
||||||
|
:align: right
|
||||||
|
:width: 200px
|
||||||
|
|
||||||
|
The generated rig is accompanied by a script that implements a set of panels that appear in the Item
|
||||||
|
tab of the 3D view sidebar when a bone belonging to the generated rig is active.
|
||||||
|
|
||||||
|
Rig Bake Settings
|
||||||
|
^^^^^^^^^^^^^^^^^
|
||||||
|
|
||||||
|
This panel is displayed if the armature has an active :doc:`Action </animation/actions>`, and
|
||||||
|
is used by operators that apply an operation to multiple keyframes.
|
||||||
|
|
||||||
|
Bake All Keyed Frames
|
||||||
|
When enabled, the operator computes and keyframes its result on every frame that has a key for any of the
|
||||||
|
bones, as opposed to just relevant ones.
|
||||||
|
Limit Frame Range
|
||||||
|
When enabled, the operator is limited to a certain frame range.
|
||||||
|
|
||||||
|
Start, End
|
||||||
|
Specify the frame range to process.
|
||||||
|
Get Frame Range
|
||||||
|
Sets the baking frame range from the scene frame range.
|
||||||
|
|
||||||
|
Rig Main Properties
|
||||||
|
^^^^^^^^^^^^^^^^^^^
|
||||||
|
|
||||||
|
This panel shows properties and operators that are relevant to the selected bones.
|
||||||
|
|
||||||
|
Rig Layers
|
||||||
|
^^^^^^^^^^
|
||||||
|
|
||||||
|
This panel contains buttons for toggling visibility of bone collections.
|
||||||
|
|
||||||
|
The layout and labels of the buttons are defined in the metarig
|
||||||
|
:ref:`Bone Collection UI <bpy.types.BoneCollection.rigify_ui_row>` panel.
|
||||||
|
|
||||||
|
|
||||||
|
Common Controls
|
||||||
|
---------------
|
||||||
|
|
||||||
|
Rigify rigs are built from standardized components called sub-rigs, which are linked together in a parent-child
|
||||||
|
hierarchy. Although the precise behavior of each sub-rig is determined by its implementation, there are certain
|
||||||
|
conventions that are followed by many of them.
|
||||||
|
|
||||||
|
Root Bone
|
||||||
|
^^^^^^^^^
|
||||||
|
|
||||||
|
Every Rigify rig has a bone called `root`, which serves as a parent for all bones of the rig.
|
||||||
|
It is assigned to a bone collection called `Root`. Unless the metarig has a custom bone
|
||||||
|
of that name, it is positioned at the origin of the rig object. Its widget looks like
|
||||||
|
a circle with four arrow shaped protrusions.
|
||||||
|
|
||||||
|
.. figure:: /images/addons_rigging_rigify_rig-features_arm-controls.png
|
||||||
|
:align: right
|
||||||
|
:width: 200px
|
||||||
|
|
||||||
|
Limb Master
|
||||||
|
^^^^^^^^^^^
|
||||||
|
|
||||||
|
Many limb-like sub-rigs have a gear-shaped bone at their base.
|
||||||
|
|
||||||
|
This bone can in some cases be used to transform the whole sub-rig as a rigid unit, and is also used as a container
|
||||||
|
for its custom properties that are displayed in the *Rig Main Properties* panel. If you are looking in the Graph
|
||||||
|
editor for the animated values of the properties, this is most likely the bone to look at.
|
||||||
|
|
||||||
|
As an exception, if multiple controls of the sub-rig need their own copy of conceptually the same property,
|
||||||
|
it may be placed on those controls directly instead.
|
||||||
|
|
||||||
|
Tweak Controls
|
||||||
|
^^^^^^^^^^^^^^
|
||||||
|
|
||||||
|
These controls look like blue spheres in the default color scheme, and are the final control layer above the
|
||||||
|
deformation bones themselves.
|
||||||
|
|
||||||
|
Tweaks are subordinate to the general IK or FK limb position but can be moved apart, twisted and scaled freely,
|
||||||
|
even reaching virtually impossible limb shapes.
|
||||||
|
|
||||||
|
Rubber Tweak
|
||||||
|
.. figure:: /images/addons_rigging_rigify_rig-features_rubber-tweak.png
|
||||||
|
:align: right
|
||||||
|
:width: 200px
|
||||||
|
|
||||||
|
Some sub-rigs provide a slider in their *Rig Main Properties* when tweaks are selected, which controls
|
||||||
|
the smoothness of the Bendy Bone joint at that position. When zero, the joint deforms with a sharp bend,
|
||||||
|
while setting it to 1 makes the transition smooth for a more rubber hose cartoon like appearance.
|
||||||
|
|
||||||
|
Custom Pivots
|
||||||
|
^^^^^^^^^^^^^
|
||||||
|
|
||||||
|
Some bones that can be freely moved in space (like IK controls) can be optionally accompanied by a custom pivot
|
||||||
|
control. These controls usually look like a plain axes empty with the axis lines capped with squares or crosses,
|
||||||
|
like the one in the image above. The control can be freely moved to change the location of the pivot, and then
|
||||||
|
rotated or scaled to transform the target bone around the pivot.
|
||||||
|
|
||||||
|
IK and FK Switching
|
||||||
|
^^^^^^^^^^^^^^^^^^^
|
||||||
|
|
||||||
|
.. figure:: /images/addons_rigging_rigify_rig-features_ik-fk-switch.png
|
||||||
|
:align: right
|
||||||
|
:width: 200px
|
||||||
|
|
||||||
|
A number of rig types provides both IK and FK controls (red for IK and green for FK in the image above),
|
||||||
|
with an ability to switch and snap between them.
|
||||||
|
|
||||||
|
Switching is controlled by a slider in *Rig Main Properties*, usually blending between full IK at 0 and full FK at 1.
|
||||||
|
|
||||||
|
Snapping one type of controls to the shape of the other is done via buttons, which form a group of three
|
||||||
|
in their complete set:
|
||||||
|
|
||||||
|
* The main button will snap on the current frame, and auto-key the result if enabled.
|
||||||
|
* The *Action* button will bake the change on multiple keyframes, according to *Rig Bake Settings*.
|
||||||
|
* The *Clear* button will delete keyframes on the corresponding controls within the bake interval.
|
||||||
|
|
||||||
|
Parent Switching
|
||||||
|
^^^^^^^^^^^^^^^^
|
||||||
|
|
||||||
|
.. figure:: /images/addons_rigging_rigify_rig-features_parent-switch.png
|
||||||
|
:align: right
|
||||||
|
:width: 200px
|
||||||
|
|
||||||
|
Some freely movable controls, e.g. usually the IK controls, can have a mechanism to switch their parent bone
|
||||||
|
between a set of choices, including the root bone, or none at all.
|
||||||
|
|
||||||
|
This mechanism is exposed in the *Rig Main Properties* panel through a row with three controls:
|
||||||
|
|
||||||
|
* A button that presents a dropdown menu, which allows switching the parent on the current frame while
|
||||||
|
preserving the bone position and orientation in the world space.
|
||||||
|
* A dropdown input field that directly exposes the switch property for keyframing and direct manipulation.
|
||||||
|
Changing the value can cause the bone position to jump.
|
||||||
|
* A button to apply the position preserving parent switch over the bake range of keyframes.
|
||||||
|
|
||||||
|
.. note::
|
||||||
|
When manually placing a Child Of constraint on the control bone, the built-in parent should be switched to none.
|
||||||
|
|
||||||
|
Limbs
|
||||||
|
=====
|
||||||
|
|
||||||
|
Limbs have a master bone and tweaks. Depending on the user defined meta-rig options,
|
||||||
|
multiple deform bone segments with tweaks will be created.
|
||||||
|
|
||||||
|
The IK control may have an optional custom pivot, as well as additional predefined pivots.
|
||||||
|
|
||||||
|
Rigify's limbs have the following controls in the Sidebar panel:
|
||||||
|
|
||||||
|
.. figure:: /images/addons_rigging_rigify_rig-features_limb-properties.png
|
||||||
|
:align: right
|
||||||
|
:width: 200px
|
||||||
|
|
||||||
|
FK Limb Follow :guilabel:`Slider`
|
||||||
|
When set to 1 the FK limb will not rotate with the torso and will retain is rotation
|
||||||
|
relative to the root bone instead.
|
||||||
|
|
||||||
|
IK-FK :guilabel:`Slider`
|
||||||
|
Controls whether the limb follows IK or FK controls, blending between full IK at 0 and full FK at 1.
|
||||||
|
|
||||||
|
IK<->FK Snapping :guilabel:`Buttons`
|
||||||
|
Snaps one type of controls to another.
|
||||||
|
|
||||||
|
IK Stretch :guilabel:`Slider`
|
||||||
|
Blends between the limb stretching freely at 1, or having its maximum length constrained at 0.
|
||||||
|
|
||||||
|
Toggle Pole :guilabel:`Switch`
|
||||||
|
When the toggle is Off, the IK limb will use the rotational pole vector (the arrow at the base of the limb).
|
||||||
|
Rotating/translating/scaling the arrow will control the IK limb base.
|
||||||
|
|
||||||
|
When the toggle is On, the classic pole vector will be displayed and used to orient the IK limb.
|
||||||
|
The arrow will continue to handle the scale and the location of the IK limb base.
|
||||||
|
|
||||||
|
Similar to *Parent Switching*, the row includes buttons to convert the current pose between types,
|
||||||
|
or bake the whole action.
|
||||||
|
|
||||||
|
IK Parent :guilabel:`Switch`
|
||||||
|
Switches the effective parent of the main IK control.
|
||||||
|
|
||||||
|
Pole Parent :guilabel:`Switch`
|
||||||
|
Switches the effective parent of the classic IK Pole control.
|
||||||
|
|
||||||
|
Arms
|
||||||
|
----
|
||||||
|
|
||||||
|
.. figure:: /images/addons_rigging_rigify_rig-features_hand-controls.png
|
||||||
|
:align: right
|
||||||
|
:width: 200px
|
||||||
|
|
||||||
|
:ref:`Arms <rigify.rigs.limbs.arm>` have the simplest control structure: the IK controls consist of the main IK
|
||||||
|
control, the optional custom pivot control, and the optional wrist control (the bent circle), which pivots around
|
||||||
|
the tail rather than the head of the hand bone.
|
||||||
|
|
||||||
|
There are no additional controls in the *Rig Main Properties* panel.
|
||||||
|
|
||||||
|
Legs
|
||||||
|
----
|
||||||
|
|
||||||
|
:ref:`Legs <rigify.rigs.limbs.leg>` have a more complicated setup, which has:
|
||||||
|
|
||||||
|
.. figure:: /images/addons_rigging_rigify_rig-features_foot-controls.png
|
||||||
|
:align: right
|
||||||
|
:width: 200px
|
||||||
|
|
||||||
|
IK & FK Toe :guilabel:`Optional`
|
||||||
|
Two separate IK and FK controls for the toe (this is on by default in the bundled metarigs,
|
||||||
|
and is recommended for stable IK<->FK snapping).
|
||||||
|
IK Heel
|
||||||
|
A heel control which can be rotated to command forward or backward roll, sideways rock, or yaw of the heel.
|
||||||
|
Toe Pivot :guilabel:`Optional`
|
||||||
|
An extra pivot control rotating around the base of the toe.
|
||||||
|
Custom Pivot :guilabel:`Optional`
|
||||||
|
A custom pivot control.
|
||||||
|
|
||||||
|
The properties panel has two additional features:
|
||||||
|
|
||||||
|
.. figure:: /images/addons_rigging_rigify_rig-features_foot-properties.png
|
||||||
|
:align: right
|
||||||
|
:width: 200px
|
||||||
|
|
||||||
|
IK->FK Snap With Roll :guilabel:`Buttons`
|
||||||
|
Standard IK to FK snapping resets the transformations of all IK controls other than the main one. This is
|
||||||
|
not convenient to use in an animation that involves the use of the heel control, because roll and rock would
|
||||||
|
be folded into the transformation of the main control.
|
||||||
|
|
||||||
|
This alternative snapping operator tries to deduce the rotation of the heel control so as to keep the main
|
||||||
|
IK control parallel to the ground plane inferred from the *current* orientation of the IK control. The operator
|
||||||
|
has options to specify which rotational axes to use for the heel control rotation.
|
||||||
|
|
||||||
|
Roll On Toe :guilabel:`Slider` :guilabel:`Optional`
|
||||||
|
If enabled in the sub-rig settings, this slider can be used to control whether the heel rotation (excluding
|
||||||
|
backward roll) is applied at the base or the tip of the toe.
|
||||||
|
|
||||||
|
Fingers & Tentacles
|
||||||
|
===================
|
||||||
|
|
||||||
|
Simple Tentacle
|
||||||
|
---------------
|
||||||
|
|
||||||
|
.. figure:: /images/addons_rigging_rigify_rig-features_simple-controls.png
|
||||||
|
|
||||||
|
The simplest type of rig for a finger or appendage in general is the
|
||||||
|
:ref:`simple tentacle <rigify.rigs.limbs.simple_tentacle>` sub-rig. It has only basic FK controls and tweaks,
|
||||||
|
with the only automation being the ability to copy certain axes of the local rotation of a FK control to the next one.
|
||||||
|
|
||||||
|
Advanced Finger
|
||||||
|
---------------
|
||||||
|
|
||||||
|
.. figure:: /images/addons_rigging_rigify_rig-features_finger-controls.png
|
||||||
|
|
||||||
|
For fingers specifically, Rigify has a dedicated :ref:`finger <rigify.rigs.limbs.super_finger>` sub-rig type,
|
||||||
|
which provides:
|
||||||
|
|
||||||
|
Master
|
||||||
|
A master control (orange), which can be used to rotate the finger as a whole, as well as to bend it via Y scaling.
|
||||||
|
FK Chain
|
||||||
|
FK control chain (green) that can also operate as semi-tweaks through allowing translation.
|
||||||
|
IK Control :guilabel:`Optional`
|
||||||
|
IK control for the tip (red).
|
||||||
|
|
||||||
|
.. note::
|
||||||
|
IK in this sub-rig is rudimentary and operates as an adjustment for FK. The intended way of use is to pose
|
||||||
|
the finger in FK, and then enable IK after using IK->FK snap if it is necessary to pin the tip of the finger
|
||||||
|
in place.
|
||||||
|
|
||||||
|
The properties panel has the following features:
|
||||||
|
|
||||||
|
.. figure:: /images/addons_rigging_rigify_rig-features_finger-properties.png
|
||||||
|
:align: right
|
||||||
|
:width: 200px
|
||||||
|
|
||||||
|
Finger IK :guilabel:`Slider` :guilabel:`Optional`
|
||||||
|
Slider controlling the influence of the IK.
|
||||||
|
|
||||||
|
FK<->IK Snapping :guilabel:`Buttons` :guilabel:`Optional`
|
||||||
|
Snaps the IK control to the end of the finger, or adjusts the FK controls to the result of the IK correction.
|
||||||
|
|
||||||
|
Curvature :guilabel:`Slider`
|
||||||
|
Has the same effect as *Rubber Tweak* on limbs, controlling the rubber hose cartoon effect.
|
||||||
|
|
||||||
|
Spline Tentacle
|
||||||
|
---------------
|
||||||
|
|
||||||
|
.. figure:: /images/addons_rigging_rigify_rig-features_spline-controls.png
|
||||||
|
|
||||||
|
Spline Tentacle (Stretch To Fit, Manual Squash & Stretch)
|
||||||
|
|
||||||
|
.. figure:: /images/addons_rigging_rigify_rig-features_spline-controls-tip.png
|
||||||
|
|
||||||
|
Spline Tentacle (Direct Tip Control)
|
||||||
|
|
||||||
|
The :ref:`spline tentacle <rigify.rigs.limbs.spline_tentacle>` is an advanced rig for a flexible appendage (tentacle)
|
||||||
|
based on the :doc:`Spline IK </animation/constraints/tracking/spline_ik>` constraint. The IK control bones manage
|
||||||
|
control points of a Bezier spline curve, which in turn is followed by the IK chain.
|
||||||
|
|
||||||
|
The tentacle can be generated in three major modes:
|
||||||
|
|
||||||
|
Stretch To Fit
|
||||||
|
In this simplest mode all bones of the sub-rig deform chain follow the curve and squash & stretch to match
|
||||||
|
its length.
|
||||||
|
Manual Squash & Stretch
|
||||||
|
This mode is almost the same, but the chain does not automatically scale to match the curve length.
|
||||||
|
Instead, it tries to cover as much as possible of the curve given its manually scaled length.
|
||||||
|
If the curve is too short, the chain will overhang it and straighten out, but this can result in jitter.
|
||||||
|
Direct Tip Control
|
||||||
|
This mode is more similar to the behavior of IK limbs: the final bone of the chain is directly controlled by
|
||||||
|
the tip IK control, while the other bones of the chain stretch and follow the curve to bridge the gap.
|
||||||
|
|
||||||
|
The tentacle sub-rig has the following control bones:
|
||||||
|
|
||||||
|
Master
|
||||||
|
The tentacle has the same gear master control as other limbs (seen as a line in the images).
|
||||||
|
IK Start
|
||||||
|
The IK control at the base of the tentacle, which can be used to control the base twist and sideways scale, and
|
||||||
|
is one of the potential switchable parents for other IK controls.
|
||||||
|
|
||||||
|
In the *Manual Squash & Stretch* mode it controls uniform scale of the tentacle in all directions.
|
||||||
|
IK Start (Extra) :guilabel:`Optional`
|
||||||
|
Extra start controls, optional and hidden by default. Switchable parents default to the *IK Start* control.
|
||||||
|
The scale of the control may optionally affect the thickness of the chain via the radius of the curve point.
|
||||||
|
IK Middle
|
||||||
|
Controls for the middle of the curve. The switchable parents default to *Master*, but may be set to
|
||||||
|
*IK Start* or *IK End* controls.
|
||||||
|
The scale of the control may optionally affect the thickness of the chain via the radius of the curve point.
|
||||||
|
IK End (Extra) :guilabel:`Optional`
|
||||||
|
Extra end controls, optional and hidden by default. Switchable parents default to the *IK End* control.
|
||||||
|
The scale of the control may optionally affect the thickness of the chain via the radius of the curve point.
|
||||||
|
|
||||||
|
The *Direct Tip Control* mode adds one more extra end control next to the middle ones that cannot be hidden.
|
||||||
|
IK End
|
||||||
|
Controls the last control point of the curve, and is one of the potential parents for the other chain controls.
|
||||||
|
|
||||||
|
In the *Direct Tip Control* mode also directly controls the last bone of the chain.
|
||||||
|
IK End Twist :guilabel:`Optional`
|
||||||
|
This control is visually attached to the last bone of the chain, and must use Euler rotation.
|
||||||
|
|
||||||
|
* *Stretch To Fit*: it controls the twist of the tip of the tentacle, interpolated to nothing at the base.
|
||||||
|
* *Manual Squash & Stretch*: it also controls the scaling of the tip of the tentacle.
|
||||||
|
* *Direct Tip Control*: the control does not exist.
|
||||||
|
FK Chain :guilabel:`Optional`
|
||||||
|
If enabled, the rig has an alternative fully FK control chain.
|
||||||
|
|
||||||
|
The properties panel has the following features:
|
||||||
|
|
||||||
|
.. figure:: /images/addons_rigging_rigify_rig-features_spline-properties.png
|
||||||
|
:align: right
|
||||||
|
:width: 200px
|
||||||
|
|
||||||
|
Start/End Controls :guilabel:`Optional`
|
||||||
|
If extra controls exist, this property controls how many of them are visible and active.
|
||||||
|
|
||||||
|
When a control is disabled, it is snapped to a position extremely close to the corresponding end control point,
|
||||||
|
thus effectively neutralizing its effect. Thus, changing the setting during an animation can cause jumps.
|
||||||
|
|
||||||
|
The plus and minus buttons can help with maintaining a continuous transition in an animation by keyframing the
|
||||||
|
change in the property value with Constant interpolation, and also snapping and keyframing the control itself
|
||||||
|
to its 'hidden' position.
|
||||||
|
|
||||||
|
End Twist Estimate :guilabel:`Optional`
|
||||||
|
In the *Direct Tip Control* mode the twist at the end of the tentacle is deduced from the free form orientation
|
||||||
|
of the tip control, rather than using a separate twist control with constrained Euler rotation. However, for
|
||||||
|
technical reasons, that can only give values within the 180 degrees range of neutral.
|
||||||
|
|
||||||
|
A long tentacle can accept more twist than 180 degrees, so a workaround is necessary. This property allows
|
||||||
|
specifying an approximate estimate of the twist value (effectively shifting the neutral position), and the
|
||||||
|
rig then applies the automatic correction within 180 degrees of this value.
|
||||||
|
|
||||||
|
IK-FK, IK<->FK Snapping :guilabel:`Optional`
|
||||||
|
If the FK controls are enabled, these provide standard IK-FK switching and snapping.
|
||||||
|
|
||||||
|
However, unlike other limbs, for this rig automatic IK to FK snapping can only be approximate and requires
|
||||||
|
manual tuning. For this reason, buttons for baking the snapping over a range of keyframes are not provided.
|
||||||
|
|
||||||
|
Parent Switch
|
||||||
|
Switches the parent of the selected IK control.
|
||||||
|
|
||||||
|
|
||||||
|
Spine, Head & Tail
|
||||||
|
==================
|
||||||
|
|
||||||
|
.. figure:: /images/addons_rigging_rigify_rig-features_spine-controls.png
|
||||||
|
:align: right
|
||||||
|
:width: 200px
|
||||||
|
|
||||||
|
Spine
|
||||||
|
-----
|
||||||
|
|
||||||
|
The :ref:`spine <rigify.rigs.spines.basic_spine>` sub-rig provides a cube shaped torso control with
|
||||||
|
switchable parent, and bent circle shaped hip and chest controls subordinate to it. For low level deformation
|
||||||
|
tweak controls are provided.
|
||||||
|
|
||||||
|
The torso control can optionally be accompanied with a custom pivot control. The rig can also optionally
|
||||||
|
provide a full set of FK controls that are subordinate to the normal simplified ones, but above tweaks.
|
||||||
|
|
||||||
|
The rig properties panel for the spine controls usually includes options for the head and/or tail as well.
|
||||||
|
|
||||||
|
|
||||||
|
.. figure:: /images/addons_rigging_rigify_rig-features_head-controls.png
|
||||||
|
:align: right
|
||||||
|
:width: 200px
|
||||||
|
|
||||||
|
Head
|
||||||
|
----
|
||||||
|
|
||||||
|
The :ref:`head <rigify.rigs.spines.super_head>` sub-rig attaches to the end of the spine, and provides
|
||||||
|
rotational controls for the head and neck, as well as tweaks for fine control of the neck.
|
||||||
|
|
||||||
|
If the neck is three or more bones long, an additonal tweak-like translational
|
||||||
|
neck bend control is provided (the widget looks like a circle with arrows).
|
||||||
|
|
||||||
|
The properties panel contains the following options:
|
||||||
|
|
||||||
|
Neck Follow :guilabel:`Slider`
|
||||||
|
.. figure:: /images/addons_rigging_rigify_rig-features_head-properties.png
|
||||||
|
:align: right
|
||||||
|
:width: 200px
|
||||||
|
|
||||||
|
This slider controls the rotations isolation for the neck bones.
|
||||||
|
The neck will follow the orientation of the Torso when set to 0, and the Chest when set to 1.
|
||||||
|
|
||||||
|
Head Follow :guilabel:`Slider`
|
||||||
|
.. figure:: /images/addons_rigging_rigify_rig-features_tail-controls.png
|
||||||
|
:align: right
|
||||||
|
:width: 200px
|
||||||
|
|
||||||
|
This slider controls the rotations isolation for the head.
|
||||||
|
The head will follow the orientation of the Torso when set to 0, and the Chest when set to 1.
|
||||||
|
|
||||||
|
Tail
|
||||||
|
----
|
||||||
|
|
||||||
|
The :ref:`tail <rigify.rigs.spines.basic_tail>` sub-rig attaches to the start of the spine, and provides
|
||||||
|
FK controls for the tail, as well as a master control that replicates its local rotation around certain axes
|
||||||
|
to all individual bones.
|
||||||
|
|
||||||
|
The properties panel contains the following options:
|
||||||
|
|
||||||
|
Tail Follow :guilabel:`Slider`
|
||||||
|
This slider controls the rotations isolation for the tail.
|
||||||
|
The tail will follow the orientation of the Torso when set to 0, and the Hips when set to 1.
|
||||||
|
|
||||||
|
Face
|
||||||
|
====
|
||||||
|
|
||||||
|
.. note::
|
||||||
|
This describes the new-style modular face produced by the Upgrade Face operator button.
|
||||||
|
|
||||||
|
Basic Concepts
|
||||||
|
--------------
|
||||||
|
|
||||||
|
Skin Bone Chains
|
||||||
|
^^^^^^^^^^^^^^^^
|
||||||
|
|
||||||
|
.. figure:: /images/addons_rigging_rigify_rig-features_face-chains.png
|
||||||
|
:align: right
|
||||||
|
:width: 300px
|
||||||
|
|
||||||
|
The foundation of the Rigify face is a network of Bendy Bone :ref:`chains <rigify.rigs.skin.basic_chain>` with
|
||||||
|
controls placed at every bone end. These controls affect all bones that meet at that specific point.
|
||||||
|
|
||||||
|
When the controls are merely translated, the B-Bone chains retain the normal automatic bezier handle behavior.
|
||||||
|
Local rotation and/or scaling of the controls are applied on top of that.
|
||||||
|
|
||||||
|
In case of :ref:`certain chains <rigify.rigs.skin.stretchy_chain>`, the transformation of the end and/or middle
|
||||||
|
controls is interpolated to other controls located between them. In such cases the controls often have different
|
||||||
|
colors and/or shapes.
|
||||||
|
|
||||||
|
Additionally, certain controls have :ref:`arbitrary constraints <rigify.rigs.skin.glue>` that partially copy
|
||||||
|
transformation from nearby control points.
|
||||||
|
|
||||||
|
Specialized Controllers
|
||||||
|
^^^^^^^^^^^^^^^^^^^^^^^
|
||||||
|
|
||||||
|
Certain areas of the face, like eyes or mouth, have additional specialized controllers that apply custom behavior
|
||||||
|
on top of the chains and their controllers within the relevant area.
|
||||||
|
|
||||||
|
Eyes
|
||||||
|
----
|
||||||
|
|
||||||
|
.. figure:: /images/addons_rigging_rigify_rig-features_eye-controls.png
|
||||||
|
:align: right
|
||||||
|
:width: 300px
|
||||||
|
|
||||||
|
The :ref:`eyes <rigify.rigs.face.skin_eye>` have the following controls in addition to the eyelid chains:
|
||||||
|
|
||||||
|
Master
|
||||||
|
This large circular control can be used to transform the whole eye as one unit.
|
||||||
|
Common Target
|
||||||
|
This large control enveloping all individual eye targets has a switchable parent and can
|
||||||
|
be used to specify the point that the eyes should look at.
|
||||||
|
Eye Target
|
||||||
|
These small circle controls within the common target control specify the point targeted by each
|
||||||
|
individual eye. Their local scale can also be used to affect the iris or pupil of the eye,
|
||||||
|
depending on how it was weight painted.
|
||||||
|
|
||||||
|
The rig properties panel contains the following options:
|
||||||
|
|
||||||
|
.. figure:: /images/addons_rigging_rigify_rig-features_eye-properties.png
|
||||||
|
:align: right
|
||||||
|
:width: 200px
|
||||||
|
|
||||||
|
Eyelids Follow :guilabel:`Slider`
|
||||||
|
Controls how much the rotation of the eyeball affects the eyelids. Depending on the sub-rig generation
|
||||||
|
options, this slider can be split to separately control the horizontal and vertical directions.
|
||||||
|
|
||||||
|
Eyelids Attached :guilabel:`Slider` :guilabel:`Optional`
|
||||||
|
If enabled in the sub-rig generation options, this slider can be used to disable the mechanism that
|
||||||
|
forces the eyelids to conform to the sphere of the eye.
|
||||||
|
|
||||||
|
Parent :guilabel:`Parent Switch`
|
||||||
|
Selects the parent for the common target control.
|
||||||
|
|
||||||
|
Mouth
|
||||||
|
-----
|
||||||
|
|
||||||
|
.. figure:: /images/addons_rigging_rigify_rig-features_mouth-controls.png
|
||||||
|
:align: right
|
||||||
|
:width: 300px
|
||||||
|
|
||||||
|
The :ref:`mouth <rigify.rigs.face.skin_jaw>` has the following controls:
|
||||||
|
|
||||||
|
Jaw Master
|
||||||
|
Controls rotation of the jaw, directly affecting the main jaw deform bone, as well
|
||||||
|
as chains fully belonging to the jaw. Chains forming the lip loop(s) are adjusted to
|
||||||
|
open the mouth as the jaw rotates or moves.
|
||||||
|
Mouth Master
|
||||||
|
This control uniformly transforms the lips without moving the jaw.
|
||||||
|
|
||||||
|
The rig properties panel contains the following options:
|
||||||
|
|
||||||
|
.. figure:: /images/addons_rigging_rigify_rig-features_mouth-properties.png
|
||||||
|
:align: right
|
||||||
|
:width: 200px
|
||||||
|
|
||||||
|
Mouth Lock :guilabel:`Slider`
|
||||||
|
This slider can be changed from 0 to 1 in order to suppress opening of the mouth
|
||||||
|
when the jaw rotates or moves.
|
125
manual/addons/rigging/rigify/rig_types/basic.rst
Normal file
125
manual/addons/rigging/rigify/rig_types/basic.rst
Normal file
@ -0,0 +1,125 @@
|
|||||||
|
|
||||||
|
*****
|
||||||
|
Basic
|
||||||
|
*****
|
||||||
|
|
||||||
|
These rig types are used to generate simple single-bone features,
|
||||||
|
and for custom rigging done directly in the meta-rig.
|
||||||
|
|
||||||
|
The single-bone rig types must be applied separately to every bone even within a connected chain,
|
||||||
|
and can have connected children controlled by a different rig type.
|
||||||
|
This is unlike chain-based rig types that usually consume the whole connected chain.
|
||||||
|
|
||||||
|
|
||||||
|
.. _rigify.rigs.basic.copy_chain:
|
||||||
|
|
||||||
|
basic.copy_chain
|
||||||
|
================
|
||||||
|
|
||||||
|
Copies the bone chain keeping all the parent relations within the chain untouched.
|
||||||
|
Useful as a utility rig type for custom rigs.
|
||||||
|
|
||||||
|
Requirement: A chain of at least two connected bones.
|
||||||
|
|
||||||
|
Control (Boolean)
|
||||||
|
When enabled control bones and widgets will be created.
|
||||||
|
Deform (Boolean)
|
||||||
|
When enabled deform bones will be created.
|
||||||
|
|
||||||
|
|
||||||
|
.. _rigify.rigs.basic.pivot:
|
||||||
|
|
||||||
|
basic.pivot
|
||||||
|
===========
|
||||||
|
|
||||||
|
Single-bone rig type that creates a 'custom pivot' control for rotating and scaling its child sub-rigs.
|
||||||
|
|
||||||
|
This type of control transforms its children when rotated or scaled, while moving it
|
||||||
|
merely changes the pivot point used by rotation or scaling.
|
||||||
|
|
||||||
|
Master Control
|
||||||
|
When enabled an extra parent control bone with a box widget is created to allow moving the rig.
|
||||||
|
It is also required by all other options besides *Deform Bone*.
|
||||||
|
|
||||||
|
Widget Type
|
||||||
|
Allows selecting one of the predefined widgets to generate for the master control instead of the default cube.
|
||||||
|
|
||||||
|
Switchable Parent
|
||||||
|
Generates a mechanism for switching the effective parent of the rig based on the value of a custom property.
|
||||||
|
|
||||||
|
Register Parent
|
||||||
|
Registers the rig as a potential parent scope for its child sub-rigs' parent switches.
|
||||||
|
|
||||||
|
Tags
|
||||||
|
Specifies additional comma-separated tag keywords for the registered parent scope.
|
||||||
|
They can be used by other rigs to filter parent choices, or for selecting the default parent.
|
||||||
|
|
||||||
|
Some of the existing tags that are useful here:
|
||||||
|
|
||||||
|
``injected`` (special)
|
||||||
|
The parent scope will be made available for all children of the *parent* sub-rig,
|
||||||
|
rather than just this rig's children.
|
||||||
|
``held_object``
|
||||||
|
A control for the object held in the character's hand. Preferred by finger IK.
|
||||||
|
|
||||||
|
The ``injected,held_object`` combination is perfect for such a control.
|
||||||
|
|
||||||
|
Pivot Control
|
||||||
|
Disabling this avoids generating the actual custom pivot control, effectively turning this rig type
|
||||||
|
into a version of `basic.super_copy`_ with parent switching support and a different widget.
|
||||||
|
|
||||||
|
Deform Bone
|
||||||
|
When enabled a deform bone will be created.
|
||||||
|
|
||||||
|
|
||||||
|
.. _rigify.rigs.basic.raw_copy:
|
||||||
|
|
||||||
|
basic.raw_copy
|
||||||
|
==============
|
||||||
|
|
||||||
|
Single-bone rig type that copies the bone without the ``ORG-`` name prefix.
|
||||||
|
|
||||||
|
Normally all bones copied from the meta-rig are prefixed with ``ORG-`` and placed on an invisible layer.
|
||||||
|
This precludes their use as controls or deforming bones, which makes it difficult to transfer complex
|
||||||
|
fully custom rigging verbatim from the meta-rig.
|
||||||
|
|
||||||
|
This rig type does not add the automatic prefix, thus allowing an appropriate ``ORG-``, ``MCH-`` or ``DEF-``
|
||||||
|
prefix to be manually included in the meta-rig bone name, or alternatively using no prefix to create
|
||||||
|
a control bone.
|
||||||
|
|
||||||
|
Relink Constraints
|
||||||
|
Allows retargeting constraints belonging to the bone to point at bones created in the process
|
||||||
|
of generating the rig, thus allowing custom rigging to integrate with generated bones.
|
||||||
|
|
||||||
|
To use this feature, add ``@`` and the intended target bone name to the constraint name, resulting
|
||||||
|
in the ``...@bone_name`` syntax. After all bones of the rig are generated, the constraint target
|
||||||
|
bone will be replaced. If the new bone name is just ``CTRL``, ``MCH`` or ``DEF``, this will just
|
||||||
|
replace the ``ORG`` prefix in the existing target bone name. For the Armature constraint you can add
|
||||||
|
a ``@`` suffix for each target, or just one ``@CTRL``, ``@MCH`` or ``@DEF`` suffix to update all.
|
||||||
|
|
||||||
|
Parent
|
||||||
|
If the field is not empty, applies the same name substitution logic to the parent of the bone.
|
||||||
|
|
||||||
|
When this feature is enabled, the bone will not be automatically parented to the root bone even
|
||||||
|
if it has no parent; enter ``root`` in the *Parent* field if that is necessary.
|
||||||
|
|
||||||
|
|
||||||
|
.. _rigify.rigs.basic.super_copy:
|
||||||
|
|
||||||
|
basic.super_copy
|
||||||
|
================
|
||||||
|
|
||||||
|
Single-bone rig type that simply copies the bone. Useful as utility rig type for
|
||||||
|
adding custom features or specific deform bones to your rigs.
|
||||||
|
|
||||||
|
Control (Boolean)
|
||||||
|
When enabled a control bone and widget will be created.
|
||||||
|
Widget (Boolean)
|
||||||
|
When enabled a widget will be created in replacement to the standard.
|
||||||
|
Widget Type (String):
|
||||||
|
Allows selecting one of the predefined widget types to generate instead of the default circle.
|
||||||
|
Deform (Boolean)
|
||||||
|
When enabled a deform bone will be created.
|
||||||
|
Relink Constraints
|
||||||
|
Works the same as in the `basic.raw_copy`_ rig. In addition, when enabled any constraints that have
|
||||||
|
names prefixed with ``CTRL:`` are moved to the control, and with ``DEF:`` to the deform bone.
|
71
manual/addons/rigging/rigify/rig_types/face.rst
Normal file
71
manual/addons/rigging/rigify/rig_types/face.rst
Normal file
@ -0,0 +1,71 @@
|
|||||||
|
|
||||||
|
****
|
||||||
|
Face
|
||||||
|
****
|
||||||
|
|
||||||
|
These rig types implement components of a modular face.
|
||||||
|
|
||||||
|
|
||||||
|
.. _rigify.rigs.face.basic_tongue:
|
||||||
|
|
||||||
|
face.basic_tongue
|
||||||
|
=================
|
||||||
|
|
||||||
|
Generates a simple tongue, extracted from the original PitchiPoy :ref:`super_face <rigify.rigs.faces.super_face>` rig.
|
||||||
|
|
||||||
|
B-Bone Segments (integer)
|
||||||
|
Defines the number of b-bone segments each tweak control will be split into.
|
||||||
|
Primary Control Layers
|
||||||
|
Optionally specifies bone collections for the main control.
|
||||||
|
|
||||||
|
|
||||||
|
.. _rigify.rigs.face.skin_eye:
|
||||||
|
|
||||||
|
face.skin_eye
|
||||||
|
=============
|
||||||
|
|
||||||
|
Implements a skin system :ref:`parent controller <rigify.rigs.skin.skin_parents>` that manages
|
||||||
|
two skin chains for the top and bottom eyelids in addition to generating the eye rotation mechanism.
|
||||||
|
|
||||||
|
The rig must have two child skin chains with names tagged with ``.T`` and ``.B`` symmetry
|
||||||
|
to mark the top and bottom eyelid, which are connected at their ends forming eye corners.
|
||||||
|
The chains are rigged to follow the surface of the eye and twist to its normal.
|
||||||
|
|
||||||
|
In addition, it creates target controls for aiming the eye, including a master control shared by
|
||||||
|
all eyes under the same parent rig. The eyelids are rigged to follow the movement of the eyeball
|
||||||
|
with adjustable influence.
|
||||||
|
|
||||||
|
Eyeball and Iris Deforms
|
||||||
|
Generates deform bones for the eyeball and the iris, the latter copying XZ scale from
|
||||||
|
the eye target control. The iris is located at the tail of the ORG bone.
|
||||||
|
Eyelid Detach Option
|
||||||
|
Generates a slider to disable the mechanism that keeps eyelid controls stuck to the surface of the eye.
|
||||||
|
Split Eyelid Follow Slider
|
||||||
|
Generates two separate sliders for controlling the influence of the eye rotation on X and Z eyelid motion.
|
||||||
|
Eyelids Follow Default
|
||||||
|
Depending on *Split Eyelid Follow Slider*, specifies the default values for the split follow sliders,
|
||||||
|
or fixed factors to be multiplied with the single common follow influence slider value.
|
||||||
|
|
||||||
|
|
||||||
|
.. _rigify.rigs.face.skin_jaw:
|
||||||
|
|
||||||
|
face.skin_jaw
|
||||||
|
=============
|
||||||
|
|
||||||
|
Implements a skin system :ref:`parent controller <rigify.rigs.skin.skin_parents>` that manages
|
||||||
|
one or more loops of mouth skin chains in response to the movement of jaw and mouth controls.
|
||||||
|
|
||||||
|
The rig must have one or more child chain loops, each formed by four skin chains tagged
|
||||||
|
with ``.T``/``.B`` and ``.L``/``.R`` symmetrical names.
|
||||||
|
|
||||||
|
The lip loops are sorted into layers based on the distance from corners to the common
|
||||||
|
center and rigged with blended influence of the jaw and the master mouth control.
|
||||||
|
Other child rigs become children of the jaw.
|
||||||
|
|
||||||
|
Bottom Lip Influence
|
||||||
|
Specifies the influence of the jaw on the inner bottom lip with mouth lock disabled.
|
||||||
|
Locked Influence
|
||||||
|
Specifies the influence of the jaw on both lips of locked mouth.
|
||||||
|
Secondary Influence Falloff
|
||||||
|
Specifies the factor by which influence fades away with each successive lip loop
|
||||||
|
(for bottom lip loops the blend moves away from inner bottom lip to full jaw influence).
|
19
manual/addons/rigging/rigify/rig_types/faces.rst
Normal file
19
manual/addons/rigging/rigify/rig_types/faces.rst
Normal file
@ -0,0 +1,19 @@
|
|||||||
|
|
||||||
|
*****
|
||||||
|
Faces
|
||||||
|
*****
|
||||||
|
|
||||||
|
.. _rigify.rigs.faces.super_face:
|
||||||
|
|
||||||
|
faces.super_face
|
||||||
|
================
|
||||||
|
|
||||||
|
Will create a face system based on the bones child to the parent that has the property set on it.
|
||||||
|
|
||||||
|
Requirement: All the face bones bundled in the ``faces.super_face`` sample had to be present and
|
||||||
|
child of the master bone that has the Rigify-type *face* property set.
|
||||||
|
|
||||||
|
.. note::
|
||||||
|
|
||||||
|
This rig type is being deprecated in favor of a new modular
|
||||||
|
:doc:`skin <skin>` and :doc:`face <face>` rigging system.
|
23
manual/addons/rigging/rigify/rig_types/index.rst
Normal file
23
manual/addons/rigging/rigify/rig_types/index.rst
Normal file
@ -0,0 +1,23 @@
|
|||||||
|
#############
|
||||||
|
Rig Types
|
||||||
|
#############
|
||||||
|
|
||||||
|
Rig types are components used by Rigify to process specific parts of the meta-rig when generating the armature.
|
||||||
|
They represent common character features, like the spine, limbs, fingers etc.
|
||||||
|
|
||||||
|
.. note::
|
||||||
|
|
||||||
|
The list of available rig types appears in the Bone properties tab when the bone is selected in Pose Mode.
|
||||||
|
Scroll down the Properties to find Rigify Type panel.
|
||||||
|
|
||||||
|
This documents rig types that are bundled with Rigify.
|
||||||
|
|
||||||
|
.. toctree::
|
||||||
|
:maxdepth: 2
|
||||||
|
|
||||||
|
basic.rst
|
||||||
|
spines.rst
|
||||||
|
limbs.rst
|
||||||
|
faces.rst
|
||||||
|
skin.rst
|
||||||
|
face.rst
|
265
manual/addons/rigging/rigify/rig_types/limbs.rst
Normal file
265
manual/addons/rigging/rigify/rig_types/limbs.rst
Normal file
@ -0,0 +1,265 @@
|
|||||||
|
|
||||||
|
*****
|
||||||
|
Limbs
|
||||||
|
*****
|
||||||
|
|
||||||
|
These rig types handle generation of different kind of limbs and their features, like fingers.
|
||||||
|
|
||||||
|
|
||||||
|
.. _rigify.rigs.limbs.simple_tentacle:
|
||||||
|
|
||||||
|
limbs.simple_tentacle
|
||||||
|
=====================
|
||||||
|
|
||||||
|
Will create a simple bendy and stretchy b-bones tentacle chain, which can optionally replicate local rotation
|
||||||
|
from preceeding bones to the subsequent ones for use in cases like fingers.
|
||||||
|
|
||||||
|
Requirement: A chain of at least two connected bones.
|
||||||
|
|
||||||
|
Automation Axis (X, Y, Z, None)
|
||||||
|
Enables the automation on the selected axis. Multiple axis or none can be selected holding :kbd:`Shift-LMB`.
|
||||||
|
When enabled the subsequent control bones will copy the local rotations from the previous ones.
|
||||||
|
The option is accessible in the controls of the final rig as a Copy Rotation constraint and
|
||||||
|
can be disabled even after rig is generated, or at animation time.
|
||||||
|
Assign Tweak Layers
|
||||||
|
If enabled, allows placing the Tweak controls in different bone collections from the main controls.
|
||||||
|
|
||||||
|
|
||||||
|
.. _rigify.rigs.limbs.super_finger:
|
||||||
|
|
||||||
|
limbs.super_finger
|
||||||
|
==================
|
||||||
|
|
||||||
|
Will create a bendy and stretchy finger chain with a master control bone that controls the rotation of
|
||||||
|
all joints through its scale.
|
||||||
|
|
||||||
|
Requirement: A chain of at least two connected bones.
|
||||||
|
|
||||||
|
Bend Rotation Axis (Automatic, X, Y, Z, -X, -Y, -Z)
|
||||||
|
Defines the automatic rotation axis to be linked to the scale of the master bone.
|
||||||
|
B-Bone Segments (integer)
|
||||||
|
Defines the number of b-bone segments each tweak control will be split into.
|
||||||
|
IK Control
|
||||||
|
Generates a very simple IK mechanism with only one control.
|
||||||
|
|
||||||
|
IK starts its work with the shape of the finger defined by FK controls and adjusts it
|
||||||
|
to make the fingertip touch the IK control. It is designed as a tool to temporarily keep
|
||||||
|
the fingertip locked to a surface it touches, rather than a fully featured posing system.
|
||||||
|
|
||||||
|
To improve performance, the switchable parent for the IK control contains only one option beside None.
|
||||||
|
Thus it is advised to add a 'held object' control using the :ref:`basic.raw_copy <rigify.rigs.basic.pivot>`
|
||||||
|
rig to act as the common parent for the fingers with a fully functional parent switch.
|
||||||
|
IK Local Location
|
||||||
|
Specifies the value of the Local Location option for IK controls, which decides if the location
|
||||||
|
channels are aligned to the local control orientation or world.
|
||||||
|
Assign Tweak Layers
|
||||||
|
If enabled, allows placing the Tweak controls in different bone collections from the main controls.
|
||||||
|
Assign Extra IK Layers
|
||||||
|
If enabled, allows placing the extra IK control in different bone collections from the main controls.
|
||||||
|
|
||||||
|
.. note::
|
||||||
|
|
||||||
|
Rotation Axis (Bend Rotation Axis in the case of `limbs.super_finger`_)
|
||||||
|
affects the :doc:`roll </animation/armatures/bones/editing/bone_roll>` of the generated bones.
|
||||||
|
Automatic mode recalculates the generated bones roll while
|
||||||
|
any of the Manual modes copy the roll of the meta-rig bones.
|
||||||
|
|
||||||
|
|
||||||
|
.. _rigify.rigs.limbs.super_limb:
|
||||||
|
|
||||||
|
limbs.super_limb
|
||||||
|
================
|
||||||
|
|
||||||
|
A backwards compatibility wrapper around `limbs.arm`_, `limbs.leg`_ and `limbs.paw`_.
|
||||||
|
|
||||||
|
|
||||||
|
.. _rigify.rigs.limbs.arm:
|
||||||
|
|
||||||
|
limbs.arm
|
||||||
|
=========
|
||||||
|
|
||||||
|
Will create a fully featured bendy and stretchy arm depending on the user-defined options.
|
||||||
|
|
||||||
|
Requirement: A chain of three connected bones (upper_arm, forearm, hand).
|
||||||
|
|
||||||
|
.. figure:: /images/addons_rigging_rigify_rig-types_limbs_arm-required.png
|
||||||
|
|
||||||
|
Arm required bones.
|
||||||
|
|
||||||
|
IK Wrist Pivot
|
||||||
|
Generates an extra child of the hand IK control that rotates around the tail of the hand bone.
|
||||||
|
|
||||||
|
Rotation Axis (Automatic, X, Z)
|
||||||
|
Defines the bend axis for the IK chain. FK chains will have a totally free degree of rotation on all axes.
|
||||||
|
Limb Segments (integer)
|
||||||
|
Defines the number of additional tweak controls each limb bone will have on the final rig.
|
||||||
|
B-Bone Segments (integer)
|
||||||
|
Defines the number of b-bone segments each tweak control will be split into.
|
||||||
|
Custom IK Pivot
|
||||||
|
Generates an extra control for the end of the IK limb that allows rotating it around an arbitrarily placed pivot.
|
||||||
|
Assign FK Layers
|
||||||
|
If enabled, allows placing the FK chain in different bone collections from the IK bones.
|
||||||
|
Assign Tweak Layers
|
||||||
|
If enabled, allows placing the Tweak controls in different bone collections from the IK bones.
|
||||||
|
|
||||||
|
|
||||||
|
.. _rigify.rigs.limbs.leg:
|
||||||
|
|
||||||
|
limbs.leg
|
||||||
|
=========
|
||||||
|
|
||||||
|
Will create a fully featured bendy and stretchy leg depending on the user-defined options.
|
||||||
|
|
||||||
|
Requirement: A chain of four connected bones (thigh, shin, foot, toe) with one unconnected
|
||||||
|
child of the foot to be used as the heel pivot.
|
||||||
|
|
||||||
|
.. figure:: /images/addons_rigging_rigify_rig-types_limbs_leg-required.png
|
||||||
|
|
||||||
|
Leg required bones.
|
||||||
|
|
||||||
|
Foot Pivot (Ankle, Toe, Ankle & Toe)
|
||||||
|
Specifies where to put the pivot location of the main IK control, or whether to generate an additional
|
||||||
|
pivot control at the base of the toe.
|
||||||
|
|
||||||
|
Separate IK Toe
|
||||||
|
Specifies that two separate toe controls should be generated for IK and FK instead of sharing one bone.
|
||||||
|
This is necessary to get fully correct IK-FK snapping in all possible poses.
|
||||||
|
|
||||||
|
Toe Tip Roll
|
||||||
|
Generates a slider to switch the heel control to pivot on the tip rather than the base of the toe
|
||||||
|
(for roll this obviously only applies on forward roll).
|
||||||
|
|
||||||
|
Rotation Axis (Automatic, X, Z)
|
||||||
|
Defines the bend axis for the IK chain. FK chains will have a totally free degree of rotation on all axes.
|
||||||
|
Limb Segments (integer)
|
||||||
|
Defines the number of additional tweak controls each limb bone will have on the final rig.
|
||||||
|
B-Bone Segments (integer)
|
||||||
|
Defines the number of b-bone segments each tweak control will be split into.
|
||||||
|
Custom IK Pivot
|
||||||
|
Generates an extra control for the end of the IK limb that allows rotating it around an arbitrarily placed pivot.
|
||||||
|
Assign FK Layers
|
||||||
|
If enabled, allows placing the FK chain in different bone collections from the IK bones.
|
||||||
|
Assign Tweak Layers
|
||||||
|
If enabled, allows placing the Tweak controls in different bone collections from the IK bones.
|
||||||
|
|
||||||
|
|
||||||
|
.. _rigify.rigs.limbs.paw:
|
||||||
|
|
||||||
|
limbs.paw
|
||||||
|
=========
|
||||||
|
|
||||||
|
Will create a fully featured bendy and stretchy paw depending on the user-defined options.
|
||||||
|
|
||||||
|
Requirement: A chain of four or five connected bones (thigh, shin, paw, *optional* digit, toe).
|
||||||
|
|
||||||
|
.. figure:: /images/addons_rigging_rigify_rig-types_limbs_paw-required.png
|
||||||
|
|
||||||
|
Front/Rear paw required bones.
|
||||||
|
|
||||||
|
Rotation Axis (Automatic, X, Z)
|
||||||
|
Defines the bend axis for the IK chain. FK chains will have a totally free degree of rotation on all axes.
|
||||||
|
Limb Segments (integer)
|
||||||
|
Defines the number of additional tweak controls each limb bone will have on the final rig.
|
||||||
|
B-Bone Segments (integer)
|
||||||
|
Defines the number of b-bone segments each tweak control will be split into.
|
||||||
|
Custom IK Pivot
|
||||||
|
Generates an extra control for the end of the IK limb that allows rotating it around an arbitrarily placed pivot.
|
||||||
|
Assign FK Layers
|
||||||
|
If enabled, allows placing the FK chain in different bone collections from the IK bones.
|
||||||
|
Assign Tweak Layers
|
||||||
|
If enabled, allows placing the Tweak controls in different bone collections from the IK bones.
|
||||||
|
|
||||||
|
|
||||||
|
.. _rigify.rigs.limbs.front_paw:
|
||||||
|
|
||||||
|
limbs.front_paw
|
||||||
|
===============
|
||||||
|
|
||||||
|
Derivative of `limbs.paw`_ with extended IK suitable for use in front paws.
|
||||||
|
The additional IK limits the degree of change in the angle between shin and
|
||||||
|
paw bones (2nd and 3rd) as the main IK control moves and rotates.
|
||||||
|
|
||||||
|
For best results, the shin bone should not be parallel to either thigh or paw in rest pose,
|
||||||
|
i.e. there should be some degree of bend in all joints of the paw.
|
||||||
|
|
||||||
|
Heel IK Influence
|
||||||
|
Influence of the extended IK. At full rotating the main IK control or digit bone would
|
||||||
|
not affect the rotation of the paw bone, while lower values provide some blending.
|
||||||
|
|
||||||
|
|
||||||
|
.. _rigify.rigs.limbs.rear_paw:
|
||||||
|
|
||||||
|
limbs.rear_paw
|
||||||
|
==============
|
||||||
|
|
||||||
|
Derivative of `limbs.paw`_ with extended IK suitable for use in rear paws.
|
||||||
|
The additional IK tries to maintain thigh and paw bones (1st and 3rd) in a nearly parallel orientation
|
||||||
|
as the main IK control moves and rotates.
|
||||||
|
|
||||||
|
For best results, thigh and paw bones should start nearly parallel in the rest pose.
|
||||||
|
|
||||||
|
|
||||||
|
.. _rigify.rigs.limbs.super_palm:
|
||||||
|
|
||||||
|
limbs.super_palm
|
||||||
|
================
|
||||||
|
|
||||||
|
Will create a palm system based on the distance between palm bones.
|
||||||
|
|
||||||
|
Requirement: At least two bones child of the same parent.
|
||||||
|
The property has to be set on the inner palm bones (think it as index's metacarpus),
|
||||||
|
the rig control will appear on the last palm bone (think it as pinky's metacarpus).
|
||||||
|
|
||||||
|
Both Sides
|
||||||
|
Generates controls on both sides of the palm, with influence on inner bones blended between them.
|
||||||
|
|
||||||
|
Primary Rotation Axis (X, Z)
|
||||||
|
Defines the automatic rotation axis to be used on the palm bones.
|
||||||
|
|
||||||
|
|
||||||
|
.. _rigify.rigs.limbs.spline_tentacle:
|
||||||
|
|
||||||
|
limbs.spline_tentacle
|
||||||
|
=====================
|
||||||
|
|
||||||
|
This rig type implements a flexible tentacle with an IK system using the Spline IK constraint. The control bones
|
||||||
|
define control points of a Bezier curve, and the bone chain follows the curve.
|
||||||
|
|
||||||
|
The curve control points are sorted into three groups: start, middle and end. The middle controls are always
|
||||||
|
visible and active, while the other two types can be shown and hidden dynamically using properties; when enabled
|
||||||
|
they appear next to the corresponding permanent start/end control and can be moved from there.
|
||||||
|
|
||||||
|
Extra Start Controls
|
||||||
|
Specifies the number of optional start controls to generate.
|
||||||
|
Middle Controls
|
||||||
|
Specifies the number of middle controls to generate.
|
||||||
|
Extra End Controls
|
||||||
|
Specifies the number of optional end controls to generate.
|
||||||
|
Tip Control:
|
||||||
|
Specifies how the curve stretching and the final control bone work:
|
||||||
|
|
||||||
|
Stretch To Fit
|
||||||
|
Stretches the whole bone chain to fit the length of the curve defined by the controls.
|
||||||
|
|
||||||
|
An end twist control is generated to control the twist along the chain.
|
||||||
|
Direct Tip Control
|
||||||
|
Generates an IK end control, which directly controls the final bone of the chain similar to how
|
||||||
|
regular IK works for limbs, as well as controlling the end of the bezier curve. The middle bones of
|
||||||
|
the chain stretch to follow the curve and cover the gap.
|
||||||
|
|
||||||
|
The rig automatically deduces twist of up to 180 degrees based on the orientation of the end control.
|
||||||
|
Higher amounts of twist have to be dialled in through an End Twist Estimate slider to avoid flipping.
|
||||||
|
Manual Squash & Stretch
|
||||||
|
This mode allows full manual control over the chain scaling, while the chain covers as much of the curve
|
||||||
|
as it can given its current length.
|
||||||
|
|
||||||
|
The start control of the chain manages its uniform squash & stretch scale, while the end twist control
|
||||||
|
manages both the twist of the chain, as well as its scale at the tip (blended gradually along the length).
|
||||||
|
Radius Scaling
|
||||||
|
Allows scaling the controls to control the thickness of the chain through the curve.
|
||||||
|
Maximum Radius
|
||||||
|
Specifies the maximum scale allowed by the Radius Scaling feature.
|
||||||
|
FK Controls
|
||||||
|
Generates an FK control chain and IK-FK snapping.
|
||||||
|
Assign FK Layers
|
||||||
|
If enabled, allows placing the FK chain in different bone collections from the IK bones.
|
221
manual/addons/rigging/rigify/rig_types/skin.rst
Normal file
221
manual/addons/rigging/rigify/rig_types/skin.rst
Normal file
@ -0,0 +1,221 @@
|
|||||||
|
.. todo: make permanent 'new', development
|
||||||
|
|
||||||
|
****
|
||||||
|
Skin
|
||||||
|
****
|
||||||
|
|
||||||
|
These rigs implement a flexible system for rigging skin using multiple interacting B-Bone chains.
|
||||||
|
This is developed as the base for a new modular Rigify face rig.
|
||||||
|
These are the main ideas of the system:
|
||||||
|
|
||||||
|
Generic B-Bone Chain
|
||||||
|
One core idea of the system is that most of the deformation should be implemented
|
||||||
|
using a standard powerful B-Bone chain rig. These chains support advanced behavior by
|
||||||
|
interacting with other rig components. This is in contrast to having multiple domain-specific rigs
|
||||||
|
that each generate their own deform chains.
|
||||||
|
|
||||||
|
The implementation provides two versions of the chain rig: `skin.basic_chain`_ merely
|
||||||
|
attaches B-Bones to the controls with no automation added to the controls themselves.
|
||||||
|
The `skin.stretchy_chain`_ rig in addition interpolates motion of the end (and an optional middle)
|
||||||
|
controls to the other controls of the chain.
|
||||||
|
|
||||||
|
Automatic Control Merging
|
||||||
|
The deformation part of the system consists of chains of one or more B-Bones connecting
|
||||||
|
control points (nodes). Whenever controls for two chains would completely overlap,
|
||||||
|
they are automatically merged.
|
||||||
|
|
||||||
|
For each merged control, one of the chains is selected as the owner, based on heuristic factors
|
||||||
|
like parent depth from root, presence of ``.T``/``.B`` ``.L``/``.R`` symmetry markers,
|
||||||
|
and even alphabetical order as the last resort. This can be overridden by an explicit priority setting
|
||||||
|
in cases when it guesses wrong.
|
||||||
|
|
||||||
|
The owner and its parents determine additional automation that is placed on the control.
|
||||||
|
As a special case, if a control is merged with its ``.T``/``.B`` ``.L``/``.R`` symmetry counterparts
|
||||||
|
(detected purely by naming), the automation from all of the symmetry siblings
|
||||||
|
of the owner is averaged.
|
||||||
|
|
||||||
|
.. _rigify.rigs.skin.skin_parents:
|
||||||
|
|
||||||
|
Parent Controllers
|
||||||
|
Rather than simply using the parent meta-rig bone (ORG) as parent for controls and chain mechanisms,
|
||||||
|
the new system includes an interface for parent rigs. It explicitly provide parent bones and generate control
|
||||||
|
parent automation mechanisms for their child chain controls by inheriting from the appropriate base
|
||||||
|
and overriding methods.
|
||||||
|
|
||||||
|
This allows implementing rigs that integrate and manage their child chains in intelligent ways in order
|
||||||
|
to add extra automation specific to certain areas. The base skin system includes one simple example
|
||||||
|
`skin.transform.basic`_ rig, which translates its child control points according to
|
||||||
|
its control bone transformation.
|
||||||
|
|
||||||
|
Custom Rigging
|
||||||
|
Finally, the new system provides ways to integrate with custom automation directly included in the meta-rig
|
||||||
|
via two extra rig components.
|
||||||
|
|
||||||
|
The `skin.anchor`_ rig generates a single control with inherited constraints etc., similar to
|
||||||
|
:ref:`basic.super_copy <rigify.rigs.basic.super_copy>`. However, it also integrates into the skin system
|
||||||
|
as a zero length chain with highest priority. This allows overriding the normal behavior by providing
|
||||||
|
a control point under full control of the user, which other chains would automatically attach to.
|
||||||
|
|
||||||
|
The `skin.glue`_ rig on the other hand will attach itself to the control that is generated at
|
||||||
|
its position (it is an error if there is none). It can be used to read the position of the control
|
||||||
|
from custom rigging in the meta-rig, or inject constraints into the control bone. It is possible to
|
||||||
|
also detect the control at the tail of the glue bone and use it as target in the constraints,
|
||||||
|
thus copying transformation between the controls.
|
||||||
|
|
||||||
|
|
||||||
|
.. _rigify.rigs.skin.basic_chain:
|
||||||
|
|
||||||
|
skin.basic_chain
|
||||||
|
================
|
||||||
|
|
||||||
|
This is the basic chain rig, which bridges controls with B-Bones but does not add
|
||||||
|
any automation to the controls themselves.
|
||||||
|
|
||||||
|
When controls are merely moved, the chains behave as if using standard
|
||||||
|
automatic handles, but rotating and optionally scaling the controls will adjust the result.
|
||||||
|
|
||||||
|
B-Bone Segments
|
||||||
|
Specifies the number of segments to use. Setting this to 1 disables
|
||||||
|
all advanced behavior and merely bridges the points with a Stretch To bone.
|
||||||
|
Merge Parent Rotation and Scale
|
||||||
|
This can be enabled to let the chain respond to rotation and scale induced by parents of
|
||||||
|
controls owned by other chains that this chain's control merged into.
|
||||||
|
Use Handle Scale
|
||||||
|
Enables using control scale to drive scale and/or easing of the B-Bone.
|
||||||
|
Connect With Mirror
|
||||||
|
Specifies whether the ends of the chain should smoothly connect when merging controls
|
||||||
|
with its ``.T``/``.B`` ``.L``/``.R`` symmetry counterpart. The relevant option must be enabled
|
||||||
|
on both chains to work.
|
||||||
|
Connect Matching Ends
|
||||||
|
Specifies whether the end of the chain should connect to the opposite end of a different chain
|
||||||
|
when merging controls. Thus forming a continuous smooth chain in the same direction.
|
||||||
|
The relevant options must be enabled on both chains.
|
||||||
|
Sharpen Corner
|
||||||
|
Specifies whether the rig should generate a mechanism to form a sharp corner at
|
||||||
|
the relevant connected end, depending on the angle formed by adjacent control locations.
|
||||||
|
When the control angle becomes sharper than the specified value, ease starts reducing from 1 to 0.
|
||||||
|
Orientation
|
||||||
|
Specifies that the controls should be oriented the same as the selected bone, rather than being
|
||||||
|
aligned to the chain.
|
||||||
|
|
||||||
|
Copy To Selected
|
||||||
|
Copy to selected rigs that have the same option. Thus allowing to indiscriminately selecting bones
|
||||||
|
without assigning unnecessary values.
|
||||||
|
Chain Priority
|
||||||
|
Allows overriding the heuristic used to select the primary owner when merging controls.
|
||||||
|
|
||||||
|
|
||||||
|
.. _rigify.rigs.skin.stretchy_chain:
|
||||||
|
|
||||||
|
skin.stretchy_chain
|
||||||
|
===================
|
||||||
|
|
||||||
|
This rig extends the basic chain with automation that propagates movement of the start and end,
|
||||||
|
and an optional middle control, to other controls. This results in stretching the whole chain
|
||||||
|
when moving one of the ends, rather than just the immediately adjacent B-Bones.
|
||||||
|
|
||||||
|
Middle Control Position
|
||||||
|
Specifies the position of the middle control within the chain; disabled when zero.
|
||||||
|
Falloff
|
||||||
|
Specifies the influence falloff curves of the start, middle and end controls.
|
||||||
|
Zero results in linear falloff, increasing widens the influence, and -10 disables
|
||||||
|
the influence propagation from that control completely.
|
||||||
|
Spherical Falloff
|
||||||
|
Toggle buttons to change the shape of the falloff curve from a power curve that at falloff 1 forms a parabola
|
||||||
|
:math:`1 - x^{2^f}` to a curve forming a circle :math:`(1 - x^{2^f})^{2^{-f}}`.
|
||||||
|
Falloff Along Chain Curve
|
||||||
|
Computes the falloff curve along the length of the chain, instead of projecting on the straight
|
||||||
|
line connecting its start and end points.
|
||||||
|
Propagate Twist
|
||||||
|
Specifies whether twist of the chain should be propagated to control points between main controls.
|
||||||
|
Propagate Scale
|
||||||
|
Specifies whether perpendicular scaling of the chain should be propagated to control points between main controls.
|
||||||
|
Propagate to Controls
|
||||||
|
Allows other chains to see propagated twist and scale via *Merge Parent Rotation and Scale* when their
|
||||||
|
controls are merged into this chain, instead of it being completely local to this chain.
|
||||||
|
Primary Control Layers
|
||||||
|
Optionally specifies bone collections for the end controls.
|
||||||
|
Secondary Control Layers
|
||||||
|
Optionally specifies bone collections for the middle control, falling back to *Primary Control Layers* if not set.
|
||||||
|
|
||||||
|
The main controls with active falloff have the effect of *Merge Parent Rotation and Scale*
|
||||||
|
automatically enabled just for them.
|
||||||
|
|
||||||
|
|
||||||
|
.. _rigify.rigs.skin.anchor:
|
||||||
|
|
||||||
|
skin.anchor
|
||||||
|
===========
|
||||||
|
|
||||||
|
This rig effectively acts as a zero-length chain with highest priority,
|
||||||
|
ensuring that it becomes the owner when merging controls with other chains.
|
||||||
|
And also allowing one to input custom automation influence into the skin system.
|
||||||
|
|
||||||
|
All constraints on the meta-rig bone are moved to the created control.
|
||||||
|
|
||||||
|
Generate Deform Bone
|
||||||
|
Creates a deformation bone parented to the control.
|
||||||
|
Suppress Control
|
||||||
|
Makes the control a hidden mechanism bone to hide it from the user.
|
||||||
|
Widget Type
|
||||||
|
Selects which widget to generate for the control.
|
||||||
|
Relink Constraints
|
||||||
|
Operates the same as in :ref:`basic.raw_copy <rigify.rigs.basic.raw_copy>`,
|
||||||
|
except all constraints are moved from ORG to the control bone.
|
||||||
|
Orientation
|
||||||
|
Specifies the bone used to orient the control, like for other chains.
|
||||||
|
|
||||||
|
|
||||||
|
.. _rigify.rigs.skin.glue:
|
||||||
|
|
||||||
|
skin.glue
|
||||||
|
=========
|
||||||
|
|
||||||
|
This rig is in concept similar to `skin.anchor`_, but instead of overriding controls,
|
||||||
|
it is used to read or adjust the state of controls generated by other rigs.
|
||||||
|
The head of the bone must overlap a control of another skin rig.
|
||||||
|
|
||||||
|
The rig sets up its ORG bone to read the state of the control,
|
||||||
|
while moving all constraints that were originally on the bone to the control.
|
||||||
|
|
||||||
|
Glue Mode
|
||||||
|
Specifies how the ORG bone is connected to the skin control.
|
||||||
|
|
||||||
|
Child Of Control
|
||||||
|
Makes the ORG bone a child of the control bone.
|
||||||
|
Mirror Of Control
|
||||||
|
Makes the ORG bone a sibling of the control with a Copy Transforms constraint from the control.
|
||||||
|
The resulting local space transformation is the same as control's local space.
|
||||||
|
Mirror With Parents
|
||||||
|
Parents the ORG bone to the parent automation a control owned by
|
||||||
|
the glue rig would have had, while making it follow the actual control.
|
||||||
|
This includes both direct and parent-induced motion of the control into
|
||||||
|
the local space transformation of the bone.
|
||||||
|
Deformation Bridge
|
||||||
|
Other than adding glue constraints to the control, the rig acts as a one segment basic deform chain.
|
||||||
|
This is convenient when a pair of controls need to be bridged both with glue and a deform bone.
|
||||||
|
|
||||||
|
Relink Constraints
|
||||||
|
Operates the same as in :ref:`basic.raw_copy <rigify.rigs.basic.raw_copy>`,
|
||||||
|
except all constraints are moved from ORG to the control bone.
|
||||||
|
Use Tail Target
|
||||||
|
Relinks ``TARGET`` or any constraints with an empty target bone and no relink specification
|
||||||
|
to reference the control located at the tail of the glue bone.
|
||||||
|
Target Local With Parents
|
||||||
|
Switches the tail target to operate similarly to *Mirror With Parents*.
|
||||||
|
Add Constraint
|
||||||
|
Allows to add a typical glue constraints with specific *Influence*, as if it were at
|
||||||
|
the start of the ORG bone constraint stack.
|
||||||
|
|
||||||
|
|
||||||
|
.. _rigify.rigs.skin.transform.basic:
|
||||||
|
|
||||||
|
skin.transform.basic
|
||||||
|
====================
|
||||||
|
|
||||||
|
This rig provides a simplistic :ref:`parent controller <rigify.rigs.skin.skin_parents>`, which uses regular
|
||||||
|
translation, rotation, or scale to modify locations but not orientations or scale of its child chain controls.
|
||||||
|
|
||||||
|
Generate Control
|
||||||
|
Specifies whether to generate a visible control, or use the transformation of the ORG bone
|
||||||
|
as a part of more complex and specific rig setup.
|
92
manual/addons/rigging/rigify/rig_types/spines.rst
Normal file
92
manual/addons/rigging/rigify/rig_types/spines.rst
Normal file
@ -0,0 +1,92 @@
|
|||||||
|
|
||||||
|
******
|
||||||
|
Spines
|
||||||
|
******
|
||||||
|
|
||||||
|
These rigs are used to generate spine structures, including the head and tail.
|
||||||
|
|
||||||
|
|
||||||
|
.. _rigify.rigs.spines.super_spine:
|
||||||
|
|
||||||
|
spines.super_spine
|
||||||
|
==================
|
||||||
|
|
||||||
|
Will create a complete bendy and stretchy b-bones spine system based on bone numbers of
|
||||||
|
your bone chain and user defined options.
|
||||||
|
|
||||||
|
This is a composite wrapper of `spines.basic_spine`_, `spines.super_head`_ and `spines.basic_tail`_.
|
||||||
|
Note that for the tail, the direction of the bones is reversed compared to the separate rig.
|
||||||
|
|
||||||
|
Requirement: A chain of at least three connected bones (base system).
|
||||||
|
|
||||||
|
.. figure:: /images/addons_rigging_rigify_rig-types_spines-required.png
|
||||||
|
|
||||||
|
Spine required bones.
|
||||||
|
|
||||||
|
Pivot Position (integer)
|
||||||
|
Defines the pivot position for torso and hips.
|
||||||
|
Head (Boolean)
|
||||||
|
When checked neck and head systems will be added to your spine rig.
|
||||||
|
|
||||||
|
Neck Position (integer)
|
||||||
|
Defines the bone where the neck system starts. The last bone will always be the head system.
|
||||||
|
If neck position is the last bone of the chain, then only the head system will be created ignoring the neck.
|
||||||
|
Tail (Boolean)
|
||||||
|
When checked tail system will be added to your spine rig.
|
||||||
|
|
||||||
|
Tail Position (integer)
|
||||||
|
Defines the bone where the tail system starts. The next bone will always be the hips system.
|
||||||
|
X, Y, Z (Boolean)
|
||||||
|
When generating a tail, specifies which local axis rotations should be replicated along the chain.
|
||||||
|
Assign Tweak Layers
|
||||||
|
If enabled, allows placing the Tweak controls in different bone collections from the IK bones.
|
||||||
|
|
||||||
|
.. figure:: /images/addons_rigging_rigify_rig-types_spines-default.png
|
||||||
|
|
||||||
|
Spine default bones.
|
||||||
|
|
||||||
|
.. figure:: /images/addons_rigging_rigify_rig-types_spines-example.png
|
||||||
|
|
||||||
|
Spine with tail bones.
|
||||||
|
|
||||||
|
|
||||||
|
.. _rigify.rigs.spines.basic_spine:
|
||||||
|
|
||||||
|
spines.basic_spine
|
||||||
|
==================
|
||||||
|
|
||||||
|
Defines a bendy and stretchy b-bones spine.
|
||||||
|
|
||||||
|
Pivot Position (integer)
|
||||||
|
Defines the pivot position for torso and hips.
|
||||||
|
Assign Tweak Layers
|
||||||
|
If enabled, allows placing the Tweak controls in different bone collections from the IK bones.
|
||||||
|
FK Controls
|
||||||
|
Specifies whether to generate an FK control chain.
|
||||||
|
Assign FK Layers
|
||||||
|
If enabled, allows placing the FK chain in different bone collections from the IK bones.
|
||||||
|
|
||||||
|
|
||||||
|
.. _rigify.rigs.spines.basic_tail:
|
||||||
|
|
||||||
|
spines.basic_tail
|
||||||
|
=================
|
||||||
|
|
||||||
|
Defines a bendy and stretchy b-bones tail.
|
||||||
|
|
||||||
|
X, Y, Z (Boolean)
|
||||||
|
Specifies which local axis rotations should be replicated along the chain from each control
|
||||||
|
bone to the following one.
|
||||||
|
Assign Tweak Layers
|
||||||
|
If enabled, allows placing the Tweak controls in different bone collections from the IK bones.
|
||||||
|
|
||||||
|
|
||||||
|
.. _rigify.rigs.spines.super_head:
|
||||||
|
|
||||||
|
spines.super_head
|
||||||
|
=================
|
||||||
|
|
||||||
|
Defines a head rig with follow torso controls.
|
||||||
|
|
||||||
|
Assign Tweak Layers
|
||||||
|
If enabled, allows placing the Tweak controls in different bone collections from the IK bones.
|
@ -4,117 +4,130 @@
|
|||||||
Blender's Directory Layout
|
Blender's Directory Layout
|
||||||
**************************
|
**************************
|
||||||
|
|
||||||
This page documents the different directories used by Blender
|
This page documents the different directories used by Blender.
|
||||||
*(which can be helpful for troubleshooting)*.
|
|
||||||
|
|
||||||
There are three different directories Blender may use,
|
This can be helpful for troubleshooting, automation and customization.
|
||||||
their exact locations are platform dependent.
|
|
||||||
|
|
||||||
:LOCAL:
|
|
||||||
Location of configuration and run-time data (for self-contained bundle).
|
|
||||||
:USER:
|
|
||||||
Location of configuration files (typically in the user's home directory).
|
|
||||||
:SYSTEM:
|
|
||||||
Location of run-time data for system wide installation (may be read-only).
|
|
||||||
|
|
||||||
For system installations both **SYSTEM** and **USER** directories are needed.
|
|
||||||
|
|
||||||
For locally extracted Blender distributions, the user configuration and run-time data are
|
|
||||||
kept in the same subdirectory, allowing multiple Blender versions to run without conflict,
|
|
||||||
ignoring the **USER** and **SYSTEM** files.
|
|
||||||
This requires you to create a folder named ``config`` in the **LOCAL** directory.
|
|
||||||
|
|
||||||
|
|
||||||
Platform Dependent Paths
|
User Directories
|
||||||
========================
|
================
|
||||||
|
|
||||||
Here are the default locations for each system:
|
|
||||||
|
|
||||||
|
User directories store preferences, startup file, installed extensions,
|
||||||
|
presets and more. By default these use the standard configuration folders
|
||||||
|
for each operating system.
|
||||||
|
|
||||||
Linux
|
Linux
|
||||||
-----
|
-----
|
||||||
|
|
||||||
:LOCAL:
|
|
||||||
.. parsed-literal:: ./|BLENDER_VERSION|/
|
|
||||||
:USER:
|
|
||||||
.. parsed-literal:: $HOME/.config/blender/|BLENDER_VERSION|/
|
.. parsed-literal:: $HOME/.config/blender/|BLENDER_VERSION|/
|
||||||
:SYSTEM:
|
|
||||||
.. parsed-literal:: /usr/share/blender/|BLENDER_VERSION|/
|
|
||||||
|
|
||||||
.. note::
|
If the ``$XDG_CONFIG_HOME`` environment variable is set:
|
||||||
|
|
||||||
The path |INSTALLDIR| is relative to the Blender executable and
|
|
||||||
is used for self-contained bundles distributed by official blender.org builds.
|
|
||||||
|
|
||||||
.. |INSTALLDIR| replace:: ./|BLENDER_VERSION|/
|
|
||||||
|
|
||||||
.. note::
|
|
||||||
|
|
||||||
The **USER** path will use ``$XDG_CONFIG_HOME`` if it is set:
|
|
||||||
|
|
||||||
.. parsed-literal:: $XDG_CONFIG_HOME/blender/|BLENDER_VERSION|/
|
.. parsed-literal:: $XDG_CONFIG_HOME/blender/|BLENDER_VERSION|/
|
||||||
|
|
||||||
|
|
||||||
macOS
|
macOS
|
||||||
-----
|
-----
|
||||||
|
|
||||||
:LOCAL:
|
|
||||||
.. parsed-literal:: ./|BLENDER_VERSION|/
|
|
||||||
:USER:
|
|
||||||
.. parsed-literal:: /Users/$USER/Library/Application Support/Blender/|BLENDER_VERSION|/
|
.. parsed-literal:: /Users/$USER/Library/Application Support/Blender/|BLENDER_VERSION|/
|
||||||
:SYSTEM:
|
|
||||||
.. parsed-literal:: /Library/Application Support/Blender/|BLENDER_VERSION|/
|
|
||||||
|
|
||||||
.. note::
|
|
||||||
|
|
||||||
macOS stores the Blender binary in ``./Blender.app/Contents/MacOS/Blender``.
|
|
||||||
The local path to data and config is:
|
|
||||||
|
|
||||||
.. parsed-literal:: ./Blender.app/Contents/Resources/|BLENDER_VERSION|/
|
|
||||||
|
|
||||||
|
|
||||||
Windows
|
Windows
|
||||||
-------
|
-------
|
||||||
|
|
||||||
:LOCAL:
|
|
||||||
.. parsed-literal:: .\\\ |BLENDER_VERSION|\\
|
|
||||||
:USER:
|
|
||||||
.. parsed-literal:: %USERPROFILE%\\AppData\\Roaming\\Blender Foundation\\Blender\\\ |BLENDER_VERSION|\\
|
|
||||||
:SYSTEM:
|
|
||||||
.. parsed-literal:: %USERPROFILE%\\AppData\\Roaming\\Blender Foundation\\Blender\\\ |BLENDER_VERSION|\\
|
.. parsed-literal:: %USERPROFILE%\\AppData\\Roaming\\Blender Foundation\\Blender\\\ |BLENDER_VERSION|\\
|
||||||
|
|
||||||
.. note::
|
.. _portable-installation:
|
||||||
|
|
||||||
For installations from the Window's Store, the ``USER`` and ``SYSTEM``
|
Portable Installation
|
||||||
directories are inside a special folder resembling:
|
---------------------
|
||||||
|
|
||||||
|
When running Blender from a portable drive, it's possible to keep the configuration
|
||||||
|
files on the same drive to take with you.
|
||||||
|
|
||||||
|
To enable this, create a folder named ``portable`` at the following locations:
|
||||||
|
|
||||||
|
* Windows: Next to the Blender executable, in the unzipped folder
|
||||||
|
* Linux: Next to the Blender executable, in the unzipped folder
|
||||||
|
* macOS: Inside the application bundle at ``Blender.app/Contents/Resources``
|
||||||
|
|
||||||
|
This folder will then store preferences, startup file, installed extensions
|
||||||
|
and presets.
|
||||||
|
|
||||||
|
Environment Variables
|
||||||
|
---------------------
|
||||||
|
|
||||||
|
The ``BLENDER_USER_RESOURCES`` :ref:`environment variable <command-line-args-environment-variables>`
|
||||||
|
can be set to a custom directory to replace the default user directory.
|
||||||
|
|
||||||
|
System Directories
|
||||||
|
==================
|
||||||
|
|
||||||
|
System directories store files that come bundled with Blender and
|
||||||
|
are required for it to function. This includes scripts, presets, essential
|
||||||
|
assets and more.
|
||||||
|
|
||||||
|
Linux
|
||||||
|
-----
|
||||||
|
|
||||||
|
Archive downloaded from blender.org:
|
||||||
|
|
||||||
|
.. parsed-literal:: ./|BLENDER_VERSION|/
|
||||||
|
|
||||||
|
Linux distribution packages:
|
||||||
|
|
||||||
|
.. parsed-literal:: /usr/share/blender/|BLENDER_VERSION|/
|
||||||
|
|
||||||
|
macOS
|
||||||
|
-----
|
||||||
|
|
||||||
|
.. parsed-literal:: ./Blender.app/Contents/Resources/|BLENDER_VERSION|/
|
||||||
|
|
||||||
|
Windows
|
||||||
|
-------
|
||||||
|
|
||||||
|
Zip file downloaded from blender.org:
|
||||||
|
|
||||||
|
.. parsed-literal:: ./|BLENDER_VERSION|/
|
||||||
|
|
||||||
|
Installer downloaded from blender.org:
|
||||||
|
|
||||||
|
.. parsed-literal:: %ProgramFiles%\\Blender Foundation\\Blender\\\ |BLENDER_VERSION|\\
|
||||||
|
|
||||||
|
Microsoft Store installation:
|
||||||
|
|
||||||
.. parsed-literal:: %ProgramFiles%\\WindowsApps\\BlenderFoundation.Blender<HASH>\\Blender\\\ |BLENDER_VERSION|\\
|
.. parsed-literal:: %ProgramFiles%\\WindowsApps\\BlenderFoundation.Blender<HASH>\\Blender\\\ |BLENDER_VERSION|\\
|
||||||
|
|
||||||
Where "HASH" is a string specific to each installation.
|
|
||||||
|
|
||||||
|
Environment Variables
|
||||||
|
---------------------
|
||||||
|
|
||||||
|
``BLENDER_SYSTEM_SCRIPTS`` and ``BLENDER_SYSTEM_EXTENSIONS``
|
||||||
|
:ref:`environment variables <command-line-args-environment-variables>`
|
||||||
|
can be used to :ref:`bundle additional scripts and extensions <deploying-blender-bundling>`,
|
||||||
|
that are not part of the regular Blender installation.
|
||||||
|
|
||||||
|
Other ``BLENDER_SYSTEM`` environment variables can override other system paths,
|
||||||
|
though are not commonly used in practice.
|
||||||
|
|
||||||
|
.. _blender-directory-path-layout:
|
||||||
|
|
||||||
Path Layout
|
Path Layout
|
||||||
===========
|
===========
|
||||||
|
|
||||||
This is the path layout which is used within the directories described above.
|
``./autosave``
|
||||||
|
|
||||||
Where ``./config/startup.blend`` could be ``~/.blender/|BLENDER_VERSION|/config/startup.blend`` for example.
|
|
||||||
|
|
||||||
``./autosave/ ...``
|
|
||||||
Autosave blend-file location. (Windows only, temp directory used for other systems.)
|
Autosave blend-file location. (Windows only, temp directory used for other systems.)
|
||||||
|
|
||||||
Search order: ``LOCAL, USER``.
|
Located in user directories.
|
||||||
|
|
||||||
``./config/ ...``
|
``./config``
|
||||||
Defaults & session info.
|
User configuration and session info.
|
||||||
|
|
||||||
Search order: ``LOCAL, USER``.
|
Located in user directories.
|
||||||
|
|
||||||
``./config/startup.blend``
|
``./config/startup.blend``
|
||||||
Default file to load on startup.
|
Blend file to load on startup.
|
||||||
|
|
||||||
``./config/userpref.blend``
|
``./config/userpref.blend``
|
||||||
Default preferences to load on startup.
|
User preferences.
|
||||||
|
|
||||||
``./config/bookmarks.txt``
|
``./config/bookmarks.txt``
|
||||||
File Browser bookmarks.
|
File Browser bookmarks.
|
||||||
@ -122,18 +135,38 @@ Where ``./config/startup.blend`` could be ``~/.blender/|BLENDER_VERSION|/config/
|
|||||||
``./config/recent-files.txt``
|
``./config/recent-files.txt``
|
||||||
Recent file menu list.
|
Recent file menu list.
|
||||||
|
|
||||||
``./datafiles/ ...``
|
``./config/{APP_TEMPLATE_ID}/startup.blend``
|
||||||
Runtime files.
|
Startup file for an application template.
|
||||||
|
|
||||||
Search order: ``LOCAL, USER, SYSTEM``.
|
``./config/{APP_TEMPLATE_ID}/userpref.blend``
|
||||||
|
User preferences file for an application template.
|
||||||
|
|
||||||
``./datafiles/locale/{language}/``
|
``./datafiles``
|
||||||
Static precompiled language files for UI translation.
|
Data files loaded at runtime.
|
||||||
|
|
||||||
``./scripts/ ...``
|
Located in both user and system directories. User data files either override
|
||||||
Python scripts for the user interface and tools.
|
or add to system data files.
|
||||||
|
|
||||||
Search order: ``LOCAL, USER, SYSTEM``.
|
``./datafiles/colormanagement``
|
||||||
|
Default OpenColorIO configuration.
|
||||||
|
|
||||||
|
``./datafiles/fonts``
|
||||||
|
User interface fonts.
|
||||||
|
|
||||||
|
``./datafiles/studiolights``
|
||||||
|
Studio light images for 3D viewport.
|
||||||
|
|
||||||
|
``./extensions``
|
||||||
|
Extension repositories.
|
||||||
|
|
||||||
|
Located in both user and system directories. Repositories are loaded from
|
||||||
|
both directories.
|
||||||
|
|
||||||
|
``./scripts``
|
||||||
|
Add-ons, presets, templates, user interface, startup scripts.
|
||||||
|
|
||||||
|
Located in both user and system directories. Scripts are loaded from
|
||||||
|
both directories.
|
||||||
|
|
||||||
``./scripts/addons/*.py``
|
``./scripts/addons/*.py``
|
||||||
Python add-ons which may be enabled in the Preferences include import/export format support,
|
Python add-ons which may be enabled in the Preferences include import/export format support,
|
||||||
@ -156,6 +189,12 @@ Where ``./config/startup.blend`` could be ``~/.blender/|BLENDER_VERSION|/config/
|
|||||||
``./scripts/startup/*.py``
|
``./scripts/startup/*.py``
|
||||||
Scripts which are automatically imported on startup.
|
Scripts which are automatically imported on startup.
|
||||||
|
|
||||||
|
``./scripts/startup/bl_app_templates_user/{APP_TEMPLATE_ID}``
|
||||||
|
Application templates installed in user directories.
|
||||||
|
|
||||||
|
``./scripts/startup/bl_app_templates_system/{APP_TEMPLATE_ID}``
|
||||||
|
pplication templates automatically loaded from system directories.
|
||||||
|
|
||||||
``./scripts/presets/{preset}/*.py``
|
``./scripts/presets/{preset}/*.py``
|
||||||
Presets used for storing user-defined settings for cloth, render formats, etc.
|
Presets used for storing user-defined settings for cloth, render formats, etc.
|
||||||
|
|
||||||
@ -166,10 +205,10 @@ Where ``./config/startup.blend`` could be ``~/.blender/|BLENDER_VERSION|/config/
|
|||||||
Example OSL shaders which can be accessed from
|
Example OSL shaders which can be accessed from
|
||||||
:menuselection:`Text Editor --> Templates --> Open Shading Language`.
|
:menuselection:`Text Editor --> Templates --> Open Shading Language`.
|
||||||
|
|
||||||
``./python/ ...``
|
``./python``
|
||||||
Bundled Python distribution.
|
Bundled Python distribution.
|
||||||
|
|
||||||
Search order: ``LOCAL, SYSTEM``.
|
Located in system directories.
|
||||||
|
|
||||||
|
|
||||||
.. _local-cache-dir:
|
.. _local-cache-dir:
|
||||||
@ -200,16 +239,3 @@ The temporary directory is selected based on the following priority:
|
|||||||
- User Preference (see :ref:`prefs-file-paths`).
|
- User Preference (see :ref:`prefs-file-paths`).
|
||||||
- Environment variables (``TEMP`` on Windows, ``TMP`` & ``TMP_DIR`` on other platforms).
|
- Environment variables (``TEMP`` on Windows, ``TMP`` & ``TMP_DIR`` on other platforms).
|
||||||
- The ``/tmp/`` directory.
|
- The ``/tmp/`` directory.
|
||||||
|
|
||||||
|
|
||||||
Overriding Default Directories
|
|
||||||
==============================
|
|
||||||
|
|
||||||
It's possible to override the default **USER** and **SYSTEM** directories using environment variables.
|
|
||||||
|
|
||||||
While this shouldn't be needed for typical usage, some specialized use cases may take advantage of this, such as:
|
|
||||||
|
|
||||||
- Using a shared network drives for specific paths.
|
|
||||||
- Isolating an instance from the default user files to prevent automated tasks from accessing user configuration.
|
|
||||||
|
|
||||||
See :ref:`command-line-args-environment-variables` for details.
|
|
||||||
|
@ -396,6 +396,9 @@ Misc Options
|
|||||||
``--env-system-scripts``
|
``--env-system-scripts``
|
||||||
Set the ``BLENDER_SYSTEM_SCRIPTS`` environment variable.
|
Set the ``BLENDER_SYSTEM_SCRIPTS`` environment variable.
|
||||||
|
|
||||||
|
``--env-system-extensions``
|
||||||
|
Set the ``BLENDER_SYSTEM_EXTENSIONS`` environment variable.
|
||||||
|
|
||||||
``--env-system-python``
|
``--env-system-python``
|
||||||
Set the ``BLENDER_SYSTEM_PYTHON`` environment variable.
|
Set the ``BLENDER_SYSTEM_PYTHON`` environment variable.
|
||||||
|
|
||||||
@ -484,18 +487,18 @@ Arguments are executed in the order they are given. eg:
|
|||||||
Environment Variables
|
Environment Variables
|
||||||
=====================
|
=====================
|
||||||
|
|
||||||
:BLENDER_USER_RESOURCES: Top level directory for user files.
|
:BLENDER_USER_RESOURCES: Replace default directory of all user files.
|
||||||
(other ``BLENDER_USER_*`` variables override when set).
|
Other ``BLENDER_USER_*`` variables override when set.
|
||||||
:BLENDER_USER_CONFIG: Directory for user configuration files.
|
:BLENDER_USER_CONFIG: Directory for user configuration files.
|
||||||
:BLENDER_USER_SCRIPTS: Directory for user scripts.
|
:BLENDER_USER_SCRIPTS: Directory for user scripts.
|
||||||
:BLENDER_USER_EXTENSIONS: Directory for user extensions.
|
:BLENDER_USER_EXTENSIONS: Directory for user extensions.
|
||||||
:BLENDER_USER_DATAFILES: Directory for user data files (icons, translations, ..).
|
:BLENDER_USER_DATAFILES: Directory for user data files (icons, translations, ..).
|
||||||
|
|
||||||
:BLENDER_SYSTEM_RESOURCES: Top level directory for system files.
|
:BLENDER_SYSTEM_RESOURCES: Replace default directory of all bundled resource files.
|
||||||
(other ``BLENDER_SYSTEM_*`` variables override when set).
|
:BLENDER_SYSTEM_SCRIPTS: Directory to add more bundled scripts.
|
||||||
:BLENDER_SYSTEM_SCRIPTS: Directory for system wide scripts.
|
:BLENDER_SYSTEM_EXTENSIONS: Directory for system extensions repository.
|
||||||
:BLENDER_SYSTEM_DATAFILES: Directory for system wide data files.
|
:BLENDER_SYSTEM_DATAFILES: Directory to replace bundled datafiles.
|
||||||
:BLENDER_SYSTEM_PYTHON: Directory for system Python libraries.
|
:BLENDER_SYSTEM_PYTHON: Directory to replace bundled Python libraries.
|
||||||
:OCIO: Path to override the OpenColorIO configuration file.
|
:OCIO: Path to override the OpenColorIO configuration file.
|
||||||
:TEMP: Store temporary files here (MS-Windows).
|
:TEMP: Store temporary files here (MS-Windows).
|
||||||
:TMPDIR: Store temporary files here (UNIX Systems).
|
:TMPDIR: Store temporary files here (UNIX Systems).
|
||||||
|
@ -1,13 +1,68 @@
|
|||||||
|
|
||||||
################
|
#######################################
|
||||||
Command Line
|
Using Blender From The Command Line
|
||||||
################
|
#######################################
|
||||||
|
|
||||||
|
The *Console Window*, also called a *Terminal*, is an operating system text window that displays
|
||||||
|
messages about Blender's operations, status, and internal errors.
|
||||||
|
|
||||||
|
When Blender is manually started from a terminal,
|
||||||
|
Blender output is shown in the *Console Window* it is started from.
|
||||||
|
|
||||||
|
Use Cases:
|
||||||
|
|
||||||
|
- For :ref:`rendering animation <command_line-render>`.
|
||||||
|
- For automation and batch processing which require launching Blender
|
||||||
|
with different :doc:`arguments </advanced/command_line/arguments>`.
|
||||||
|
- For Python development, to see the output of the ``print()`` function.
|
||||||
|
- If Blender exits unexpectedly, the messages may indicate the cause or error.
|
||||||
|
- When troubleshooting, to see the output of ``--debug`` messages.
|
||||||
|
|
||||||
|
See: :ref:`command_line-launch-index`
|
||||||
|
for specific instructions on launching Blender from the command line.
|
||||||
|
|
||||||
|
.. tip:: Closing the Blender Console Window
|
||||||
|
|
||||||
|
Closing the *Console Window* will also close Blender, losing any unsaved work.
|
||||||
|
|
||||||
|
|
||||||
|
Launching from the Command Line
|
||||||
|
===============================
|
||||||
|
|
||||||
.. toctree::
|
.. toctree::
|
||||||
:maxdepth: 2
|
:hidden:
|
||||||
:titlesonly:
|
|
||||||
|
|
||||||
introduction.rst
|
|
||||||
launch/index.rst
|
launch/index.rst
|
||||||
arguments.rst
|
|
||||||
|
- :doc:`launch/linux`
|
||||||
|
- :doc:`launch/macos`
|
||||||
|
- :doc:`launch/windows`
|
||||||
|
|
||||||
|
|
||||||
|
Arguments
|
||||||
|
=========
|
||||||
|
|
||||||
|
.. toctree::
|
||||||
|
:hidden:
|
||||||
|
|
||||||
|
Arguments <arguments.rst>
|
||||||
|
|
||||||
|
- :ref:`command-line-args-render-options`
|
||||||
|
- :ref:`command-line-args-cycles-render-options`
|
||||||
|
- :ref:`command-line-args-format-options`
|
||||||
|
- :ref:`command-line-args-animation-playback-options`
|
||||||
|
- :ref:`command-line-args-window-options`
|
||||||
|
- :ref:`command-line-args-python-options`
|
||||||
|
- :ref:`command-line-args-network-options`
|
||||||
|
- :ref:`command-line-args-logging-options`
|
||||||
|
- :ref:`command-line-args-debug-options`
|
||||||
|
- :ref:`command-line-args-gpu-options`
|
||||||
|
- :ref:`command-line-args-misc-options`
|
||||||
|
|
||||||
|
|
||||||
|
Workflows
|
||||||
|
=========
|
||||||
|
|
||||||
|
.. toctree::
|
||||||
|
|
||||||
render.rst
|
render.rst
|
||||||
|
@ -1,26 +0,0 @@
|
|||||||
|
|
||||||
************
|
|
||||||
Introduction
|
|
||||||
************
|
|
||||||
|
|
||||||
The *Console Window*, also called a *Terminal*, is an operating system text window that displays
|
|
||||||
messages about Blender's operations, status, and internal errors.
|
|
||||||
|
|
||||||
When Blender is manually started from a terminal,
|
|
||||||
Blender output is shown in the *Console Window* it is started from.
|
|
||||||
|
|
||||||
Use Cases:
|
|
||||||
|
|
||||||
- For :ref:`rendering animation <command_line-render>`.
|
|
||||||
- For automation and batch processing which require launching Blender
|
|
||||||
with different :doc:`arguments </advanced/command_line/arguments>`.
|
|
||||||
- For Python development, to see the output of the ``print()`` function.
|
|
||||||
- If Blender exits unexpectedly, the messages may indicate the cause or error.
|
|
||||||
- When troubleshooting, to see the output of ``--debug`` messages.
|
|
||||||
|
|
||||||
See: :ref:`command_line-launch-index`
|
|
||||||
for specific instructions on launching Blender from the command line.
|
|
||||||
|
|
||||||
.. tip:: Closing the Blender Console Window
|
|
||||||
|
|
||||||
Closing the *Console Window* will also close Blender, losing any unsaved work.
|
|
@ -5,7 +5,7 @@
|
|||||||
###################################
|
###################################
|
||||||
|
|
||||||
.. toctree::
|
.. toctree::
|
||||||
:maxdepth: 1
|
:maxdepth: 2
|
||||||
|
|
||||||
linux.rst
|
linux.rst
|
||||||
macos.rst
|
macos.rst
|
||||||
|
@ -1,8 +1,8 @@
|
|||||||
.. _command_line-render:
|
.. _command_line-render:
|
||||||
|
|
||||||
**********************
|
*******************************
|
||||||
Command Line Rendering
|
Rendering From The Command Line
|
||||||
**********************
|
*******************************
|
||||||
|
|
||||||
In some situations we want to increase the render speed,
|
In some situations we want to increase the render speed,
|
||||||
access Blender remotely to render something or build scripts that use the command line.
|
access Blender remotely to render something or build scripts that use the command line.
|
||||||
|
160
manual/advanced/deploying_blender.rst
Normal file
160
manual/advanced/deploying_blender.rst
Normal file
@ -0,0 +1,160 @@
|
|||||||
|
.. _deploying-blender:
|
||||||
|
|
||||||
|
*******************************
|
||||||
|
Deploying Blender in Production
|
||||||
|
*******************************
|
||||||
|
|
||||||
|
It is possible to deploy Blender in environments that are more
|
||||||
|
restricted, use automation or have other special requirements.
|
||||||
|
For example in an animation studio or for school courses.
|
||||||
|
|
||||||
|
This page contains tips setting up Blender in such environments.
|
||||||
|
|
||||||
|
|
||||||
|
Installing Blender
|
||||||
|
==================
|
||||||
|
|
||||||
|
Blender downloads can be extracted to any directory on the system, as
|
||||||
|
a self contained installation. Multiple Blender versions can easily
|
||||||
|
co-exist on the same system, and deployment can be automated using
|
||||||
|
standard file management tools.
|
||||||
|
|
||||||
|
New Blender versions may add, remove or changes functionality that
|
||||||
|
change the results of production files. For a given project, it is
|
||||||
|
advisable to use a single :abbr:`LTS (Long-Term-Support)` version
|
||||||
|
of Blender. LTS versions receive bug fixes for two years.
|
||||||
|
|
||||||
|
|
||||||
|
Working Offline
|
||||||
|
===============
|
||||||
|
|
||||||
|
For security or other reasons, workstation may not have internet access.
|
||||||
|
|
||||||
|
By default Blender does not access the internet, however this can be
|
||||||
|
enabled in the System preferences with the
|
||||||
|
:ref:`Online Access <bpy.types.PreferencesSystem.use_online_access>` option.
|
||||||
|
|
||||||
|
Working offline can be enforced by running with the ``--offline-mode``
|
||||||
|
:ref:`command line argument <command-line-args-network-options>`. Users
|
||||||
|
will then be unable to enable online access in the preferences.
|
||||||
|
|
||||||
|
|
||||||
|
.. _deploying-blender-bundling:
|
||||||
|
|
||||||
|
Bundling Extensions
|
||||||
|
===================
|
||||||
|
|
||||||
|
When working offline or in a more controlled environment, it may be useful
|
||||||
|
to provide a set of extensions to all users. These can be served from the
|
||||||
|
default read-only System repository. This can be located for example on a
|
||||||
|
network drive or in a system directory.
|
||||||
|
|
||||||
|
.. figure:: /images/advanced_deploying-blender_system-extensions.png
|
||||||
|
|
||||||
|
System repository
|
||||||
|
|
||||||
|
The ``$BLENDER_SYSTEM_EXTENSIONS``
|
||||||
|
:ref:`environment variable <command-line-args-environment-variables>`
|
||||||
|
controls the default location. This should point to a directory, within
|
||||||
|
which a ``system`` directory should exist.
|
||||||
|
|
||||||
|
Extensions packages should be extracted in this ``system`` directory,
|
||||||
|
with a resulting path like this:
|
||||||
|
|
||||||
|
.. code-block:: bash
|
||||||
|
|
||||||
|
$BLENDER_SYSTEM_EXTENSIONS/system/my-addon/blender_manifest.toml
|
||||||
|
|
||||||
|
In the Extensions preferences, it's possible to manually set a custom
|
||||||
|
directory of the default System repository and to create multiple
|
||||||
|
repositories.
|
||||||
|
|
||||||
|
|
||||||
|
Bundling Scripts
|
||||||
|
================
|
||||||
|
|
||||||
|
Besides extensions, it's possible to bundle scripts for presets,
|
||||||
|
application templates, legacy add-ons, as well as scripts run on startup.
|
||||||
|
|
||||||
|
Script directories can be manually added in the File Paths preferences.
|
||||||
|
The ``$BLENDER_SYSTEM_SCRIPTS`` can also be used to add a script directory
|
||||||
|
without modifying the preferences.
|
||||||
|
|
||||||
|
These script directories are expected to contain specific directories
|
||||||
|
like ``presets``, ``addons`` and ``startup`` for different types of
|
||||||
|
scripts. See :ref:`blender-directory-path-layout` for a complete list.
|
||||||
|
|
||||||
|
|
||||||
|
Startup Scripts
|
||||||
|
---------------
|
||||||
|
|
||||||
|
The Blender Python API can be used to customize Blender. This includes
|
||||||
|
changing preferences, changing the startup file and adding UI elements.
|
||||||
|
|
||||||
|
For example, a script can enable add-ons for every user.
|
||||||
|
|
||||||
|
.. code-block:: bash
|
||||||
|
|
||||||
|
$BLENDER_SYSTEM_SCRIPTS/startup/enable_addons.py
|
||||||
|
|
||||||
|
.. code-block:: python
|
||||||
|
|
||||||
|
def register():
|
||||||
|
import addon_utils
|
||||||
|
addon_utils.enable("my-addon")
|
||||||
|
|
||||||
|
def unregister():
|
||||||
|
pass
|
||||||
|
|
||||||
|
if __name__ == "__main__":
|
||||||
|
register()
|
||||||
|
|
||||||
|
|
||||||
|
Application Templates
|
||||||
|
---------------------
|
||||||
|
|
||||||
|
:ref:`app_templates` can be used to set up Blender for particular
|
||||||
|
tasks or projects, separate from the default configuration. When
|
||||||
|
creating a new file the user can choose the template.
|
||||||
|
|
||||||
|
The files are expected to be placed in the system script directories like this:
|
||||||
|
|
||||||
|
.. code-block:: bash
|
||||||
|
|
||||||
|
$BLENDER_SYSTEM_SCRIPTS/startup/bl_app_templates_system/MyTemplate/__init__.py
|
||||||
|
$BLENDER_SYSTEM_SCRIPTS/startup/bl_app_templates_system/MyTemplate/startup.blend
|
||||||
|
|
||||||
|
|
||||||
|
Legacy Add-ons
|
||||||
|
--------------
|
||||||
|
|
||||||
|
Add-ons that have not been converted to become an extension yet need
|
||||||
|
to be placed in the ``addons`` script directory.
|
||||||
|
|
||||||
|
For example, an add-on could be located at:
|
||||||
|
|
||||||
|
.. code-block:: bash
|
||||||
|
|
||||||
|
$BLENDER_SYSTEM_SCRIPTS/addons/simple_addon.py
|
||||||
|
$BLENDER_SYSTEM_SCRIPTS/addons/complex_addon/__init__.py
|
||||||
|
|
||||||
|
|
||||||
|
VFX Platform
|
||||||
|
============
|
||||||
|
|
||||||
|
Blender follows the `VFX reference platform <https://vfxplatform.com>`_,
|
||||||
|
which means it is able to run on the same systems as other VFX software
|
||||||
|
and exchange image, volume and scene files with them.
|
||||||
|
|
||||||
|
|
||||||
|
Python Version
|
||||||
|
--------------
|
||||||
|
|
||||||
|
Blender and the `by module <https://pypi.org/project/bpy/>`_ are only compatible
|
||||||
|
with a single Python version. This makes it possible for add-ons and VFX software
|
||||||
|
in general to only have to target a single Python version.
|
||||||
|
|
||||||
|
Blender bundles a complete Python installation and does not interact with the
|
||||||
|
system Python by default. This can be changed with the ``--python-use-system-env``
|
||||||
|
:ref:`command line argument <command-line-args-python-options>`, if care is
|
||||||
|
taken to set up a compatible Python version.
|
@ -16,7 +16,7 @@ Most of the time you can get add-ons as part of the :doc:`Extensions <index>` sy
|
|||||||
.. tip::
|
.. tip::
|
||||||
|
|
||||||
If the Add-on does not activate when enabled,
|
If the Add-on does not activate when enabled,
|
||||||
check the :doc:`Console window </advanced/command_line/introduction>`
|
check the :doc:`Console window </advanced/command_line/index>`
|
||||||
for any errors that may have occurred.
|
for any errors that may have occurred.
|
||||||
|
|
||||||
User-Defined Add-on Path
|
User-Defined Add-on Path
|
||||||
@ -44,10 +44,12 @@ This option is controlled by Preferences, which can be overriding via command-li
|
|||||||
(``--offline-mode`` / ``--online-mode``).
|
(``--offline-mode`` / ``--online-mode``).
|
||||||
|
|
||||||
For better error messages, you can check also for ``bpy.app.online_access_overriden``,
|
For better error messages, you can check also for ``bpy.app.online_access_overriden``,
|
||||||
to determine whether users can turn ``Allow Online Access`` on the preferences, or not.
|
to determine whether users can turn :ref:`Allow Online Access <bpy.types.PreferencesSystem.use_online_access>`
|
||||||
|
on the preferences, or not.
|
||||||
|
|
||||||
Blender itself doesn't block internet access based on this setting. It is up to the add-ons to respect it.
|
Blender itself doesn't block internet access based on this setting. It is up to the add-ons to respect it.
|
||||||
|
|
||||||
|
|
||||||
Bundle Dependencies
|
Bundle Dependencies
|
||||||
===================
|
===================
|
||||||
|
|
||||||
@ -72,6 +74,8 @@ Bundle with `Vendorize <https://pypi.org/project/vendorize>`__
|
|||||||
|
|
||||||
This has the advantage of avoiding version conflicts although it requires some work to setup each package.
|
This has the advantage of avoiding version conflicts although it requires some work to setup each package.
|
||||||
|
|
||||||
|
|
||||||
|
.. This section is reference for legacy add-on installation.
|
||||||
.. _bpy.ops.preferences.addon_install:
|
.. _bpy.ops.preferences.addon_install:
|
||||||
|
|
||||||
Legacy vs Extension Add-ons
|
Legacy vs Extension Add-ons
|
||||||
@ -87,6 +91,7 @@ Preferences.
|
|||||||
All add-on maintainers are urged to convert the add-ons they want to share, so they are future proof and can support
|
All add-on maintainers are urged to convert the add-ons they want to share, so they are future proof and can support
|
||||||
features like updating from the extensions platform.
|
features like updating from the extensions platform.
|
||||||
|
|
||||||
|
|
||||||
Converting a Legacy Add-on into an Extension
|
Converting a Legacy Add-on into an Extension
|
||||||
--------------------------------------------
|
--------------------------------------------
|
||||||
|
|
||||||
@ -102,6 +107,7 @@ Converting a Legacy Add-on into an Extension
|
|||||||
For testing it is import to :doc:`install the extension from disk </editors/preferences/extensions>` and check if
|
For testing it is import to :doc:`install the extension from disk </editors/preferences/extensions>` and check if
|
||||||
everything is working well. This will get you as close to the final experience as possible.
|
everything is working well. This will get you as close to the final experience as possible.
|
||||||
|
|
||||||
|
|
||||||
Extensions and Namespace
|
Extensions and Namespace
|
||||||
------------------------
|
------------------------
|
||||||
|
|
||||||
@ -113,6 +119,7 @@ For example, now instead of ``kitsu`` the module name would be ``bl_ext.{reposit
|
|||||||
|
|
||||||
This has a few implications for preferences and module imports.
|
This has a few implications for preferences and module imports.
|
||||||
|
|
||||||
|
|
||||||
User Preferences and ``__package__``
|
User Preferences and ``__package__``
|
||||||
^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
|
^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
|
||||||
|
|
||||||
|
@ -119,7 +119,7 @@ usage::
|
|||||||
blender --command extension install-file [-h] -r REPO [-e] [--no-prefs]
|
blender --command extension install-file [-h] -r REPO [-e] [--no-prefs]
|
||||||
FILE
|
FILE
|
||||||
|
|
||||||
Install a package file into a local repository.
|
Install a package file into a user repository.
|
||||||
|
|
||||||
positional arguments:
|
positional arguments:
|
||||||
:FILE: The packages file.
|
:FILE: The packages file.
|
||||||
@ -238,6 +238,7 @@ usage::
|
|||||||
blender --command extension build [-h] [--source-dir SOURCE_DIR]
|
blender --command extension build [-h] [--source-dir SOURCE_DIR]
|
||||||
[--output-dir OUTPUT_DIR]
|
[--output-dir OUTPUT_DIR]
|
||||||
[--output-filepath OUTPUT_FILEPATH]
|
[--output-filepath OUTPUT_FILEPATH]
|
||||||
|
[--split-platforms] [--verbose]
|
||||||
|
|
||||||
Build a package in the current directory.
|
Build a package in the current directory.
|
||||||
|
|
||||||
@ -255,6 +256,12 @@ options:
|
|||||||
The package output filepath (should include a ``.zip`` extension).
|
The package output filepath (should include a ``.zip`` extension).
|
||||||
|
|
||||||
Defaults to a name created using the ``id`` from the manifest.
|
Defaults to a name created using the ``id`` from the manifest.
|
||||||
|
--split-platforms Build a separate package for each platform.
|
||||||
|
Adding the platform as a file name suffix (before the extension).
|
||||||
|
|
||||||
|
This can be useful to reduce the upload size of packages that bundle large
|
||||||
|
platform-specific modules (``*.whl`` files).
|
||||||
|
--verbose Include verbose output.
|
||||||
|
|
||||||
.. _command-line-args-extension-validate:
|
.. _command-line-args-extension-validate:
|
||||||
|
|
||||||
@ -284,6 +291,8 @@ Subcommand: ``server-generate``
|
|||||||
usage::
|
usage::
|
||||||
|
|
||||||
blender --command extension server-generate [-h] --repo-dir REPO_DIR
|
blender --command extension server-generate [-h] --repo-dir REPO_DIR
|
||||||
|
[--html]
|
||||||
|
[--html-template HTML_TEMPLATE_FILE]
|
||||||
|
|
||||||
Generate a listing of all packages stored in a directory.
|
Generate a listing of all packages stored in a directory.
|
||||||
This can be used to host packages which only requires static-file hosting.
|
This can be used to host packages which only requires static-file hosting.
|
||||||
@ -291,3 +300,12 @@ This can be used to host packages which only requires static-file hosting.
|
|||||||
options:
|
options:
|
||||||
-h, --help show this help message and exit
|
-h, --help show this help message and exit
|
||||||
--repo-dir REPO_DIR The remote repository directory.
|
--repo-dir REPO_DIR The remote repository directory.
|
||||||
|
--html Create a HTML file (``index.html``) as well as the repository JSON
|
||||||
|
to support browsing extensions online with static-hosting.
|
||||||
|
--html-template HTML_TEMPLATE_FILE
|
||||||
|
An optional HTML file path to override the default HTML template with your own.
|
||||||
|
|
||||||
|
The following keys will be replaced with generated contents:
|
||||||
|
|
||||||
|
- ``${body}`` is replaced the extensions contents.
|
||||||
|
- ``${date}`` is replaced the creation date.
|
||||||
|
@ -0,0 +1,38 @@
|
|||||||
|
****************************************
|
||||||
|
Creating a Dynamic Extensions Repository
|
||||||
|
****************************************
|
||||||
|
|
||||||
|
If you plan to setup a dynamic extensions repository, read first about :doc:`static repositories <static_repository>`.
|
||||||
|
The expected format for how to list all the packages is the same, and should be used as a starting point.
|
||||||
|
|
||||||
|
Multiple Versions
|
||||||
|
=================
|
||||||
|
|
||||||
|
When Blender fetches the extensions listing it passes the following arguments to make sure only
|
||||||
|
compatible extensions are listed:
|
||||||
|
|
||||||
|
- ``platform``
|
||||||
|
- ``blender_version``
|
||||||
|
|
||||||
|
This means that servers have the chance to handle these arguments to output a single entry
|
||||||
|
per-extension on the listing.
|
||||||
|
|
||||||
|
These arguments are passed as parameters to the server via a query URL:
|
||||||
|
|
||||||
|
:URL: ``https://extensions.blender.org/api/v1/extensions/``
|
||||||
|
:query URL: ``https://extensions.blender.org/api/v1/extensions/?blender_version=4.2.0&platform=linux-x64``
|
||||||
|
|
||||||
|
|
||||||
|
Access Token
|
||||||
|
============
|
||||||
|
|
||||||
|
Some repositories may require authentication. The user can specify an ``access token`` for a repository,
|
||||||
|
which is passed along with the API request from Blender.
|
||||||
|
|
||||||
|
This is passed to the servers via an Authorization header:
|
||||||
|
|
||||||
|
.. code-block:: sh
|
||||||
|
|
||||||
|
curl -i https://extensions.blender.org/api/v1/extensions/ \
|
||||||
|
-H "Accept: application/json" \
|
||||||
|
-H "Authorization: Bearer abc29832befb92983423abcaef93001"
|
28
manual/advanced/extensions/creating_repository/index.rst
Normal file
28
manual/advanced/extensions/creating_repository/index.rst
Normal file
@ -0,0 +1,28 @@
|
|||||||
|
*********************************
|
||||||
|
Creating an Extensions Repository
|
||||||
|
*********************************
|
||||||
|
|
||||||
|
Third party sites that wish to support extensions in Blender can do so in two ways:
|
||||||
|
|
||||||
|
#. Fork the entire `Extensions Website <https://projects.blender.org/infrastructure/extensions-website>`__
|
||||||
|
as a start point; or
|
||||||
|
#. Host a :doc:`JSON file <static_repository>` listing all the packages of your repository; or
|
||||||
|
#. Serve the JSON file :doc:`dynamically <dynamic_repository>`.
|
||||||
|
|
||||||
|
Repository Types
|
||||||
|
================
|
||||||
|
|
||||||
|
.. toctree::
|
||||||
|
:maxdepth: 1
|
||||||
|
|
||||||
|
Static Repository <static_repository.rst>
|
||||||
|
Dynamic Repository <dynamic_repository.rst>
|
||||||
|
|
||||||
|
Tags and Translations
|
||||||
|
=====================
|
||||||
|
|
||||||
|
If you are planning to use a different set of :doc:`tags <../tags>` than the ones used by Blender Extensions Platform,
|
||||||
|
remember to submit a pull request to
|
||||||
|
`tags.py <https://projects.blender.org/blender/blender/src/scripts/modules/_bpy_internal/extensions/tags.py>`__.
|
||||||
|
|
||||||
|
This way they can be shown translated within Blender.
|
@ -0,0 +1,95 @@
|
|||||||
|
***************************************
|
||||||
|
Creating a Static Extensions Repository
|
||||||
|
***************************************
|
||||||
|
|
||||||
|
To host your own extensions and leverage Blender update system all that is required is a static JSON file on a server,
|
||||||
|
pointing towards download links for the extensions.
|
||||||
|
|
||||||
|
|
||||||
|
JSON
|
||||||
|
====
|
||||||
|
|
||||||
|
To generate a valid JSON file you can use the command-line tool:
|
||||||
|
|
||||||
|
.. code:: bash
|
||||||
|
|
||||||
|
blender --command extension server-generate --repo-dir=/path/to/packages
|
||||||
|
|
||||||
|
This creates an ``index.json`` listing from all the packages found in the specified location.
|
||||||
|
|
||||||
|
See :ref:`server-generate <command-line-args-extension-server-generate>` docs.
|
||||||
|
|
||||||
|
The generated JSON is aligned with the `API <https://developer.blender.org/docs/features/extensions/api_listing/>`__.
|
||||||
|
|
||||||
|
|
||||||
|
Testing
|
||||||
|
-------
|
||||||
|
|
||||||
|
To test the generated repository, create a new "Remote" repository from the user preferences:
|
||||||
|
|
||||||
|
- **Extensions -> Repositories -> [+] -> Add Remote Repository**
|
||||||
|
- In the **URL** paste the location of the generated JSON.
|
||||||
|
So the example ``/path/to/packages`` would use the:
|
||||||
|
|
||||||
|
- ``file:///path/to/packages/index.json`` on Linux/macOS.
|
||||||
|
- ``file:///C:/path/to/packages/index.json`` on MS-Windows.
|
||||||
|
- ``file://HOST/share/path/to/packages/index.json`` network shares on MS-Windows.
|
||||||
|
|
||||||
|
You may wish to use a web browser to navigate to the file-system location and copy that URL into Blender.
|
||||||
|
|
||||||
|
|
||||||
|
HTML
|
||||||
|
====
|
||||||
|
|
||||||
|
The ``server-generate`` command can optionally create a simple website using the ``--html`` argument.
|
||||||
|
which can be used
|
||||||
|
to view extensions online, the links can dropped into Blender for installation.
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
For a sample of the HTML code you can use to list all the extensions in the repository, use the ``html`` option
|
||||||
|
when generating the server.
|
||||||
|
|
||||||
|
.. code:: bash
|
||||||
|
|
||||||
|
blender --command extension server-generate --repo-dir=/path/to/packages --html
|
||||||
|
|
||||||
|
This creates an ``index.html`` file with all the extra URLs parameters ready to use.
|
||||||
|
|
||||||
|
|
||||||
|
Download Links
|
||||||
|
--------------
|
||||||
|
|
||||||
|
In order to support drag and drop for installing from a remote repository,
|
||||||
|
there are a few optional ways to prepare the URLs.
|
||||||
|
|
||||||
|
The only strict requirement is that the download URL must end in ``.zip``.
|
||||||
|
|
||||||
|
You can pass different arguments to the URL to give more clues to Blender about what to do with the dragged URL.
|
||||||
|
|
||||||
|
:repository:
|
||||||
|
Link to the JSON file to be used to install the repository on Blender.
|
||||||
|
It supports relative URLs.
|
||||||
|
:platforms:
|
||||||
|
Comma-separated list of supported platforms.
|
||||||
|
If omitted, the extension will be available in all operating systems.
|
||||||
|
:blender_version_min:
|
||||||
|
Minimum supported Blender version.
|
||||||
|
:blender_version_max:
|
||||||
|
Blender version that the extension does not support, earlier versions are supported.
|
||||||
|
|
||||||
|
|
||||||
|
.. tip::
|
||||||
|
|
||||||
|
The more details you provide, the better the user experience.
|
||||||
|
|
||||||
|
With the exception of the ``repository``, all the other parameters can be extracted from the extensions manifest.
|
||||||
|
Those arguments are to be encoded as part of the URL.
|
||||||
|
|
||||||
|
Expected format:
|
||||||
|
``<URL>.zip?repository=<repository>&blender_version_min=<version_min>&blender_max=<version_max_exclusive>&platforms=<platform1,platform2,...>``
|
||||||
|
|
||||||
|
Example:
|
||||||
|
``https://extensions.blender.org/add-ons/amaranth-toolset/1.0.23/download/add-on-amaranth-toolset-v1.0.23.zip?repository=%2Fapi%2Fv1%2Fextensions%2F&blender_version_min=4.2.0&platforms=linux-x64%2Cmacos-x64``
|
||||||
|
|
||||||
|
*Note that ``%2F`` and ``%2C`` are simply the url-encoded equivalent of ``/`` and ``,`` respectively.*
|
@ -81,7 +81,8 @@ This example is a good starting point to the ``blender_manifest.toml`` that shou
|
|||||||
tags = ["Animation", "Sequencer"]
|
tags = ["Animation", "Sequencer"]
|
||||||
|
|
||||||
blender_version_min = "4.2.0"
|
blender_version_min = "4.2.0"
|
||||||
# Optional: maximum supported Blender version
|
# # Optional: Blender version that the extension does not support, earlier versions are supported.
|
||||||
|
# # This can be omitted and defined later on the extensions platform if an issue is found.
|
||||||
# blender_version_max = "5.1.0"
|
# blender_version_max = "5.1.0"
|
||||||
|
|
||||||
# License conforming to https://spdx.org/licenses/ (use "SPDX: prefix)
|
# License conforming to https://spdx.org/licenses/ (use "SPDX: prefix)
|
||||||
@ -125,12 +126,13 @@ This example is a good starting point to the ``blender_manifest.toml`` that shou
|
|||||||
# files = "Import/export FBX from/to disk"
|
# files = "Import/export FBX from/to disk"
|
||||||
# clipboard = "Copy and paste bone transforms"
|
# clipboard = "Copy and paste bone transforms"
|
||||||
|
|
||||||
# Optional: build setting.
|
# Optional: build settings.
|
||||||
# https://docs.blender.org/manual/en/dev/advanced/extensions/command_line_arguments.html#command-line-args-extension-build
|
# https://docs.blender.org/manual/en/dev/advanced/extensions/command_line_arguments.html#command-line-args-extension-build
|
||||||
# [build]
|
# [build]
|
||||||
# paths_exclude_pattern = [
|
# paths_exclude_pattern = [
|
||||||
# "/.git/",
|
|
||||||
# "__pycache__/",
|
# "__pycache__/",
|
||||||
|
# "/.git/",
|
||||||
|
# "/*.zip",
|
||||||
# ]
|
# ]
|
||||||
|
|
||||||
Required values:
|
Required values:
|
||||||
@ -147,7 +149,7 @@ Required values:
|
|||||||
|
|
||||||
Optional values:
|
Optional values:
|
||||||
|
|
||||||
:blender_version_max: Maximum version of Blender that can run this.
|
:blender_version_max: Blender version that the extension does not support, earlier versions are supported.
|
||||||
:website: Website for the extension.
|
:website: Website for the extension.
|
||||||
:copyright: Some licenses require a copyright, copyrights must be "Year Name" or "Year-Year Name".
|
:copyright: Some licenses require a copyright, copyrights must be "Year Name" or "Year-Year Name".
|
||||||
:tags: List of tags. See the :doc:`list of available tags <./tags>`.
|
:tags: List of tags. See the :doc:`list of available tags <./tags>`.
|
||||||
@ -159,7 +161,7 @@ Optional values:
|
|||||||
:permissions:
|
:permissions:
|
||||||
Add-ons can list which resources they require. The available options are
|
Add-ons can list which resources they require. The available options are
|
||||||
*files*, *network*, *clipboard*, *camera*, *microphone*.
|
*files*, *network*, *clipboard*, *camera*, *microphone*.
|
||||||
Each permission should be followed by an explanation (short single-sentence with no end pontuation (.)).
|
Each permission should be followed by an explanation (short single-sentence with no end punctuation (``.``)).
|
||||||
|
|
||||||
Optional values for "build":
|
Optional values for "build":
|
||||||
|
|
||||||
@ -183,8 +185,14 @@ Optional values for "build":
|
|||||||
paths_exclude_pattern = [
|
paths_exclude_pattern = [
|
||||||
"__pycache__/",
|
"__pycache__/",
|
||||||
".*",
|
".*",
|
||||||
|
"*.zip",
|
||||||
]
|
]
|
||||||
|
|
||||||
|
Reserved:
|
||||||
|
These values **must not** be declared in a TOML and are reserved for internal use.
|
||||||
|
|
||||||
|
- ``[build.generated]``
|
||||||
|
|
||||||
|
|
||||||
.. note::
|
.. note::
|
||||||
|
|
||||||
@ -234,55 +242,5 @@ See :ref:`validate <command-line-args-extension-validate>` docs.
|
|||||||
Third party extension sites
|
Third party extension sites
|
||||||
===========================
|
===========================
|
||||||
|
|
||||||
Third party sites that wish to support extensions in Blender can do so in two ways:
|
If you want to host the extensions yourself,
|
||||||
|
see the :doc:`Creating an Extensions Repository <./creating_repository/index>` docs.
|
||||||
#. Fork the entire `Extensions Website <https://projects.blender.org/infrastructure/extensions-website>`__
|
|
||||||
as a start point; or
|
|
||||||
#. Host a JSON file listing all the packages of your repository.
|
|
||||||
|
|
||||||
To generate a valid JSON file you can use the command-line tool:
|
|
||||||
|
|
||||||
.. code:: bash
|
|
||||||
|
|
||||||
blender --command extension server-generate --repo-dir=/path/to/packages
|
|
||||||
|
|
||||||
This creates a listing from all the packages found in the specified location.
|
|
||||||
|
|
||||||
See :ref:`server-generate <command-line-args-extension-server-generate>` docs.
|
|
||||||
|
|
||||||
Example of what the JSON is expected to look like:
|
|
||||||
|
|
||||||
.. code:: json
|
|
||||||
|
|
||||||
{
|
|
||||||
"version": "v1",
|
|
||||||
"blocklist": [],
|
|
||||||
"data": [
|
|
||||||
{
|
|
||||||
"id": "blender_kitsu",
|
|
||||||
"name": "Blender Kitsu",
|
|
||||||
"tagline": "Pipeline management for projects collaboration",
|
|
||||||
"version": "0.1.5-alpha+f52258de",
|
|
||||||
"type": "add-on",
|
|
||||||
"archive_size": 856650,
|
|
||||||
"archive_hash": "sha256:3d2972a6f6482e3c502273434ca53eec0c5ab3dae628b55c101c95a4bc4e15b2",
|
|
||||||
"archive_url": "https://extensions.blender.org/add-ons/blender-kitsu/0.1.5-alpha+f52258de/download/",
|
|
||||||
"blender_version_min": "4.2.0",
|
|
||||||
"maintainer": "Blender Studio",
|
|
||||||
"tags": ["Pipeline"],
|
|
||||||
"license": ["SPDX:GPL-3.0-or-later"],
|
|
||||||
"website": "https://extensions.blender.org/add-ons/blender-kitsu/",
|
|
||||||
"schema_version": "1.0.0"
|
|
||||||
}
|
|
||||||
]
|
|
||||||
}
|
|
||||||
|
|
||||||
Just like for the manifest file, the optional fields (e.g., ``blender_version_max``) are either to have a value
|
|
||||||
or should be omitted from the entries.
|
|
||||||
|
|
||||||
For the official Extensions Platform, the ``website`` value is the page of the extension in the online platform.
|
|
||||||
Even if the manifest points to the project specific website.
|
|
||||||
|
|
||||||
.. note::
|
|
||||||
|
|
||||||
Any remote repository is expected to follow the latest `API <https://extensions.blender.org/api/swagger/>`__.
|
|
@ -25,3 +25,4 @@ Other third party sites can also be supported, as long as they follow the Extens
|
|||||||
Add-ons <addons.rst>
|
Add-ons <addons.rst>
|
||||||
Python Wheels <python_wheels.rst>
|
Python Wheels <python_wheels.rst>
|
||||||
Command Line Arguments <command_line_arguments.rst>
|
Command Line Arguments <command_line_arguments.rst>
|
||||||
|
Creating a Repository <creating_repository/index.rst>
|
||||||
|
@ -80,3 +80,44 @@ Running
|
|||||||
|
|
||||||
import PIL
|
import PIL
|
||||||
print(PIL.__file__)
|
print(PIL.__file__)
|
||||||
|
|
||||||
|
|
||||||
|
Platform Builds
|
||||||
|
===============
|
||||||
|
|
||||||
|
Wheels can severely impact the size of an extension. To mitigate this, it is possible to build different
|
||||||
|
extension zip files for each unique required platform.
|
||||||
|
|
||||||
|
For this you need to use the ``--split-platforms`` option from the
|
||||||
|
:ref:`build <command-line-args-extension-build>` command.
|
||||||
|
|
||||||
|
.. code:: bash
|
||||||
|
|
||||||
|
blender --command extension build --split-platforms
|
||||||
|
|
||||||
|
Example
|
||||||
|
-------
|
||||||
|
|
||||||
|
Manifest file excerpt:
|
||||||
|
|
||||||
|
.. code-block:: toml
|
||||||
|
|
||||||
|
id = "my_addon_with_wheels"
|
||||||
|
version = "1.0.0"
|
||||||
|
|
||||||
|
platforms = ["windows-x64", "macos-x64"]
|
||||||
|
wheels = [
|
||||||
|
"./wheels/pillow-10.3.0-cp311-cp311-macosx_11_0_arm64.whl",
|
||||||
|
"./wheels/pillow-10.3.0-cp311-cp311-manylinux_2_28_x86_64.whl",
|
||||||
|
"./wheels/pillow-10.3.0-cp311-cp311-win_amd64.whl",
|
||||||
|
]
|
||||||
|
|
||||||
|
Generated files from ``--split-platforms``:
|
||||||
|
|
||||||
|
- my_addon_with_wheels-1.0.0-windows_x64.zip
|
||||||
|
- my_addon_with_wheels-1.0.0-macos_x64.zip
|
||||||
|
|
||||||
|
.. note::
|
||||||
|
|
||||||
|
Even though there is a Linux-only wheel present, no Linux zip file is generated.
|
||||||
|
This happens because the ``platforms`` field only has Mac and Windows.
|
||||||
|
@ -17,4 +17,5 @@ This chapter covers advanced use (topics which may not be required for typical u
|
|||||||
limits.rst
|
limits.rst
|
||||||
operators.rst
|
operators.rst
|
||||||
blender_directory_layout.rst
|
blender_directory_layout.rst
|
||||||
|
deploying_blender.rst
|
||||||
appendices/index.rst
|
appendices/index.rst
|
||||||
|
@ -485,7 +485,7 @@ For API documentation on the functions listed above, see:
|
|||||||
Bringing It All Together
|
Bringing It All Together
|
||||||
^^^^^^^^^^^^^^^^^^^^^^^^
|
^^^^^^^^^^^^^^^^^^^^^^^^
|
||||||
|
|
||||||
::
|
.. code-block:: python
|
||||||
|
|
||||||
bl_info = {
|
bl_info = {
|
||||||
"name": "Cursor Array",
|
"name": "Cursor Array",
|
||||||
|
@ -3,10 +3,19 @@
|
|||||||
Properties
|
Properties
|
||||||
##############
|
##############
|
||||||
|
|
||||||
|
.. reference::
|
||||||
|
|
||||||
|
:Mode: Object Mode, Edit Mode and Pose Mode
|
||||||
|
:Panel: :menuselection:`Properties --> Bone`
|
||||||
|
|
||||||
|
When bones are selected (hence in *Edit Mode* and *Pose Mode*), their
|
||||||
|
properties are shown in the *Bone* tab of the Properties.
|
||||||
|
This shows different panels used to control features of each selected bone;
|
||||||
|
the panels change depending on which mode you are working in.
|
||||||
|
|
||||||
.. toctree::
|
.. toctree::
|
||||||
:maxdepth: 2
|
:maxdepth: 2
|
||||||
|
|
||||||
introduction.rst
|
|
||||||
transform.rst
|
transform.rst
|
||||||
bendy_bones.rst
|
bendy_bones.rst
|
||||||
relations.rst
|
relations.rst
|
||||||
|
@ -1,14 +0,0 @@
|
|||||||
|
|
||||||
************
|
|
||||||
Introduction
|
|
||||||
************
|
|
||||||
|
|
||||||
.. reference::
|
|
||||||
|
|
||||||
:Mode: Object Mode, Edit Mode and Pose Mode
|
|
||||||
:Panel: :menuselection:`Properties --> Bone`
|
|
||||||
|
|
||||||
When bones are selected (hence in *Edit Mode* and *Pose Mode*), their
|
|
||||||
properties are shown in the *Bone* tab of the Properties.
|
|
||||||
This shows different panels used to control features of each selected bone;
|
|
||||||
the panels change depending on which mode you are working in.
|
|
@ -18,7 +18,6 @@ Interface
|
|||||||
.. toctree::
|
.. toctree::
|
||||||
:maxdepth: 1
|
:maxdepth: 1
|
||||||
|
|
||||||
interface/adding_removing.rst
|
|
||||||
interface/header.rst
|
interface/header.rst
|
||||||
interface/common.rst
|
interface/common.rst
|
||||||
interface/stack.rst
|
interface/stack.rst
|
||||||
|
@ -1,97 +0,0 @@
|
|||||||
|
|
||||||
****************************
|
|
||||||
Adding/Removing a Constraint
|
|
||||||
****************************
|
|
||||||
|
|
||||||
What is described on this page about Object Constraints can be also be applied on Bone Constraints.
|
|
||||||
|
|
||||||
|
|
||||||
Tab
|
|
||||||
===
|
|
||||||
|
|
||||||
.. reference::
|
|
||||||
|
|
||||||
:Mode: Object Mode
|
|
||||||
:Menu: :menuselection:`Properties --> Constraint tab`
|
|
||||||
|
|
||||||
To add a constraint click on the *Add Object Constraint* menu in the Constraints tab.
|
|
||||||
|
|
||||||
.. figure:: /images/animation_constraints_interface_adding-removing_add-menu.png
|
|
||||||
|
|
||||||
To remove a constraint click on the "X" button
|
|
||||||
in the :doc:`header </animation/constraints/interface/header>`.
|
|
||||||
|
|
||||||
|
|
||||||
Menu
|
|
||||||
====
|
|
||||||
|
|
||||||
.. _bpy.ops.object.constraint_add_with_targets:
|
|
||||||
|
|
||||||
Add Constraint (with Targets)
|
|
||||||
-----------------------------
|
|
||||||
|
|
||||||
.. reference::
|
|
||||||
|
|
||||||
:Mode: Object Mode and Pose Mode
|
|
||||||
:Menu: :menuselection:`Object --> Constraint --> Add Constraint (with Targets)`
|
|
||||||
|
|
||||||
Adds a constraint to the active object.
|
|
||||||
The type of constraint must be chosen from a pop-up menu,
|
|
||||||
though it can be changed later from the *Add Constraint (with Targets)*
|
|
||||||
:ref:`bpy.ops.screen.redo_last` panel.
|
|
||||||
If there is an other object selected besides the active one,
|
|
||||||
that object will be the constraint target (if the chosen constraint accepts targets).
|
|
||||||
|
|
||||||
When using a bone from another armature as the target for a constraint, the tool
|
|
||||||
will look inside the non-active armature and use its active bone,
|
|
||||||
provided that armature is in Pose Mode.
|
|
||||||
|
|
||||||
|
|
||||||
.. _bpy.ops.object.constraints_copy:
|
|
||||||
|
|
||||||
Copy Constraints to Selected Objects
|
|
||||||
------------------------------------
|
|
||||||
|
|
||||||
.. reference::
|
|
||||||
|
|
||||||
:Mode: Object Mode and Pose Mode
|
|
||||||
:Menu: :menuselection:`Object --> Constraint --> Copy Constraints to Selected Objects`
|
|
||||||
|
|
||||||
Copies the active object Constraints to the rest of the selected objects.
|
|
||||||
|
|
||||||
|
|
||||||
.. _bpy.ops.object.constraints_clear:
|
|
||||||
|
|
||||||
Clear Object Constraints
|
|
||||||
------------------------
|
|
||||||
|
|
||||||
.. reference::
|
|
||||||
|
|
||||||
:Mode: Object Mode and Pose Mode
|
|
||||||
:Panel: :menuselection:`Object --> Constraint --> Clear Object Constraints`
|
|
||||||
|
|
||||||
Removes all Constraints of the selected object(s).
|
|
||||||
|
|
||||||
|
|
||||||
.. _bpy.ops.object.track_set:
|
|
||||||
.. _bpy.ops.object.track_clear:
|
|
||||||
|
|
||||||
Track
|
|
||||||
=====
|
|
||||||
|
|
||||||
.. reference::
|
|
||||||
|
|
||||||
:Mode: Object Mode
|
|
||||||
:Panel: :menuselection:`Object --> Track`
|
|
||||||
|
|
||||||
These tools add a tracking constraint to the selected objects;
|
|
||||||
the target object of the constraint will be the active object, which won't have a constraint added.
|
|
||||||
|
|
||||||
- :doc:`Damped Track Constraint </animation/constraints/tracking/damped_track>`
|
|
||||||
- :doc:`Track To Constraint </animation/constraints/tracking/track_to>`
|
|
||||||
- :doc:`Lock Track Constraint </animation/constraints/tracking/locked_track>`
|
|
||||||
|
|
||||||
Clear Track
|
|
||||||
Removes all Damped Track, Track To and Lock Track Constraints from the selected objects.
|
|
||||||
Clear and Keep Transformation (Clear Track)
|
|
||||||
Removes all Track Constraint from the selected objects, while keeping the final transform caused by them.
|
|
@ -50,6 +50,23 @@ in the :doc:`Armature chapter </animation/armatures/posing/bone_constraints/inde
|
|||||||
Constraints work in combination with each other to form a Constraint Stack.
|
Constraints work in combination with each other to form a Constraint Stack.
|
||||||
|
|
||||||
|
|
||||||
|
Adding & Removing Constraints
|
||||||
|
=============================
|
||||||
|
|
||||||
|
To add a constraint click on the *Add Object Constraint* menu in the Constraints tab.
|
||||||
|
Alternatively, you can use the :ref:`bpy.ops.object.constraint_add_with_targets` operator.
|
||||||
|
|
||||||
|
To copy constraints from one object to another use :ref:`bpy.ops.object.constraints_copy`.
|
||||||
|
|
||||||
|
Any single constraint can be removed by clicking on the "X" button
|
||||||
|
in the constraint's :doc:`header </animation/constraints/interface/header>`.
|
||||||
|
To remove all constants from an object use :ref:`bpy.ops.object.constraints_clear`.
|
||||||
|
|
||||||
|
.. tip::
|
||||||
|
|
||||||
|
Tracking constraints can be added/removed using the :doc:`Track menu </scene_layout/object/editing/track>`.
|
||||||
|
|
||||||
|
|
||||||
Tips
|
Tips
|
||||||
====
|
====
|
||||||
|
|
||||||
|
@ -5,30 +5,36 @@
|
|||||||
Limit Rotation Constraint
|
Limit Rotation Constraint
|
||||||
*************************
|
*************************
|
||||||
|
|
||||||
An object or bone can be rotated around the X, Y and Z axes.
|
This constraint restricts the rotation of an object or bone to be inside
|
||||||
This constraint restricts the amount of allowed rotations around each axis,
|
specified angular limits. The limits are given as Euler rotation ranges (a min
|
||||||
through lower and upper bounds.
|
and max angle), and a separate range can be given for each of the three axes.
|
||||||
|
|
||||||
It is interesting to note that even though the constraint limits the visual and
|
As with all constraints in Blender, this does not (by default) restrict the
|
||||||
rendered rotations of its owner, its owner's data-block still allows (by default)
|
user-set rotation values of the object/bone as seen in the *Transform* panel.
|
||||||
the object or bone to have rotation values outside the minimum and maximum ranges.
|
When the object/bone is rotated outside the limit range, it will be constrained
|
||||||
This can be seen in the *Transform* panel.
|
to that range in its final displayed/rendered position, but the user-set
|
||||||
When an owner is rotated and attempted to be rotated outside the limit boundaries,
|
rotation values will still be outside that range. If the constraint is removed,
|
||||||
it will be constrained to those boundaries visually and when rendered, but internally,
|
the object/bone will then jump back to match those user-set values.
|
||||||
its rotation values will still be changed beyond the limits. If the constraint is removed,
|
|
||||||
its ex-owner will seem to jump to its internally specified rotation.
|
|
||||||
|
|
||||||
Similarly, if its owner has an internal rotation that is beyond the limit, rotating it back
|
Something unique about the Limit Rotation constraint (as compared to the Limit
|
||||||
into the limit area will appear to do nothing until the internal rotation values are back
|
Location and Limit Scale constraints) is that rotations loop, and therefore the
|
||||||
within the limit threshold (unless you enabled the *Affect Transform* option, see below).
|
meaning of the limit range is subtly different. All constraints in Blender
|
||||||
|
internally work on transform matrices, which can't distinguish between e.g. 180
|
||||||
|
and -180 degrees, or 0, 360, and 720 degrees. In other words, any angles that
|
||||||
|
result in the same visual rotation are indistinguishable to the constraint
|
||||||
|
system.
|
||||||
|
|
||||||
Setting equal the min and max values of an axis,
|
What this means for the Limit Rotation constraint is that when the user-set
|
||||||
locks the owner's rotation around that axis... Although this is possible,
|
rotation is outside of the limit range, the final displayed rotation will snap
|
||||||
using the *Transformation Properties* axis locking feature is probably easier.
|
to the closest *visual* rotation in that range, not the closest numerical angle.
|
||||||
|
For example, if you have a limit range of 0 to 90 degrees then a user-set
|
||||||
|
rotation of 340 degrees will actually snap to *0 degrees* because that is the
|
||||||
|
closer *visual* rotation, even though 340 is numerically closer to 90.
|
||||||
|
|
||||||
This transform does not constrain the bone if it is manipulated by the IK solver.
|
Note that this constraint does not constrain the bone if it is manipulated by
|
||||||
For constraining the rotation of a bone for IK purposes,
|
the IK solver. For constraining the rotation of a bone for IK purposes, see
|
||||||
see :doc:`Inverse Kinematics </animation/armatures/posing/bone_constraints/inverse_kinematics/introduction>`.
|
:doc:`Inverse Kinematics
|
||||||
|
</animation/armatures/posing/bone_constraints/inverse_kinematics/introduction>`.
|
||||||
|
|
||||||
|
|
||||||
Options
|
Options
|
||||||
@ -55,13 +61,24 @@ Limit X, Y, Z
|
|||||||
|
|
||||||
Order
|
Order
|
||||||
Allows specifying which :term:`Euler` order to use when applying the limits.
|
Allows specifying which :term:`Euler` order to use when applying the limits.
|
||||||
Defaults to the order of the owner.
|
Defaults to the order of the owner, or XYZ if the owner uses non-Euler
|
||||||
|
rotations.
|
||||||
|
|
||||||
Affect Transform
|
Affect Transform
|
||||||
The constraint is taken into account when the object is manually rotated using
|
The constraint is taken into account when the object is manually rotated using
|
||||||
transformation tools in the editors. This prevents assigning transformation
|
transformation tools in the editors. This prevents assigning transformation
|
||||||
property values (as shown in the *Transform* panel) that exceed the specified limits.
|
property values (as shown in the *Transform* panel) that exceed the specified limits.
|
||||||
|
|
||||||
|
Legacy Behavior
|
||||||
|
For backwards compatibility: make the constraint behave in the semi-broken
|
||||||
|
way it did prior to Blender 4.2. This old behavior does not properly account
|
||||||
|
for the looping nature of rotations, and therefore causes
|
||||||
|
unpredictable/erratic rotation snapping. However, this behavior can still be
|
||||||
|
useful in some specific circumstances when `Owner` is set to local space, and
|
||||||
|
some older rig setups utilize that. However, that behavior is better and more
|
||||||
|
robustly accomplished with drivers directly on the object/bone's rotation
|
||||||
|
properties, so new rigs should favor that approach over using this option.
|
||||||
|
|
||||||
Owner
|
Owner
|
||||||
This constraint allows you to choose in which space evaluate its owner's transform properties.
|
This constraint allows you to choose in which space evaluate its owner's transform properties.
|
||||||
See :ref:`common constraint properties <rigging-constraints-interface-common-space>` for more information.
|
See :ref:`common constraint properties <rigging-constraints-interface-common-space>` for more information.
|
||||||
|
@ -50,6 +50,7 @@ Active Shape Key Index
|
|||||||
and tools that move vertices abort with an error if the active shape key is locked.
|
and tools that move vertices abort with an error if the active shape key is locked.
|
||||||
|
|
||||||
.. note::
|
.. note::
|
||||||
|
|
||||||
Operators that always modify all shape keys in exactly the same way, like
|
Operators that always modify all shape keys in exactly the same way, like
|
||||||
:ref:`Apply Object Transforms <bpy.ops.object.transform_apply>`, don't check shape key locks.
|
:ref:`Apply Object Transforms <bpy.ops.object.transform_apply>`, don't check shape key locks.
|
||||||
Neither currently do most edit mode operators that modify topology, because the topology is
|
Neither currently do most edit mode operators that modify topology, because the topology is
|
||||||
|
@ -59,6 +59,14 @@ Performance
|
|||||||
|
|
||||||
This panel helps you tweak the performance of the Compositor.
|
This panel helps you tweak the performance of the Compositor.
|
||||||
|
|
||||||
|
.. _bpy.types.RenderSettings.compositor_device:
|
||||||
|
|
||||||
|
Device
|
||||||
|
The device used for compositing.
|
||||||
|
|
||||||
|
:CPU: Use the CPU for compositing.
|
||||||
|
:GPU: Use the GPU for compositing.
|
||||||
|
|
||||||
.. _bpy.types.RenderSettings.compositor_precision:
|
.. _bpy.types.RenderSettings.compositor_precision:
|
||||||
|
|
||||||
Precision
|
Precision
|
||||||
|
@ -17,6 +17,7 @@ RGB to BW Node
|
|||||||
The *RGB to BW Node* makes a color image black-and-white by outputting its luminance.
|
The *RGB to BW Node* makes a color image black-and-white by outputting its luminance.
|
||||||
|
|
||||||
.. note::
|
.. note::
|
||||||
|
|
||||||
You can directly connect Color sockets to Value sockets in node graphs,
|
You can directly connect Color sockets to Value sockets in node graphs,
|
||||||
which also converts the image to black-and-white. As such, this node is
|
which also converts the image to black-and-white. As such, this node is
|
||||||
not always necessary.
|
not always necessary.
|
||||||
|
@ -24,6 +24,13 @@ Properties
|
|||||||
==========
|
==========
|
||||||
|
|
||||||
Glare Type
|
Glare Type
|
||||||
|
:Bloom:
|
||||||
|
Simulates the glow around bright objects caused by light scattering in eyes and cameras.
|
||||||
|
|
||||||
|
Size
|
||||||
|
Scale of the glow relative to the size of the image. 9 means the glow can cover the
|
||||||
|
entire image, 8 means it can only cover half the image, 7 means it can only cover quarter
|
||||||
|
of the image, and so on.
|
||||||
:Ghosts:
|
:Ghosts:
|
||||||
Creates a haze over the image.
|
Creates a haze over the image.
|
||||||
:Streaks:
|
:Streaks:
|
||||||
@ -36,15 +43,14 @@ Glare Type
|
|||||||
Fade
|
Fade
|
||||||
Fade out factor for the streaks.
|
Fade out factor for the streaks.
|
||||||
:Fog Glow:
|
:Fog Glow:
|
||||||
Looks similar to *Ghost*. However, it is much smaller in size
|
Simulates the glow around bright objects caused by light scattering in eyes and cameras.
|
||||||
and gives more of an atmospheric haze or "glow" around the image.
|
This is similar to the *Bloom* mode, but is more physically accurate, at the cost of much
|
||||||
|
slower computation time.
|
||||||
.. note::
|
|
||||||
|
|
||||||
Viewport compositing results will vary from CPU compositing due to different algorithms.
|
|
||||||
|
|
||||||
Size
|
Size
|
||||||
Scale of the glow relative to the size of the original bright pixels.
|
Scale of the glow relative to the size of the image. 9 means the glow will cover the
|
||||||
|
entire image, 8 means it will cover half the image, 7 means it will cover quarter of the
|
||||||
|
image, and so on.
|
||||||
:Simple Star:
|
:Simple Star:
|
||||||
Works similar to *Streaks* but gives a simpler shape looking like a star.
|
Works similar to *Streaks* but gives a simpler shape looking like a star.
|
||||||
|
|
||||||
|
@ -32,10 +32,12 @@ Wrapping
|
|||||||
Repeat pixels on the other side when they extend over the image dimensions, making endless translating possible.
|
Repeat pixels on the other side when they extend over the image dimensions, making endless translating possible.
|
||||||
|
|
||||||
None, X Axis, Y Axis, Both Axis
|
None, X Axis, Y Axis, Both Axis
|
||||||
|
Filter
|
||||||
|
Interpolation Methods.
|
||||||
|
|
||||||
.. note::
|
:Nearest: No interpolation, uses nearest neighboring pixel.
|
||||||
|
:Bilinear: Simple interpolation between adjacent pixels.
|
||||||
Individual axis wrapping is only supported in the CPU compositor.
|
:Bicubic: Highest quality interpolation.
|
||||||
|
|
||||||
|
|
||||||
Outputs
|
Outputs
|
||||||
|
@ -171,7 +171,7 @@ html_logo = "../build_files/theme/blender-logo.svg"
|
|||||||
# If given, this must be the name of an image file
|
# If given, this must be the name of an image file
|
||||||
# (path relative to the configuration directory) that is the favicon of
|
# (path relative to the configuration directory) that is the favicon of
|
||||||
# the docs, or URL that points an image file for the favicon.
|
# the docs, or URL that points an image file for the favicon.
|
||||||
html_favicon = "../build_files/theme/favicon.ico"
|
html_favicon = "../build_files/theme/favicon.png"
|
||||||
|
|
||||||
if html_theme == "furo":
|
if html_theme == "furo":
|
||||||
html_css_files = ["css/theme_overrides.css",
|
html_css_files = ["css/theme_overrides.css",
|
||||||
|
@ -105,6 +105,7 @@ Both Render Regions can exist at the same time.
|
|||||||
- .. figure:: /images/editors_3dview_navigate_regions_render-border-2.png
|
- .. figure:: /images/editors_3dview_navigate_regions_render-border-2.png
|
||||||
|
|
||||||
.. note::
|
.. note::
|
||||||
|
|
||||||
Render regions only apply to the viewport when using Cycles, not when using EEVEE.
|
Render regions only apply to the viewport when using Cycles, not when using EEVEE.
|
||||||
However, they always affect the final render.
|
However, they always affect the final render.
|
||||||
|
|
||||||
|
@ -11,6 +11,8 @@ Select Menu
|
|||||||
.. seealso::
|
.. seealso::
|
||||||
:doc:`/interface/selecting`.
|
:doc:`/interface/selecting`.
|
||||||
|
|
||||||
|
.. _bpy.ops.action.select_all:
|
||||||
|
|
||||||
All :kbd:`A`
|
All :kbd:`A`
|
||||||
Selects all keyframes.
|
Selects all keyframes.
|
||||||
None :kbd:`Alt-A`
|
None :kbd:`Alt-A`
|
||||||
@ -32,6 +34,18 @@ Box Select (Axis Range) :kbd:`Alt-B`
|
|||||||
|
|
||||||
----------
|
----------
|
||||||
|
|
||||||
|
More :kbd:`Ctrl-NumpadPlus`
|
||||||
|
Expand the selection to include the neighbors (in time) of the currently selected keys.
|
||||||
|
Less :kbd:`Ctrl-NumpadMinus`
|
||||||
|
Deselect keyframes with fewer than two selected neighbors.
|
||||||
|
|
||||||
|
----------
|
||||||
|
|
||||||
|
Select Linked :kbd:`L`
|
||||||
|
Select keys that are on the same channel as a key that's already selected.
|
||||||
|
|
||||||
|
----------
|
||||||
|
|
||||||
Columns on Selected Keys :kbd:`K`
|
Columns on Selected Keys :kbd:`K`
|
||||||
Selects keys that are on the same frame as a key that's already selected.
|
Selects keys that are on the same frame as a key that's already selected.
|
||||||
Column on Current Frame :kbd:`Ctrl-K`
|
Column on Current Frame :kbd:`Ctrl-K`
|
||||||
@ -50,18 +64,6 @@ After Current Frame :kbd:`]`
|
|||||||
Select the keys that lie after (or on) the current frame.
|
Select the keys that lie after (or on) the current frame.
|
||||||
You can also click :kbd:`Shift-Ctrl-LMB` anywhere to the right of the Playhead.
|
You can also click :kbd:`Shift-Ctrl-LMB` anywhere to the right of the Playhead.
|
||||||
|
|
||||||
----------
|
|
||||||
|
|
||||||
Select More :kbd:`Ctrl-NumpadPlus`
|
|
||||||
Expand the selection to include the neighbors (in time) of the currently selected keys.
|
|
||||||
Select Less :kbd:`Ctrl-NumpadMinus`
|
|
||||||
Deselect keyframes with fewer than two selected neighbors.
|
|
||||||
|
|
||||||
----------
|
|
||||||
|
|
||||||
Select Linked :kbd:`L`
|
|
||||||
Select keys that are on the same channel as a key that's already selected.
|
|
||||||
|
|
||||||
.. _dopesheet-marker-menu:
|
.. _dopesheet-marker-menu:
|
||||||
|
|
||||||
Marker Menu
|
Marker Menu
|
||||||
|
@ -103,20 +103,6 @@ This tab allows you to edit the current node group's inputs and outputs.
|
|||||||
:doc:`/modeling/geometry_nodes/attributes_reference` for its outputs.
|
:doc:`/modeling/geometry_nodes/attributes_reference` for its outputs.
|
||||||
|
|
||||||
|
|
||||||
Properties
|
|
||||||
""""""""""
|
|
||||||
|
|
||||||
.. _bpy.types.GeometryNodeTree.is_modifier:
|
|
||||||
|
|
||||||
Modifier
|
|
||||||
The node group is used as a :doc:`/modeling/modifiers/generate/geometry_nodes`.
|
|
||||||
|
|
||||||
.. _bpy.types.GeometryNodeTree.is_tool:
|
|
||||||
|
|
||||||
Tool
|
|
||||||
The node group is used as a :doc:`/modeling/geometry_nodes/tools`.
|
|
||||||
|
|
||||||
|
|
||||||
.. _editors-geometry_nodes-tool_context:
|
.. _editors-geometry_nodes-tool_context:
|
||||||
|
|
||||||
Tool Context
|
Tool Context
|
||||||
|
@ -164,6 +164,7 @@ Lets you manually specify, and animate, the frame at which the underlying action
|
|||||||
is sampled.
|
is sampled.
|
||||||
|
|
||||||
.. note::
|
.. note::
|
||||||
|
|
||||||
Although the setting is called *Strip Time*, its value is a frame number
|
Although the setting is called *Strip Time*, its value is a frame number
|
||||||
inside the action, not inside the strip. If you have an action going
|
inside the action, not inside the strip. If you have an action going
|
||||||
from frame 1 to frame 50 that's referenced by a strip going from frame
|
from frame 1 to frame 50 that's referenced by a strip going from frame
|
||||||
|
@ -57,6 +57,7 @@ Display Filter
|
|||||||
|
|
||||||
You can search the view for data-blocks,
|
You can search the view for data-blocks,
|
||||||
by using Search field in the header of the *Outliner*,
|
by using Search field in the header of the *Outliner*,
|
||||||
|
You can start a search using :kbd:`Ctrl-F` or clear a search with :kbd:`Alt-F`.
|
||||||
|
|
||||||
|
|
||||||
.. _editors-outliner-interface-filter:
|
.. _editors-outliner-interface-filter:
|
||||||
|
@ -76,7 +76,7 @@ Some extension types do not support this, and will always be shown as enabled.
|
|||||||
.. tip::
|
.. tip::
|
||||||
|
|
||||||
If the Add-on does not activate when enabled,
|
If the Add-on does not activate when enabled,
|
||||||
check the :doc:`Console window </advanced/command_line/introduction>`
|
check the :doc:`Console window </advanced/command_line/index>`
|
||||||
for any errors that may have occurred.
|
for any errors that may have occurred.
|
||||||
|
|
||||||
|
|
||||||
|
@ -16,7 +16,6 @@
|
|||||||
:maxdepth: 1
|
:maxdepth: 1
|
||||||
|
|
||||||
interface.rst
|
interface.rst
|
||||||
themes.rst
|
|
||||||
viewport.rst
|
viewport.rst
|
||||||
lights.rst
|
lights.rst
|
||||||
editing.rst
|
editing.rst
|
||||||
@ -26,6 +25,7 @@
|
|||||||
:maxdepth: 1
|
:maxdepth: 1
|
||||||
|
|
||||||
extensions.rst
|
extensions.rst
|
||||||
|
themes.rst
|
||||||
|
|
||||||
.. toctree::
|
.. toctree::
|
||||||
:maxdepth: 1
|
:maxdepth: 1
|
||||||
|
@ -145,6 +145,42 @@ File Browser
|
|||||||
:New Window: A new File Browser editor is opened as a regularly sized temporary window.
|
:New Window: A new File Browser editor is opened as a regularly sized temporary window.
|
||||||
|
|
||||||
|
|
||||||
|
.. _prefs-interface-status_bar:
|
||||||
|
|
||||||
|
Status Bar
|
||||||
|
----------
|
||||||
|
|
||||||
|
Preferences that affect the :doc:`/interface/window_system/status_bar`.
|
||||||
|
|
||||||
|
.. _bpy.types.PreferencesView.show_statusbar:
|
||||||
|
|
||||||
|
.. rubric:: Show
|
||||||
|
|
||||||
|
Scene Statistics
|
||||||
|
Shows information about the data in the active scene.
|
||||||
|
|
||||||
|
- **Collection**: The name of the active :doc:`Collection </scene_layout/collections/index>`.
|
||||||
|
- **Active Object**: The name of the active selected object.
|
||||||
|
- **Geometry**: Information about the current scene depending on the mode and object type.
|
||||||
|
This can be the number of vertices, faces, triangles, or bones.
|
||||||
|
- **Objects**: The number of selected objects and the total count of objects.
|
||||||
|
|
||||||
|
Scene Duration
|
||||||
|
Shows the total amount of time of the playback along with the current frame number and total frame count.
|
||||||
|
The format of the duration text is determined by the
|
||||||
|
:ref:`Timecode Style <bpy.types.PreferencesView.timecode_style>`.
|
||||||
|
|
||||||
|
System Memory
|
||||||
|
Shows an estimate of Blender's RAM consumption. On a single-instance single-machine scenario,
|
||||||
|
this estimate provides a measurement against the hardware limit of the machine.
|
||||||
|
|
||||||
|
Extensions Updates
|
||||||
|
Shows the number of :doc:`extensions </advanced/extensions/index>` with available updates.
|
||||||
|
|
||||||
|
Blender Version
|
||||||
|
Shows the version number of Blender that is currently running.
|
||||||
|
|
||||||
|
|
||||||
.. _prefs-interface-translation:
|
.. _prefs-interface-translation:
|
||||||
|
|
||||||
Language
|
Language
|
||||||
|
@ -23,6 +23,14 @@ Preset Management
|
|||||||
Keymap Presets
|
Keymap Presets
|
||||||
Select the keymap from a list of predefined keymaps.
|
Select the keymap from a list of predefined keymaps.
|
||||||
|
|
||||||
|
.. _bpy.ops.wm.keyconfig_preset_add:
|
||||||
|
|
||||||
|
You add a custom keymap configuration to the preset list by :kbd:`LMB` on the *Add* button ``+``.
|
||||||
|
|
||||||
|
.. _bpy.ops.wm.keyconfig_preset_remove:
|
||||||
|
|
||||||
|
You remove a custom keymap configuration from the preset list by :kbd:`LMB` on the *Remove* button ``-``.
|
||||||
|
|
||||||
.. _bpy.ops.preferences.keyconfig_import:
|
.. _bpy.ops.preferences.keyconfig_import:
|
||||||
|
|
||||||
Import
|
Import
|
||||||
|
@ -71,6 +71,9 @@ Operating System Settings
|
|||||||
|
|
||||||
Make this installation your default Blender (MS-Windows & Linux only).
|
Make this installation your default Blender (MS-Windows & Linux only).
|
||||||
|
|
||||||
|
On Linux, if Blender is installed from a package manager such as Snap,
|
||||||
|
file association is handled by the package manager.
|
||||||
|
|
||||||
Register
|
Register
|
||||||
Make the currently in use Blender installation the default
|
Make the currently in use Blender installation the default
|
||||||
for generating thumbnails and the default for opening blend-files.
|
for generating thumbnails and the default for opening blend-files.
|
||||||
@ -81,9 +84,8 @@ For All Users
|
|||||||
Register Blender for all users, requires escalated privileges.
|
Register Blender for all users, requires escalated privileges.
|
||||||
|
|
||||||
|
|
||||||
.. note::
|
.. admonition:: Linux Registration
|
||||||
|
:class: note
|
||||||
Linux Registration
|
|
||||||
|
|
||||||
Files are setup files under: ``/usr/local`` for all users, otherwise ``~/.local`` is used.
|
Files are setup files under: ``/usr/local`` for all users, otherwise ``~/.local`` is used.
|
||||||
|
|
||||||
@ -92,6 +94,25 @@ For All Users
|
|||||||
- The thumbnailer is installed so blend-file thumbnails will be shown in file managers (**For All Users** only).
|
- The thumbnailer is installed so blend-file thumbnails will be shown in file managers (**For All Users** only).
|
||||||
|
|
||||||
|
|
||||||
|
Network
|
||||||
|
=======
|
||||||
|
|
||||||
|
.. _bpy.types.PreferencesSystem.use_online_access:
|
||||||
|
|
||||||
|
Allow Online Access
|
||||||
|
Allow internet access. Blender may access configured online extension repositories.
|
||||||
|
Installed third party add-ons may access the internet for their own functionality.
|
||||||
|
|
||||||
|
Time Out
|
||||||
|
The time (in seconds) that online operations may wait before timing out.
|
||||||
|
|
||||||
|
Use the systems default when zero.
|
||||||
|
|
||||||
|
Connection Limit
|
||||||
|
The maximum number of simultaneous connections an online operation may make.
|
||||||
|
|
||||||
|
Do not limit the number of connections when zero.
|
||||||
|
|
||||||
.. _prefs-system-memory-and-limits:
|
.. _prefs-system-memory-and-limits:
|
||||||
|
|
||||||
Memory & Limits
|
Memory & Limits
|
||||||
|
@ -1,5 +1,3 @@
|
|||||||
.. _bpy.ops.preferences.theme_install:
|
|
||||||
.. _bpy.ops.preferences.reset_default_theme:
|
|
||||||
.. _bpy.types.Theme:
|
.. _bpy.types.Theme:
|
||||||
|
|
||||||
******
|
******
|
||||||
@ -15,12 +13,39 @@ change in the multi-choice list at the left, and adjusting colors as required.
|
|||||||
Notice that changes appear in real-time on your screen. In addition, details such as the dot size
|
Notice that changes appear in real-time on your screen. In addition, details such as the dot size
|
||||||
in the *3D Viewport* or the *Graph Editor* can also be changed.
|
in the *3D Viewport* or the *Graph Editor* can also be changed.
|
||||||
|
|
||||||
Themes use Blender's preset system to save a theme.
|
Preset Management
|
||||||
|
=================
|
||||||
|
|
||||||
|
Theme Presets
|
||||||
|
Select the Theme from a list of predefined Themes.
|
||||||
|
|
||||||
|
.. _bpy.ops.wm.interface_theme_preset_add:
|
||||||
|
|
||||||
|
You add a custom theme to the preset list by :kbd:`LMB` on the *Add* button ``+``.
|
||||||
|
|
||||||
|
.. _bpy.ops.wm.interface_theme_preset_remove:
|
||||||
|
|
||||||
|
You remove a custom theme from the preset list by :kbd:`LMB` on the *Remove* button ``-``.
|
||||||
|
|
||||||
|
.. _bpy.ops.wm.interface_theme_preset_save:
|
||||||
|
|
||||||
|
You save a custom theme in the preset list by :kbd:`LMB` on the *Save* button.
|
||||||
|
|
||||||
This will save the theme to an XML file in the ``./scripts/presets/interface_theme/`` subdirectory of one of
|
This will save the theme to an XML file in the ``./scripts/presets/interface_theme/`` subdirectory of one of
|
||||||
the :doc:`configuration directories </advanced/blender_directory_layout>`.
|
the :doc:`configuration directories </advanced/blender_directory_layout>`.
|
||||||
|
|
||||||
.. figure:: /images/editors_preferences_themes_example.png
|
.. _bpy.ops.preferences.theme_install:
|
||||||
|
|
||||||
|
Install
|
||||||
|
Load and apply a Blender XML theme file and add it to the list of theme presets.
|
||||||
|
|
||||||
|
.. _bpy.ops.preferences.reset_default_theme:
|
||||||
|
|
||||||
|
Reset
|
||||||
|
Reset to the default theme colors.
|
||||||
|
|
||||||
Blender comes bundled with a small selection of themes.
|
Blender comes bundled with a small selection of themes.
|
||||||
|
|
||||||
|
.. figure:: /images/editors_preferences_themes_example.png
|
||||||
|
|
||||||
This is an example of the theme *Blender Light*.
|
This is an example of the theme *Blender Light*.
|
||||||
|
@ -153,7 +153,12 @@ Playback
|
|||||||
Play In
|
Play In
|
||||||
Which editors to update on each animation frame. If an editor is unchecked,
|
Which editors to update on each animation frame. If an editor is unchecked,
|
||||||
it'll only be updated once playback stops (with some exceptions where it'll
|
it'll only be updated once playback stops (with some exceptions where it'll
|
||||||
update on each frame anyway).
|
update on each frame anyway). When starting playback in either the
|
||||||
|
:doc:`Graph Editor </editors/graph_editor/introduction>`,
|
||||||
|
:doc:`Dope Sheet </editors/dope_sheet/introduction>` or the
|
||||||
|
:doc:`NLA Editor</editors/nla/introduction>`,
|
||||||
|
all editors will play back regardless of the settings.
|
||||||
|
This is a feature requested by animators to easily play back all views.
|
||||||
|
|
||||||
.. _bpy.types.Scene.show_subframe:
|
.. _bpy.types.Scene.show_subframe:
|
||||||
|
|
||||||
|
@ -61,6 +61,8 @@ Shared Vertex
|
|||||||
Select Menu
|
Select Menu
|
||||||
===========
|
===========
|
||||||
|
|
||||||
|
.. _bpy.ops.uv.select_all:
|
||||||
|
|
||||||
All :kbd:`A`
|
All :kbd:`A`
|
||||||
Selects all UV elements.
|
Selects all UV elements.
|
||||||
None :kbd:`Alt-A`
|
None :kbd:`Alt-A`
|
||||||
@ -73,15 +75,10 @@ Box Select Pinned :kbd:`Ctrl-B`
|
|||||||
Like *Box Select*, but only selects :ref:`pinned <bpy.ops.uv.pin>` UV vertices.
|
Like *Box Select*, but only selects :ref:`pinned <bpy.ops.uv.pin>` UV vertices.
|
||||||
Circle Select
|
Circle Select
|
||||||
See :ref:`Circle Select <bpy.ops.*.select_circle>`.
|
See :ref:`Circle Select <bpy.ops.*.select_circle>`.
|
||||||
|
Lasso Select
|
||||||
|
See :ref:`Lasso Select <bpy.ops.*.select_lasso>`.
|
||||||
More/Less :kbd:`Ctrl-NumpadPlus`, :kbd:`Ctrl-NumpadMinus`
|
More/Less :kbd:`Ctrl-NumpadPlus`, :kbd:`Ctrl-NumpadMinus`
|
||||||
Expands/contracts the selection to/from the adjacent elements.
|
Expands/contracts the selection to/from the adjacent elements.
|
||||||
Select Pinned :kbd:`Shift-P`
|
|
||||||
Selects all pinned UVs.
|
|
||||||
Select Linked
|
|
||||||
Linked :kbd:`Ctrl-L`
|
|
||||||
Selects all elements that are connected to the currently selected ones.
|
|
||||||
Shortest Path
|
|
||||||
Selects the path between two selected elements. (See below)
|
|
||||||
|
|
||||||
.. _bpy.ops.uv.select_similar:
|
.. _bpy.ops.uv.select_similar:
|
||||||
|
|
||||||
@ -125,6 +122,13 @@ Select Similar :kbd:`Shift-G`
|
|||||||
Threshold
|
Threshold
|
||||||
Tolerance for values that are almost, but not quite the same. A higher threshold will select more elements.
|
Tolerance for values that are almost, but not quite the same. A higher threshold will select more elements.
|
||||||
|
|
||||||
|
Select Linked
|
||||||
|
Linked :kbd:`Ctrl-L`
|
||||||
|
Selects all elements that are connected to the currently selected ones.
|
||||||
|
Shortest Path
|
||||||
|
Selects the path between two selected elements. (See below)
|
||||||
|
Select Pinned :kbd:`Shift-P`
|
||||||
|
Selects all pinned UVs.
|
||||||
Select Split :kbd:`Y`
|
Select Split :kbd:`Y`
|
||||||
"Detaches" the selected faces so they can be moved elsewhere without affecting their neighbors.
|
"Detaches" the selected faces so they can be moved elsewhere without affecting their neighbors.
|
||||||
|
|
||||||
|
@ -24,6 +24,7 @@ Cursor
|
|||||||
(works with all tools) or adjust the 2D Cursor Location in :menuselection:`Sidebar --> View`.
|
(works with all tools) or adjust the 2D Cursor Location in :menuselection:`Sidebar --> View`.
|
||||||
|
|
||||||
.. note::
|
.. note::
|
||||||
|
|
||||||
By default, the 2D Cursor is only shown while dragging it. To make it permanently
|
By default, the 2D Cursor is only shown while dragging it. To make it permanently
|
||||||
visible, enable the *2D Cursor* :doc:`overlay </editors/video_sequencer/preview/display/overlays>`.
|
visible, enable the *2D Cursor* :doc:`overlay </editors/video_sequencer/preview/display/overlays>`.
|
||||||
|
|
||||||
|
@ -18,6 +18,13 @@ see `Asset Catalogs on the Blender Developer Documentation <https://developer.bl
|
|||||||
|
|
||||||
.. figure:: /images/asset-browser-catalogs.png
|
.. figure:: /images/asset-browser-catalogs.png
|
||||||
:width: 640px
|
:width: 640px
|
||||||
|
:figclass: only-light
|
||||||
|
|
||||||
|
Example file system and catalog structures.
|
||||||
|
|
||||||
|
.. figure:: /images/asset-browser-catalogs_dark.png
|
||||||
|
:width: 640px
|
||||||
|
:figclass: only-dark
|
||||||
|
|
||||||
Example file system and catalog structures.
|
Example file system and catalog structures.
|
||||||
|
|
||||||
|
@ -72,6 +72,8 @@ Open Recent
|
|||||||
Displays a list of recently opened blend-files.
|
Displays a list of recently opened blend-files.
|
||||||
Hovering over items will show a preview, and information about the blend-file.
|
Hovering over items will show a preview, and information about the blend-file.
|
||||||
Select any of the file names in the list to open that blend-file.
|
Select any of the file names in the list to open that blend-file.
|
||||||
|
When :kbd:`RMB` on a listed item, a context menu will appear; One of the available options is *Open File Location*,
|
||||||
|
which will open that location in an OS file explorer or Finder window.
|
||||||
|
|
||||||
Clear Recent Files List
|
Clear Recent Files List
|
||||||
Removes all items from the list.
|
Removes all items from the list.
|
||||||
|
@ -207,7 +207,7 @@ Pack
|
|||||||
- |none|
|
- |none|
|
||||||
- Particle settings.
|
- Particle settings.
|
||||||
Used by particle systems.
|
Used by particle systems.
|
||||||
* - :doc:`Light Probe </render/eevee/light_probes/introduction>`
|
* - :doc:`Light Probe </render/eevee/light_probes/index>`
|
||||||
- |tick|
|
- |tick|
|
||||||
- |none|
|
- |none|
|
||||||
- Help achieve complex real-time lighting in EEVEE.
|
- Help achieve complex real-time lighting in EEVEE.
|
||||||
|
@ -1,9 +1,9 @@
|
|||||||
|
|
||||||
*******
|
****************
|
||||||
Collada
|
Collada (Legacy)
|
||||||
*******
|
****************
|
||||||
|
|
||||||
.. warning::
|
.. important::
|
||||||
|
|
||||||
COLLADA I/O support is now considered as a legacy feature in Blender, and will be removed
|
COLLADA I/O support is now considered as a legacy feature in Blender, and will be removed
|
||||||
in a future release.
|
in a future release.
|
||||||
@ -21,6 +21,10 @@ So it may be possible that your particular usage scenario is not yet supported.
|
|||||||
Collada Exporter
|
Collada Exporter
|
||||||
================
|
================
|
||||||
|
|
||||||
|
.. reference::
|
||||||
|
|
||||||
|
:Menu: :menuselection:`File --> Export Collada (.dae) (Legacy)`
|
||||||
|
|
||||||
.. figure:: /images/files_import-export_collada_export.png
|
.. figure:: /images/files_import-export_collada_export.png
|
||||||
:align: right
|
:align: right
|
||||||
|
|
||||||
@ -74,15 +78,22 @@ Include Shape Keys
|
|||||||
Global Orientation
|
Global Orientation
|
||||||
^^^^^^^^^^^^^^^^^^
|
^^^^^^^^^^^^^^^^^^
|
||||||
|
|
||||||
Todo.
|
Apply
|
||||||
|
Rotate all root objects to match the global orientation settings otherwise set the global orientation per Collada
|
||||||
|
asset.
|
||||||
|
|
||||||
|
Forward / Up Axis
|
||||||
|
Since many applications use a different axis for pointing upwards, these are axis conversion for these settings,
|
||||||
|
Forward and up axes -- By mapping these to different axes you can convert rotations
|
||||||
|
between applications default up and forward axes.
|
||||||
|
|
||||||
|
Blender uses Y forward, Z up (since the front view looks along the +Y direction).
|
||||||
|
For example, it is common for applications to use Y as the up axis, in that case -Z forward, Y up is needed.
|
||||||
|
|
||||||
|
|
||||||
Texture Options
|
Texture Options
|
||||||
^^^^^^^^^^^^^^^
|
^^^^^^^^^^^^^^^
|
||||||
|
|
||||||
Only Selected UV Map
|
|
||||||
When your mesh contains multiple UV layers, then Blender exports all layers by default.
|
|
||||||
This option allows you to only export the active (selected) UV layer.
|
|
||||||
Copy
|
Copy
|
||||||
When you export images either material based image textures,
|
When you export images either material based image textures,
|
||||||
then the exporter creates absolute file references in the export file.
|
then the exporter creates absolute file references in the export file.
|
||||||
@ -90,6 +101,9 @@ Copy
|
|||||||
But if the *Copy* option is enabled, the exporter will create copies of the images instead and
|
But if the *Copy* option is enabled, the exporter will create copies of the images instead and
|
||||||
place the copies besides the export file. In that case the file references are made relative.
|
place the copies besides the export file. In that case the file references are made relative.
|
||||||
|
|
||||||
|
Only Selected UV Map
|
||||||
|
When your mesh contains multiple UV layers, then Blender exports all layers by default.
|
||||||
|
This option allows you to only export the active (selected) UV layer.
|
||||||
|
|
||||||
Geometry
|
Geometry
|
||||||
--------
|
--------
|
||||||
@ -183,6 +197,10 @@ Keep Bind Info
|
|||||||
Collada Importer
|
Collada Importer
|
||||||
================
|
================
|
||||||
|
|
||||||
|
.. reference::
|
||||||
|
|
||||||
|
:Menu: :menuselection:`File --> Export Collada (.dae) (Legacy)`
|
||||||
|
|
||||||
.. figure:: /images/files_import-export_collada_import.png
|
.. figure:: /images/files_import-export_collada_import.png
|
||||||
:align: right
|
:align: right
|
||||||
|
|
||||||
|
@ -1,16 +1,17 @@
|
|||||||
|
.. _bpy.ops.wm.gpencil_export_pdf:
|
||||||
|
|
||||||
***********************************************
|
*****************************
|
||||||
Portable Document Format (PDF) as Grease Pencil
|
Export Grease Pencil as (PDF)
|
||||||
***********************************************
|
*****************************
|
||||||
|
|
||||||
This format is use for interchanging PDFs between applications,
|
The Portable Document Format (PDF) is use for interchanging PDFs between applications,
|
||||||
it support the export of Grease Pencil animation creating one page in the PDF document for each keyframe selected.
|
it support the export of Grease Pencil animation creating one page in the PDF document for each keyframe selected.
|
||||||
|
|
||||||
.. warning:: The exporter only works in Object Mode.
|
.. warning:: The exporter only works in Object Mode.
|
||||||
|
|
||||||
|
|
||||||
Export Options
|
Options
|
||||||
==============
|
=======
|
||||||
|
|
||||||
The following options are available when exporting to PDF:
|
The following options are available when exporting to PDF:
|
||||||
|
|
||||||
@ -40,4 +41,4 @@ Fill
|
|||||||
Normalize
|
Normalize
|
||||||
When enabled, Export strokes with constant thickness.
|
When enabled, Export strokes with constant thickness.
|
||||||
|
|
||||||
.. note:: The export of the Grease Pencil strokes is doing always from camera view.
|
.. note:: The export of the Grease Pencil strokes is always from camera view.
|
||||||
|
@ -1,17 +1,23 @@
|
|||||||
|
|
||||||
***********************************************
|
**********************************
|
||||||
Scalable Vector Graphics (SVG) as Grease Pencil
|
Import/Export SVG as Grease Pencil
|
||||||
***********************************************
|
**********************************
|
||||||
|
|
||||||
This format is use for interchanging vector based illustrations between applications
|
The Scalable Vector Graphics (SVG) format is use for interchanging vector based illustrations between applications
|
||||||
and is supported by vector graphics editors such as Inkscape, and modern browsers among others.
|
and is supported by vector graphics editors such as Inkscape, and modern browsers among others.
|
||||||
|
|
||||||
.. warning:: The exporter only works in Object Mode.
|
.. warning:: The exporter only works in Object Mode.
|
||||||
|
|
||||||
|
|
||||||
|
.. _bpy.ops.wm.gpencil_import_svg:
|
||||||
|
|
||||||
Import
|
Import
|
||||||
======
|
======
|
||||||
|
|
||||||
|
.. reference::
|
||||||
|
|
||||||
|
:menu: :menuselection:`File --> Import --> SVG as Grease Pencil`
|
||||||
|
|
||||||
Options
|
Options
|
||||||
-------
|
-------
|
||||||
|
|
||||||
@ -22,9 +28,15 @@ Scale
|
|||||||
Generated strokes scale.
|
Generated strokes scale.
|
||||||
|
|
||||||
|
|
||||||
|
.. _bpy.ops.wm.gpencil_export_svg:
|
||||||
|
|
||||||
Export
|
Export
|
||||||
======
|
======
|
||||||
|
|
||||||
|
.. reference::
|
||||||
|
|
||||||
|
:menu: :menuselection:`File --> Export --> Grease Pencil as SVG`
|
||||||
|
|
||||||
Options
|
Options
|
||||||
-------
|
-------
|
||||||
|
|
||||||
|
@ -20,14 +20,14 @@ these can be enabled in the Preferences through the use of :doc:`Add-ons </edito
|
|||||||
.. toctree::
|
.. toctree::
|
||||||
:maxdepth: 1
|
:maxdepth: 1
|
||||||
|
|
||||||
import_export/alembic.rst
|
alembic.rst
|
||||||
import_export/collada.rst
|
collada.rst
|
||||||
import_export/usd.rst
|
usd.rst
|
||||||
import_export/obj.rst
|
obj.rst
|
||||||
import_export/ply.rst
|
ply.rst
|
||||||
import_export/stl.rst
|
stl.rst
|
||||||
import_export/grease_pencil_svg.rst
|
grease_pencil_svg.rst
|
||||||
import_export/grease_pencil_pdf.rst
|
grease_pencil_pdf.rst
|
||||||
|
|
||||||
.. seealso::
|
.. seealso::
|
||||||
|
|
@ -106,7 +106,46 @@ Import Options
|
|||||||
|
|
||||||
The following options are available when importing from USD:
|
The following options are available when importing from USD:
|
||||||
|
|
||||||
Data Types
|
|
||||||
|
General
|
||||||
|
-------
|
||||||
|
|
||||||
|
Path Mask
|
||||||
|
Import only the subset of the USD scene rooted at the given primitive.
|
||||||
|
|
||||||
|
Include
|
||||||
|
Visible Primitives Only
|
||||||
|
Do not import invisible USD primitives. Only applies to primitives with a non-animated
|
||||||
|
`visibility <https://graphics.pixar.com/usd/release/glossary.html#USDGlossary-Visibility>`__ attribute.
|
||||||
|
Primitives with animated visibility will always be imported.
|
||||||
|
|
||||||
|
Set Frame Range
|
||||||
|
Update the scene's start and end frame to match those of the USD stage.
|
||||||
|
Create Collection
|
||||||
|
Add all imported objects to a new collection.
|
||||||
|
Relative Path
|
||||||
|
Select the file relative to the blend-file.
|
||||||
|
|
||||||
|
Scale
|
||||||
|
Value by which to scale the imported objects in relation to the world's origin.
|
||||||
|
Light Intensity Scale
|
||||||
|
Scale for the intensity of imported lights.
|
||||||
|
|
||||||
|
Custom Properties
|
||||||
|
Behavior when importing USD attributes as :ref:`Custom Properties <files-data_blocks-custom-properties>`.
|
||||||
|
|
||||||
|
:None: Does not import USD custom attributes.
|
||||||
|
:User:
|
||||||
|
Imports USD attributes in the ``userProperties`` namespace as custom properties.
|
||||||
|
The namespace will be stripped from the property names.
|
||||||
|
:All Custom:
|
||||||
|
Imports all USD custom attributes as custom properties.
|
||||||
|
Namespaces will be retained in the property names.
|
||||||
|
|
||||||
|
|
||||||
|
Object Types
|
||||||
|
------------
|
||||||
|
|
||||||
Cameras
|
Cameras
|
||||||
Import cameras (perspective and orthographic).
|
Import cameras (perspective and orthographic).
|
||||||
Curves
|
Curves
|
||||||
@ -120,58 +159,46 @@ Data Types
|
|||||||
Import meshes.
|
Import meshes.
|
||||||
Volumes
|
Volumes
|
||||||
Import USD OpenVDB field assets.
|
Import USD OpenVDB field assets.
|
||||||
Shapes
|
Point Clouds
|
||||||
|
Imports USD ``UsdGeomPoints`` as a :doc:`/modeling/point_cloud` object.
|
||||||
|
USD Shapes
|
||||||
Imports USD primitive shapes (cubes, spheres, cones, ect) as Blender meshes.
|
Imports USD primitive shapes (cubes, spheres, cones, ect) as Blender meshes.
|
||||||
Skeletons
|
|
||||||
Imports USD skeletons as Blender's :doc:`/animation/armatures/index`.
|
|
||||||
Blend Shapes
|
|
||||||
Imports USD skeletons as Blender's :doc:`/animation/shape_keys/index`.
|
|
||||||
|
|
||||||
Path Mask
|
USD Purpose
|
||||||
Import only the subset of the USD scene rooted at the given primitive.
|
Render
|
||||||
|
Include primitives with purpose ``render``.
|
||||||
|
Proxy
|
||||||
|
Include primitives with purpose ``proxy``.
|
||||||
|
Guide
|
||||||
|
Include primitives with
|
||||||
|
`purpose <https://graphics.pixar.com/usd/release/glossary.html#USDGlossary-Purpose>`__ ``guide``.
|
||||||
|
|
||||||
Scale
|
|
||||||
Value by which to scale the imported objects in relation to the world's origin.
|
|
||||||
|
|
||||||
Mesh Data
|
Geometry
|
||||||
|
--------
|
||||||
|
|
||||||
UV Coordinates
|
UV Coordinates
|
||||||
Read mesh UV coordinates.
|
Read mesh UV coordinates.
|
||||||
Color Attributes
|
Color Attributes
|
||||||
Convert the USD mesh ``displayColor`` values to Blender's Color Attributes.
|
Convert the USD mesh ``displayColor`` values to Blender's Color Attributes.
|
||||||
Mesh attributes
|
Mesh Attributes
|
||||||
Read USD ``Primvars`` as mesh attributes.
|
Read USD ``Primvars`` as mesh attributes.
|
||||||
|
Subdivision
|
||||||
|
Create Subdivision Surface modifiers based on the USD ``SubdivisionScheme`` attribute.
|
||||||
|
|
||||||
Validate Meshes
|
Validate Meshes
|
||||||
Check the imported mesh for corrupt data and fix it if necessary.
|
Check the imported mesh for corrupt data and fix it if necessary.
|
||||||
When disabled, erroneous data may cause crashes displaying or editing the meshes.
|
When disabled, erroneous data may cause crashes displaying or editing the meshes.
|
||||||
This option will make the importing slower but is recommended, as data errors are not always obvious.
|
This option will make the importing slower but is recommended, as data errors are not always obvious.
|
||||||
|
|
||||||
Include
|
|
||||||
Subdivision
|
|
||||||
Create Subdivision Surface modifiers based on the USD ``SubdivisionScheme`` attribute.
|
|
||||||
Scene Instancing
|
|
||||||
Import USD scene graph instances as collection instances, otherwise they are imported as copies.
|
|
||||||
Visible Primitives Only
|
|
||||||
Do not import invisible USD primitives. Only applies to primitives with a non-animated
|
|
||||||
`visibility <https://graphics.pixar.com/usd/release/glossary.html#USDGlossary-Visibility>`__ attribute.
|
|
||||||
Primitives with animated visibility will always be imported.
|
|
||||||
Guide
|
|
||||||
Include primitives with
|
|
||||||
`purpose <https://graphics.pixar.com/usd/release/glossary.html#USDGlossary-Purpose>`__ ``guide``.
|
|
||||||
Proxy
|
|
||||||
Include primitives with purpose ``proxy``.
|
|
||||||
Render
|
|
||||||
Include primitives with purpose ``render``.
|
|
||||||
|
|
||||||
Options
|
Rigging
|
||||||
Set Frame Range
|
-------
|
||||||
Update the scene's start and end frame to match those of the USD stage.
|
|
||||||
Relative Path
|
|
||||||
Select the file relative to the blend-file.
|
|
||||||
Create Collection
|
|
||||||
Add all imported objects to a new collection.
|
|
||||||
|
|
||||||
Light Intensity Scale
|
Shape Keys
|
||||||
Scale for the intensity of imported lights.
|
Imports USD blend shapes as Blender's :doc:`/animation/shape_keys/index`.
|
||||||
|
Armatures
|
||||||
|
Imports USD skeletons as Blender's :doc:`/animation/armatures/index`.
|
||||||
|
|
||||||
|
|
||||||
Materials
|
Materials
|
||||||
@ -184,6 +211,9 @@ Import All Materials
|
|||||||
Import USD Preview
|
Import USD Preview
|
||||||
Convert USD Preview Surface shaders to Principled BSDF shader networks.
|
Convert USD Preview Surface shaders to Principled BSDF shader networks.
|
||||||
|
|
||||||
|
Create World Material
|
||||||
|
Converts the first discovered USD dome light to a :doc:`world background shader </render/lights/world>`.
|
||||||
|
|
||||||
Set Material Blend
|
Set Material Blend
|
||||||
If the *Import USD Preview* option is enabled, the material blend method will automatically be set based on
|
If the *Import USD Preview* option is enabled, the material blend method will automatically be set based on
|
||||||
the ``opacity`` and ``opacityThreshold`` shader inputs, allowing for visualization of transparent objects.
|
the ``opacity`` and ``opacityThreshold`` shader inputs, allowing for visualization of transparent objects.
|
||||||
@ -225,6 +255,13 @@ File Name Collision
|
|||||||
:Overwrite: Overwrite existing files.
|
:Overwrite: Overwrite existing files.
|
||||||
|
|
||||||
|
|
||||||
|
Particles and Instancing
|
||||||
|
------------------------
|
||||||
|
|
||||||
|
Scene Instancing
|
||||||
|
Import USD scene graph instances as collection instances, otherwise they are imported as copies.
|
||||||
|
|
||||||
|
|
||||||
Exporting to USD Files
|
Exporting to USD Files
|
||||||
======================
|
======================
|
||||||
|
|
||||||
@ -271,23 +308,65 @@ Export Options
|
|||||||
|
|
||||||
The following options are available when exporting to USD:
|
The following options are available when exporting to USD:
|
||||||
|
|
||||||
|
|
||||||
|
General
|
||||||
|
-------
|
||||||
|
|
||||||
|
Root Prim
|
||||||
|
If set, add a transform primitive with the given path to the stage as the parent of all exported data.
|
||||||
|
|
||||||
|
Include
|
||||||
Selection Only
|
Selection Only
|
||||||
When checked, only selected objects are exported.
|
When checked, only selected objects are exported.
|
||||||
Instanced objects, for example collections that are instanced in the scene,
|
Instanced objects, for example collections that are instanced in the scene,
|
||||||
are considered 'selected' when their instancer is selected.
|
are considered 'selected' when their instancer is selected.
|
||||||
|
|
||||||
Visible Only
|
Visible Only
|
||||||
Only exports objects that are not :doc:`hidden </scene_layout/object/editing/show_hide>`.
|
Only exports objects that are not :doc:`hidden </scene_layout/object/editing/show_hide>`.
|
||||||
Invisible parents of exported objects are exported as empty transforms.
|
Invisible parents of exported objects are exported as empty transforms.
|
||||||
|
|
||||||
Animation
|
Animation
|
||||||
When checked, the entire scene frame range is exported.
|
When checked, the entire scene frame range is exported.
|
||||||
When unchecked, only the current scene frame is exported.
|
When unchecked, only the current scene frame is exported.
|
||||||
|
|
||||||
|
Blender Data
|
||||||
|
Custom Properties
|
||||||
|
Exports :ref:`Custom Properties <files-data_blocks-custom-properties>`
|
||||||
|
as USD attributes in the ``userProperties`` namespace.
|
||||||
|
Blender Names
|
||||||
|
Author USD custom attributes containing the original Blender object and object data names.
|
||||||
|
|
||||||
|
Allow Unicode
|
||||||
|
Preserves UTF-8 encoded characters when writing USD prim and property names
|
||||||
|
(requires software utilizing USD 24.03 or greater when opening the resulting files).
|
||||||
|
|
||||||
|
File References
|
||||||
|
Relative Paths
|
||||||
|
Use relative paths to reference external files (i.e. textures, volumes) in the exported USD file,
|
||||||
|
otherwise use absolute paths.
|
||||||
|
|
||||||
|
Convert Orientation
|
||||||
|
Convert orientation axis to a different convention to match other applications.
|
||||||
|
Blender uses Y Forward, Z Up (since the front view looks along the +Y direction).
|
||||||
|
For example, its common for applications to use Y as the up axis, in that case -Z Forward, Y Up is needed.
|
||||||
|
|
||||||
|
Forward / Up Axis
|
||||||
|
By mapping these to different axes you can convert rotations between applications default up and forward axes.
|
||||||
|
|
||||||
|
Use Settings for
|
||||||
|
Determines the whether to use *Viewport* or *Render* visibility of collection, modifiers,
|
||||||
|
or any other property that can be set for both the *Viewport* and *Render*.
|
||||||
|
|
||||||
|
|
||||||
|
Object Types
|
||||||
|
------------
|
||||||
|
|
||||||
Hair
|
Hair
|
||||||
When checked, parent hair strands are exported as a curve system.
|
When checked, parent hair strands are exported as a curve system.
|
||||||
Hair strand colors are not exported.
|
Hair strand colors are not exported.
|
||||||
|
|
||||||
|
|
||||||
|
Geometry
|
||||||
|
--------
|
||||||
|
|
||||||
UV Maps
|
UV Maps
|
||||||
When checked, includes UV coordinates for exported meshes.
|
When checked, includes UV coordinates for exported meshes.
|
||||||
The name of the UV map in USD is the same as the name in Blender.
|
The name of the UV map in USD is the same as the name in Blender.
|
||||||
@ -297,22 +376,15 @@ UV Maps
|
|||||||
Normals
|
Normals
|
||||||
When checked, includes normals for exported meshes. This includes custom loop normals.
|
When checked, includes normals for exported meshes. This includes custom loop normals.
|
||||||
|
|
||||||
Materials
|
|
||||||
Exports material information of the object.
|
|
||||||
By default the exporter approximates the :doc:`/render/shader_nodes/shader/principled`
|
|
||||||
node tree by converting it to USD's Preview Surface format.
|
|
||||||
If *To USD Preview Surface* is disabled, the material is set to the viewport materials of meshes.
|
|
||||||
|
|
||||||
Additional material properties are set in the *Material* grouping of options.
|
|
||||||
|
|
||||||
When a mesh has multiple materials assigned, a geometry subset is created for each material.
|
|
||||||
The first material (if any) is always applied to the mesh itself as well
|
|
||||||
(regardless of the existence of geometry subsets),
|
|
||||||
because the Hydra viewport does not support materials on subsets.
|
|
||||||
See `USD issue #542 <https://github.com/PixarAnimationStudios/USD/issues/542>`__
|
|
||||||
for more information.
|
|
||||||
|
|
||||||
Rigging
|
Rigging
|
||||||
|
-------
|
||||||
|
|
||||||
|
Shape Keys
|
||||||
|
Export shape keys as USD blend shapes.
|
||||||
|
|
||||||
|
Absolute shape keys are not supported.
|
||||||
|
|
||||||
Armatures
|
Armatures
|
||||||
Export :doc:`Armatures </animation/armatures/index>` and meshes with
|
Export :doc:`Armatures </animation/armatures/index>` and meshes with
|
||||||
:doc:`Armature Modifiers </modeling/modifiers/deform/armature>` as USD skeletons and skinned meshes.
|
:doc:`Armature Modifiers </modeling/modifiers/deform/armature>` as USD skeletons and skinned meshes.
|
||||||
@ -321,28 +393,27 @@ Materials
|
|||||||
|
|
||||||
- Modifiers in addition to Armature modifiers will not be applied.
|
- Modifiers in addition to Armature modifiers will not be applied.
|
||||||
- Bendy bones are not supported.
|
- Bendy bones are not supported.
|
||||||
|
|
||||||
Only Deform Bones
|
Only Deform Bones
|
||||||
Only export :ref:`deform bones <bpy.types.Bone.use_deform>` and their parents.
|
Only export :ref:`deform bones <bpy.types.Bone.use_deform>` and their parents.
|
||||||
Shape Keys
|
|
||||||
Export shape keys as USD blend shapes.
|
|
||||||
|
|
||||||
Absolute shape keys are not supported.
|
|
||||||
|
|
||||||
|
|
||||||
Root Prim
|
|
||||||
If set, add a transform primitive with the given path to the stage as the parent of all exported data.
|
|
||||||
|
|
||||||
Use Settings for
|
|
||||||
Determines the whether to use *Viewport* or *Render* visibility of collection, modifiers,
|
|
||||||
or any other property that can be set for both the *Viewport* and *Render*.
|
|
||||||
|
|
||||||
|
|
||||||
Materials
|
Materials
|
||||||
---------
|
---------
|
||||||
|
|
||||||
Additional options when *Materials* are enabled for export.
|
Exports material information of the object.
|
||||||
|
By default the exporter approximates the :doc:`/render/shader_nodes/shader/principled`
|
||||||
|
node tree by converting it to USD's Preview Surface format.
|
||||||
|
If *To USD Preview Surface* is disabled, the material is set to the viewport materials of meshes.
|
||||||
|
|
||||||
To USD Preview Surface
|
When a mesh has multiple materials assigned, a geometry subset is created for each material.
|
||||||
|
The first material (if any) is always applied to the mesh itself as well
|
||||||
|
(regardless of the existence of geometry subsets),
|
||||||
|
because the Hydra viewport does not support materials on subsets.
|
||||||
|
See `USD issue #542 <https://github.com/PixarAnimationStudios/USD/issues/542>`__
|
||||||
|
for more information.
|
||||||
|
|
||||||
|
USD Preview Surface Network
|
||||||
When exporting materials, approximate a :doc:`/render/shader_nodes/shader/principled`
|
When exporting materials, approximate a :doc:`/render/shader_nodes/shader/principled`
|
||||||
node tree to by converting it to USD's Preview Surface format.
|
node tree to by converting it to USD's Preview Surface format.
|
||||||
If disabled, the material is set to the viewport materials of meshes.
|
If disabled, the material is set to the viewport materials of meshes.
|
||||||
@ -352,6 +423,11 @@ To USD Preview Surface
|
|||||||
Not all nodes are supported; currently only Diffuse,
|
Not all nodes are supported; currently only Diffuse,
|
||||||
Principle, Image Textures, and UVMap nodes are support.
|
Principle, Image Textures, and UVMap nodes are support.
|
||||||
|
|
||||||
|
Convert World Material
|
||||||
|
Convert the :doc:`world material </render/lights/world>` to a USD dome light.
|
||||||
|
Currently works for simple materials, consisting of an environment texture connected to a background shader,
|
||||||
|
with an optional vector multiply of the texture color.
|
||||||
|
|
||||||
Export Textures
|
Export Textures
|
||||||
Export textures referenced by shader nodes to a "textures"
|
Export textures referenced by shader nodes to a "textures"
|
||||||
folder which in the same directory as the USD file.
|
folder which in the same directory as the USD file.
|
||||||
@ -360,14 +436,6 @@ Overwrite Textures
|
|||||||
Allow overwriting existing texture files when exporting textures.
|
Allow overwriting existing texture files when exporting textures.
|
||||||
|
|
||||||
|
|
||||||
File References
|
|
||||||
---------------
|
|
||||||
|
|
||||||
Relative Paths
|
|
||||||
Use relative paths to reference external files (i.e. textures, volumes) in the exported USD file,
|
|
||||||
otherwise use absolute paths.
|
|
||||||
|
|
||||||
|
|
||||||
Experimental
|
Experimental
|
||||||
------------
|
------------
|
||||||
|
|
||||||
|
@ -13,4 +13,4 @@
|
|||||||
linked_libraries/index.rst
|
linked_libraries/index.rst
|
||||||
asset_libraries/index.rst
|
asset_libraries/index.rst
|
||||||
media/index.rst
|
media/index.rst
|
||||||
import_export.rst
|
import_export/index.rst
|
||||||
|
@ -8,5 +8,4 @@
|
|||||||
:maxdepth: 2
|
:maxdepth: 2
|
||||||
|
|
||||||
link_append.rst
|
link_append.rst
|
||||||
library_proxies.rst
|
|
||||||
library_overrides.rst
|
library_overrides.rst
|
||||||
|
@ -70,6 +70,47 @@ data-blocks of different hierarchies, like a parenting relationships between two
|
|||||||
of a same character.
|
of a same character.
|
||||||
|
|
||||||
|
|
||||||
|
Animation & Overrides
|
||||||
|
=====================
|
||||||
|
|
||||||
|
Due to current design of animation data in Blender, what is editable in overrides' animations can
|
||||||
|
change greatly depending on whether animation data was already defined in the linked reference
|
||||||
|
data-block. Animation data is created for a datablock if it gets animated by keyframes, or
|
||||||
|
through drivers.
|
||||||
|
|
||||||
|
In general, an overrides can do much more with its animation data if no animation data exists
|
||||||
|
in its linked reference data-block.
|
||||||
|
|
||||||
|
**Keyframes (a.k.a. F-Curves)**
|
||||||
|
|
||||||
|
:doc:`Keyframed animation </animation/keyframes/introduction>` belongs to another data-block
|
||||||
|
(an Action one). So it is possible to assign a purely local Action data-block replacing
|
||||||
|
the one linked from the library. This will completely replace the keyframed animation
|
||||||
|
from the linked data though, and not override it in any way.
|
||||||
|
|
||||||
|
Overridden Action data-blocks only support a very limited amount of editing.
|
||||||
|
For example, an existing F-Curve can be muted, but its keyframes cannot be edited,
|
||||||
|
and no new F-Curve can be added.
|
||||||
|
|
||||||
|
**Drivers**
|
||||||
|
|
||||||
|
If the linked reference data has animation data, then its overrides only have
|
||||||
|
limited possibilities to edit the existing :doc:`drivers </animation/drivers/introduction>`.
|
||||||
|
For example, it will be possible to change the exisitng target of a driver,
|
||||||
|
but it won't be possible to add new drivers, or new targets to an existing driver.
|
||||||
|
|
||||||
|
If the linked reference data has no animation data, then its overrides will create a new one
|
||||||
|
when they get some drivers defined. Drivers can then be fully edited, added or removed,
|
||||||
|
just as with purely local data-blocks.
|
||||||
|
|
||||||
|
**NLA**
|
||||||
|
|
||||||
|
The :doc:`NLA editor </editors/nla/introduction>` data also belongs to the animation data
|
||||||
|
of a data-block. However, this data does support some greater level of edition in overrides,
|
||||||
|
including moving or resizing existing strips from the linked data,
|
||||||
|
and adding new local strips.
|
||||||
|
|
||||||
|
|
||||||
Resyncing Overrides
|
Resyncing Overrides
|
||||||
===================
|
===================
|
||||||
|
|
||||||
|
@ -1,13 +0,0 @@
|
|||||||
|
|
||||||
*******
|
|
||||||
Proxies
|
|
||||||
*******
|
|
||||||
|
|
||||||
Proxies were the historical way in Blender to allow some local editing of linked data-blocks.
|
|
||||||
This was mostly aimed at character animation.
|
|
||||||
|
|
||||||
They are now fully deprecated as of Blender 3.0, replaced by the new
|
|
||||||
:doc:`Library Overrides </files/linked_libraries/library_overrides>`.
|
|
||||||
|
|
||||||
Existing proxies in older blend-files will be converted to library overrides when
|
|
||||||
opening it in Blender 3.2 and later.
|
|
@ -29,7 +29,9 @@ Link
|
|||||||
|
|
||||||
*Link* creates a reference to the data in the source file such that
|
*Link* creates a reference to the data in the source file such that
|
||||||
changes made there will be reflected in the referencing file the next time it is reloaded.
|
changes made there will be reflected in the referencing file the next time it is reloaded.
|
||||||
But linked data is not editable (to some extent, see :doc:`/files/linked_libraries/library_proxies`).
|
But linked data is usually not editable.
|
||||||
|
:doc:`Library Overrides </files/linked_libraries/library_overrides>` can be created from
|
||||||
|
linked data to allow some level of local editing, animation, etc.
|
||||||
|
|
||||||
In the :doc:`File Browser </editors/file_browser>`,
|
In the :doc:`File Browser </editors/file_browser>`,
|
||||||
navigate to the external source blend-file and select the data-block you want to reuse.
|
navigate to the external source blend-file and select the data-block you want to reuse.
|
||||||
|
@ -4,10 +4,82 @@
|
|||||||
About Blender
|
About Blender
|
||||||
#################
|
#################
|
||||||
|
|
||||||
|
Welcome to Blender! Blender is a free and open-source 3D creation suite.
|
||||||
|
|
||||||
|
With Blender, you can create 3D visualizations such as
|
||||||
|
still images, 3D animations and VFX shots. You can also edit videos.
|
||||||
|
It is well suited to individuals and small studios who
|
||||||
|
benefit from its unified pipeline and responsive development process.
|
||||||
|
|
||||||
|
Being a cross-platform application, Blender runs on Linux, macOS, as well as Windows systems.
|
||||||
|
It also has relatively small memory and drive requirements compared to other 3D creation suites.
|
||||||
|
Its interface uses OpenGL to provide a consistent experience across all supported hardware and platforms.
|
||||||
|
|
||||||
|
.. figure:: /images/getting-started_about_introduction_screenshot.jpg
|
||||||
|
|
||||||
|
|
||||||
|
Who uses Blender?
|
||||||
|
=================
|
||||||
|
|
||||||
|
Blender has a wide variety of tools making it suitable for almost any sort of media production.
|
||||||
|
Professionals, hobbyists, and studios around the world use it for creating animations, game assets,
|
||||||
|
motion graphics, TV shows, concept art, story-boarding, commercials, and feature films.
|
||||||
|
|
||||||
|
Check out the `User Stories page <https://www.blender.org/get-involved/user-stories/>`__
|
||||||
|
on the Blender website for more examples.
|
||||||
|
|
||||||
|
|
||||||
|
Key Features
|
||||||
|
============
|
||||||
|
|
||||||
|
- Blender is a fully integrated 3D content creation suite, offering a broad range of essential tools, including
|
||||||
|
:doc:`Modeling </modeling/introduction>`,
|
||||||
|
:doc:`Rendering </render/introduction>`,
|
||||||
|
:doc:`Animation & Rigging </animation/introduction>`,
|
||||||
|
:doc:`Video Editing </video_editing/index>`,
|
||||||
|
:doc:`VFX </movie_clip/index>`,
|
||||||
|
:doc:`Compositing </compositing/introduction>`,
|
||||||
|
:doc:`Texturing </editors/uv/introduction>`,
|
||||||
|
and many types of :doc:`Simulations </physics/introduction>`.
|
||||||
|
- It is cross platform, with an OpenGL GUI that is uniform on all major platforms
|
||||||
|
(and customizable with Python scripts).
|
||||||
|
- It has a high-quality 3D architecture, enabling fast and efficient creation workflow.
|
||||||
|
- It boasts active community support. See `blender.org/community <https://www.blender.org/community>`__
|
||||||
|
for an extensive list of sites.
|
||||||
|
- It can be installed into and run from any directory without modifying the system.
|
||||||
|
|
||||||
|
You can download the latest version of Blender `here <https://www.blender.org/download/>`__.
|
||||||
|
|
||||||
|
.. figure:: /images/getting-started_about_introduction_postprocessing.jpg
|
||||||
|
|
||||||
|
A rendered image being post-processed.
|
||||||
|
|
||||||
|
Blender makes it possible to perform a wide range of tasks, and it may seem daunting
|
||||||
|
when first trying to grasp the basics. However, with a bit of motivation and the right learning material,
|
||||||
|
it is possible to familiarize yourself with Blender after a few hours of practice.
|
||||||
|
|
||||||
|
This manual is a good start, though it serves more as a reference.
|
||||||
|
There are also many online video tutorials from specialized websites.
|
||||||
|
|
||||||
|
Despite everything Blender can do, it remains a tool. Great artists do not create masterpieces
|
||||||
|
by pressing buttons or manipulating brushes, but by learning and practicing subjects
|
||||||
|
such as human anatomy, composition, lighting, animation principles, etc.
|
||||||
|
|
||||||
|
3D creation software such as Blender have an added technical complexity and
|
||||||
|
jargon associated with the underlying technologies.
|
||||||
|
Terms like UV maps, materials, shaders, meshes, and "subdivs" are the media of the digital artist,
|
||||||
|
and understanding them, even broadly, will help you to use Blender to its best.
|
||||||
|
|
||||||
|
So keep reading this manual, learn the great tool that Blender is, and keep your mind open to
|
||||||
|
other artistic and technological areas -- and you, too, can become a great artist.
|
||||||
|
|
||||||
|
|
||||||
|
Further Reading
|
||||||
|
===============
|
||||||
|
|
||||||
.. toctree::
|
.. toctree::
|
||||||
:maxdepth: 2
|
:maxdepth: 2
|
||||||
|
|
||||||
introduction.rst
|
|
||||||
history.rst
|
history.rst
|
||||||
license.rst
|
license.rst
|
||||||
community.rst
|
community.rst
|
||||||
|
@ -1,73 +0,0 @@
|
|||||||
|
|
||||||
************
|
|
||||||
Introduction
|
|
||||||
************
|
|
||||||
|
|
||||||
Welcome to Blender! Blender is a free and open-source 3D creation suite.
|
|
||||||
|
|
||||||
With Blender, you can create 3D visualizations such as
|
|
||||||
still images, 3D animations and VFX shots. You can also edit videos.
|
|
||||||
It is well suited to individuals and small studios who
|
|
||||||
benefit from its unified pipeline and responsive development process.
|
|
||||||
|
|
||||||
Being a cross-platform application, Blender runs on Linux, macOS, as well as Windows systems.
|
|
||||||
It also has relatively small memory and drive requirements compared to other 3D creation suites.
|
|
||||||
Its interface uses OpenGL to provide a consistent experience across all supported hardware and platforms.
|
|
||||||
|
|
||||||
.. figure:: /images/getting-started_about_introduction_screenshot.jpg
|
|
||||||
|
|
||||||
|
|
||||||
Who uses Blender?
|
|
||||||
=================
|
|
||||||
|
|
||||||
Blender has a wide variety of tools making it suitable for almost any sort of media production.
|
|
||||||
Professionals, hobbyists, and studios around the world use it for creating animations, game assets,
|
|
||||||
motion graphics, TV shows, concept art, story-boarding, commercials, and feature films.
|
|
||||||
|
|
||||||
Check out the `User Stories page <https://www.blender.org/get-involved/user-stories/>`__
|
|
||||||
on the Blender website for more examples.
|
|
||||||
|
|
||||||
|
|
||||||
Key Features
|
|
||||||
============
|
|
||||||
|
|
||||||
- Blender is a fully integrated 3D content creation suite, offering a broad range of essential tools, including
|
|
||||||
:doc:`Modeling </modeling/introduction>`,
|
|
||||||
:doc:`Rendering </render/introduction>`,
|
|
||||||
:doc:`Animation & Rigging </animation/introduction>`,
|
|
||||||
:doc:`Video Editing </video_editing/index>`,
|
|
||||||
:doc:`VFX </movie_clip/index>`,
|
|
||||||
:doc:`Compositing </compositing/introduction>`,
|
|
||||||
:doc:`Texturing </editors/uv/introduction>`,
|
|
||||||
and many types of :doc:`Simulations </physics/introduction>`.
|
|
||||||
- It is cross platform, with an OpenGL GUI that is uniform on all major platforms
|
|
||||||
(and customizable with Python scripts).
|
|
||||||
- It has a high-quality 3D architecture, enabling fast and efficient creation workflow.
|
|
||||||
- It boasts active community support. See `blender.org/community <https://www.blender.org/community>`__
|
|
||||||
for an extensive list of sites.
|
|
||||||
- It has a small executable, which is optionally portable.
|
|
||||||
|
|
||||||
You can download the latest version of Blender `here <https://www.blender.org/download/>`__.
|
|
||||||
|
|
||||||
.. figure:: /images/getting-started_about_introduction_postprocessing.jpg
|
|
||||||
|
|
||||||
A rendered image being post-processed.
|
|
||||||
|
|
||||||
Blender makes it possible to perform a wide range of tasks, and it may seem daunting
|
|
||||||
when first trying to grasp the basics. However, with a bit of motivation and the right learning material,
|
|
||||||
it is possible to familiarize yourself with Blender after a few hours of practice.
|
|
||||||
|
|
||||||
This manual is a good start, though it serves more as a reference.
|
|
||||||
There are also many online video tutorials from specialized websites.
|
|
||||||
|
|
||||||
Despite everything Blender can do, it remains a tool. Great artists do not create masterpieces
|
|
||||||
by pressing buttons or manipulating brushes, but by learning and practicing subjects
|
|
||||||
such as human anatomy, composition, lighting, animation principles, etc.
|
|
||||||
|
|
||||||
3D creation software such as Blender have an added technical complexity and
|
|
||||||
jargon associated with the underlying technologies.
|
|
||||||
Terms like UV maps, materials, shaders, meshes, and "subdivs" are the media of the digital artist,
|
|
||||||
and understanding them, even broadly, will help you to use Blender to its best.
|
|
||||||
|
|
||||||
So keep reading this manual, learn the great tool that Blender is, and keep your mind open to
|
|
||||||
other artistic and technological areas -- and you, too, can become a great artist.
|
|
@ -13,28 +13,32 @@ a couple of initial preferences to configure how you interact with Blender.
|
|||||||
These options can always be changed later in the :doc:`Preferences </editors/preferences/index>`.
|
These options can always be changed later in the :doc:`Preferences </editors/preferences/index>`.
|
||||||
|
|
||||||
|
|
||||||
Import Existing Settings
|
Import Preferences From Previous Version
|
||||||
========================
|
========================================
|
||||||
|
|
||||||
This is where you can copy settings from an older version of Blender.
|
This is where you can copy preferences from an older version of Blender.
|
||||||
Doing so will copy preferences and startup files from the previous version of Blender and then loads them.
|
Doing so will copy preferences and startup files from the previous version of Blender and then loads them.
|
||||||
|
|
||||||
The settings need to be imported from previous versions because the configuration files of each Blender version
|
The preferences need to be imported from previous versions because the configuration files of each Blender version
|
||||||
are stored in separate folders. Refer to the :doc:`/advanced/blender_directory_layout` page
|
are stored in separate folders. Refer to the :doc:`/advanced/blender_directory_layout` page
|
||||||
for the location of these folders.
|
for the location of these folders.
|
||||||
|
|
||||||
If you would like to start fresh with the new version, continue to `Create New Settings`_.
|
If you would like to start fresh with the new version, continue to `Create New Preferences`_.
|
||||||
|
|
||||||
|
|
||||||
Create New Settings
|
Create New Preferences
|
||||||
===================
|
======================
|
||||||
|
|
||||||
Language
|
Language
|
||||||
The language used in the user interface.
|
The language used in the user interface.
|
||||||
The list is broken up into categories determining how complete the translations are.
|
The list is broken up into categories determining how complete the translations are.
|
||||||
More language preferences can be set in the :ref:`Translation Preferences <prefs-interface-translation>`.
|
More language preferences can be set in the :ref:`Translation Preferences <prefs-interface-translation>`.
|
||||||
|
|
||||||
Shortcuts
|
Theme
|
||||||
|
Choose between a light or dark theme for Blender.
|
||||||
|
Themes can be customized more in the :doc:`Preferences </editors/preferences/themes>`.
|
||||||
|
|
||||||
|
Keymap
|
||||||
Presets for the default :doc:`keymap </editors/preferences/keymap>` for Blender.
|
Presets for the default :doc:`keymap </editors/preferences/keymap>` for Blender.
|
||||||
Note that this manual assumes that you use the "Blender" keymap.
|
Note that this manual assumes that you use the "Blender" keymap.
|
||||||
|
|
||||||
@ -49,10 +53,10 @@ Shortcuts
|
|||||||
and is intended for people who use many different such applications.
|
and is intended for people who use many different such applications.
|
||||||
Read more about this keymap :doc:`here </interface/keymap/industry_compatible>`.
|
Read more about this keymap :doc:`here </interface/keymap/industry_compatible>`.
|
||||||
|
|
||||||
Select With
|
Mouse Select
|
||||||
Controls which mouse button, either right or left, is used to select items in Blender.
|
Controls which mouse button, either right or left, is used to select items in Blender.
|
||||||
|
|
||||||
Spacebar
|
Spacebar Action
|
||||||
Controls the action of :kbd:`Spacebar`.
|
Controls the action of :kbd:`Spacebar`.
|
||||||
These and other shortcuts can be modified in the :doc:`keymap preferences </editors/preferences/keymap>`.
|
These and other shortcuts can be modified in the :doc:`keymap preferences </editors/preferences/keymap>`.
|
||||||
|
|
||||||
@ -66,12 +70,8 @@ Spacebar
|
|||||||
Opens up the :doc:`Menu Search </interface/controls/templates/operator_search>`.
|
Opens up the :doc:`Menu Search </interface/controls/templates/operator_search>`.
|
||||||
This option is good for someone who is new to Blender and is unfamiliar with its menus and shortcuts.
|
This option is good for someone who is new to Blender and is unfamiliar with its menus and shortcuts.
|
||||||
|
|
||||||
Theme
|
Save New Preferences
|
||||||
Choose between a light or dark theme for Blender.
|
Saves the preferences set above and opens the regular :ref:`splash`.
|
||||||
Themes can be customized more in the :doc:`Preferences </editors/preferences/themes>`.
|
|
||||||
|
|
||||||
Save New Settings
|
|
||||||
Saves the settings set above and opens the regular :ref:`splash`.
|
|
||||||
|
|
||||||
|
|
||||||
Saving Defaults
|
Saving Defaults
|
||||||
|
@ -27,6 +27,9 @@ Shortcut
|
|||||||
A keyboard or mouse shortcut associated to the tool.
|
A keyboard or mouse shortcut associated to the tool.
|
||||||
Value
|
Value
|
||||||
The value of the property.
|
The value of the property.
|
||||||
|
|
||||||
|
Hovering over a color property will display a large swatch preview of the color
|
||||||
|
and the color's hexadecimal, RGBA, and HSVA values.
|
||||||
Library
|
Library
|
||||||
Source file of the active object. See also :doc:`/files/linked_libraries/index`.
|
Source file of the active object. See also :doc:`/files/linked_libraries/index`.
|
||||||
Disabled (red)
|
Disabled (red)
|
||||||
|
@ -23,6 +23,9 @@ You may also associate blend-files with Blender so that when selected from the f
|
|||||||
they will automatically open in Blender.
|
they will automatically open in Blender.
|
||||||
These settings are typically found in conjunction with the Window Manager settings. (Gnome or KDE.)
|
These settings are typically found in conjunction with the Window Manager settings. (Gnome or KDE.)
|
||||||
|
|
||||||
|
To make the installation and configuration fully self-contained, set up a
|
||||||
|
:ref:`Portable Installation <portable-installation>`.
|
||||||
|
|
||||||
|
|
||||||
Install from Package Manager
|
Install from Package Manager
|
||||||
============================
|
============================
|
||||||
|
@ -7,6 +7,11 @@ Check the :doc:`Downloading Blender </getting_started/installing/index>`
|
|||||||
page to find the minimum requirements and the different versions that are available
|
page to find the minimum requirements and the different versions that are available
|
||||||
for Blender (if you have not done so yet).
|
for Blender (if you have not done so yet).
|
||||||
|
|
||||||
|
.. important::
|
||||||
|
|
||||||
|
Blender supports both Intel and Apple Silicon architectures on macOS.
|
||||||
|
Make sure to download a variant that is compatible with your CPU's architecture.
|
||||||
|
|
||||||
|
|
||||||
Install from DMG
|
Install from DMG
|
||||||
================
|
================
|
||||||
@ -18,12 +23,8 @@ Then drag ``Blender.app`` into the Applications folder.
|
|||||||
Depending on the Security and Privacy preferences of your Mac,
|
Depending on the Security and Privacy preferences of your Mac,
|
||||||
macOS will request your approval before opening Blender for the first time.
|
macOS will request your approval before opening Blender for the first time.
|
||||||
|
|
||||||
.. tip:: How to Make a Portable Installation
|
To make the installation and configuration fully self-contained, set up a
|
||||||
|
:ref:`Portable Installation <portable-installation>`.
|
||||||
To keep all configuration files and installed add-ons inside the Blender application bundle,
|
|
||||||
create a folder named ``config`` in the :ref:`LOCAL directory <blender-directory-layout>`.
|
|
||||||
|
|
||||||
.. parsed-literal:: ./Blender.app/Contents/Resources/|BLENDER_VERSION|/config/
|
|
||||||
|
|
||||||
|
|
||||||
Updating on macOS
|
Updating on macOS
|
||||||
|
@ -9,6 +9,11 @@ for Blender (if you have not done so yet).
|
|||||||
|
|
||||||
Download the zip-file or Windows Installer File.
|
Download the zip-file or Windows Installer File.
|
||||||
|
|
||||||
|
.. important::
|
||||||
|
|
||||||
|
Blender supports both x64 and arm64 architectures on Windows.
|
||||||
|
Make sure to download a variant that is compatible with your CPU's architecture.
|
||||||
|
|
||||||
|
|
||||||
Install from Windows Installer File
|
Install from Windows Installer File
|
||||||
===================================
|
===================================
|
||||||
@ -30,11 +35,8 @@ manually by clicking *Make Default* on the System tab of the
|
|||||||
:doc:`Preferences </editors/preferences/system>`. Alternatively, you can run ``blender -r``
|
:doc:`Preferences </editors/preferences/system>`. Alternatively, you can run ``blender -r``
|
||||||
from the :doc:`Command Line </advanced/command_line/arguments>`.
|
from the :doc:`Command Line </advanced/command_line/arguments>`.
|
||||||
|
|
||||||
.. tip:: How to Make a Portable Installation
|
To make the installation and configuration fully self-contained, set up a
|
||||||
|
:ref:`Portable Installation <portable-installation>`.
|
||||||
To keep all configuration files and installed add-ons in the executable folder,
|
|
||||||
create a folder named ``config`` in the :ref:`LOCAL directory <blender-directory-layout>`
|
|
||||||
of the unzipped folder.
|
|
||||||
|
|
||||||
|
|
||||||
Install from Microsoft Store
|
Install from Microsoft Store
|
||||||
|
@ -915,9 +915,13 @@ This page lists definitions for terms used in Blender and this manual.
|
|||||||
See :term:`Vertex`, :term:`Edge`, and :term:`Face`.
|
See :term:`Vertex`, :term:`Edge`, and :term:`Face`.
|
||||||
|
|
||||||
Transform
|
Transform
|
||||||
|
Transformation
|
||||||
The combination of location, rotation, and scale.
|
The combination of location, rotation, and scale.
|
||||||
Can be expressed in :term:`World Space` or :term:`Local Space`.
|
Can be expressed in :term:`World Space` or :term:`Local Space`.
|
||||||
|
|
||||||
|
Transformation Matrix
|
||||||
|
A matrix that is used to represent the :term:`Transformation` of an item.
|
||||||
|
|
||||||
Triangle
|
Triangle
|
||||||
:term:`Face` with exactly three :term:`Vertices <Vertex>`.
|
:term:`Face` with exactly three :term:`Vertices <Vertex>`.
|
||||||
|
|
||||||
|
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manual/images/addons_rigging_rigify_bone-positioning_face-jaw-ear-bones.png
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manual/images/addons_rigging_rigify_bone-positioning_face-landmarks.png
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manual/images/addons_rigging_rigify_bone-positioning_face-lips-merge-point.png
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manual/images/addons_rigging_rigify_bone-positioning_face-mouth-teeth-positions.png
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Some files were not shown because too many files have changed in this diff Show More
Loading…
Reference in New Issue
Block a user