Append a Rigify rig via asset Browser breaks IK/FK switch, finger folding w/scale ect.. #117142

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opened 2024-01-15 19:47:56 +01:00 by LOIC BRAMOULLE · 10 comments

System Information
Operating system: Windows-10-10.0.19045-SP0 64 Bits
Graphics card: NVIDIA GeForce RTX 3090/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 546.01

Blender Version
Broken: version: 3.6.4, branch: blender-v3.6-release, commit date: 2023-09-25 13:24, hash: 21bfc5e7fe3f
Worked: (newest version of Blender that worked as expected)

Short description of error
When appending a Rigify rig via the asset browser, (and re-enabling the rig-UI script.) the rig is broken as the IK/FK switch do not operate, neither does the finger folding by scaling the external controlers.

image

Exact steps for others to reproduce the error

  1. Prepare a Rigify character in a collection (marked as asset), in an asset library.
  2. Append the character (collection) in a new file.
  3. Go in text editor, select the rig-UI script & laucnh it (it re-enable to rigify panel in Item).
  4. In pose mode move one arm (in fk or IK), and then try switching IK/FK (in item N-panel) The switch do not work.
    Neither does the finger scaling.
**System Information** Operating system: Windows-10-10.0.19045-SP0 64 Bits Graphics card: NVIDIA GeForce RTX 3090/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 546.01 **Blender Version** Broken: version: 3.6.4, branch: blender-v3.6-release, commit date: 2023-09-25 13:24, hash: `21bfc5e7fe3f` Worked: (newest version of Blender that worked as expected) **Short description of error** When appending a Rigify rig via the asset browser, (and re-enabling the rig-UI script.) the rig is broken as the IK/FK switch do not operate, neither does the finger folding by scaling the external controlers. ![image](/attachments/e518555b-138a-4793-b1f7-c9912c247b52) **Exact steps for others to reproduce the error** 1. Prepare a Rigify character in a collection (marked as asset), in an asset library. 2. Append the character (collection) in a new file. 3. Go in text editor, select the rig-UI script & laucnh it (it re-enable to rigify panel in Item). 4. In pose mode move one arm (in fk or IK), and then try switching IK/FK (in item N-panel) The switch do not work. Neither does the finger scaling.
323 KiB
LOIC BRAMOULLE added the
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labels 2024-01-15 19:47:57 +01:00
Iliya Katushenock added the
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Animation & Rigging
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Asset Browser
labels 2024-01-15 20:09:46 +01:00

Not expert, but this looks like just limitation of asset system and drivers.

Not expert, but this looks like just limitation of asset system and drivers.
Author

I think I've identified the issue, not sure, but it seems like the Drivers might not be appended by the asset browser, but when appending via File, they do come with their armature ?

image

I think I've identified the issue, not sure, but it seems like the Drivers might not be appended by the asset browser, but when appending via File, they do come with their armature ? ![image](/attachments/68e9467a-1b27-4e5e-baed-d1e69e3631ea)
9.5 KiB
Author

If it's a limitation, it means the asset browser does not support characters ? (or nearly anything rigged like vehicles)
Most assets are props, but in CG in general it's quite important to support characters.

If it's a limitation, it means the asset browser does not support characters ? (or nearly anything rigged like vehicles) Most assets are props, but in CG in general it's quite important to support characters.
Member

Hi, can you share the asset .blend file? BTW, when appending as collection, did you notice any difference in results after unchecking instance option from redo panel?

Hi, can you share the asset .blend file? BTW, when appending as collection, did you notice any difference in results after unchecking `instance` option from redo panel?
Pratik Borhade added
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and removed
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labels 2024-01-16 05:52:25 +01:00
Author

Hi, thanks for your answer,
I found a working method that doesn't break the armature drivers.

First append collection (as instance) from asset browser, then:

Wrong method: Select collection instance, set it at world origin 0,0,0,, then top bar: Object > apply > make instance real.

Correct method: Delete collection instance, add actual collection to your scene (Ideally with "link unlinked collection" addon ! otherwise by having two outliners, one in Blend-file mode, to drag the asset collection into your view layers/scene.)

Hope this helps anyone with a broken character asset rig. If it's too late and you've already skinned/animated this broken driver rig, it's possible to import the correct one and replace it, and if the bind pose was changed, you can select the new armature object (that has the drivers) and in data panel swicth the armature data to the old broken one, that will now work, with the new rest pose.

Hi, thanks for your answer, I found a working method that doesn't break the armature drivers. First append collection (as instance) from asset browser, then: **Wrong method:** Select collection instance, set it at world origin 0,0,0,, then top bar: Object > apply > make instance real. **Correct method:** Delete collection instance, add actual collection to your scene (Ideally with "link unlinked collection" addon ! otherwise by having two outliners, one in Blend-file mode, to drag the asset collection into your view layers/scene.) Hope this helps anyone with a broken character asset rig. If it's too late and you've already skinned/animated this broken driver rig, it's possible to import the correct one and replace it, and if the bind pose was changed, you can select the new armature object (that has the drivers) and in data panel swicth the armature data to the old broken one, that will now work, with the new rest pose.
Member

So the problem was due to collection "instance"? Unchecking instance from redo panel (after dragging collection into scene) might also prevent the problem.
Not a bug possibly.

So the problem was due to collection "instance"? Unchecking instance from redo panel (after dragging collection into scene) might also prevent the problem. Not a bug possibly.
Author

Thanks a lot for pointing this out Pratik, I just tried un-ticking "instance" from the redo panel just after dragging a character asset (colection), and indeed Rigify isn't broken, the drivers are still doing the Ik/FK switch.

So I think the rig drivers gets broken when doing "Object > Apply > Make instances real" to turn the collection instance into a posable character (wrong method.)

Thanks a lot for pointing this out Pratik, I just tried un-ticking "instance" from the redo panel just after dragging a character asset (colection), and indeed Rigify isn't broken, the drivers are still doing the Ik/FK switch. So I think the rig drivers gets broken when doing "Object > Apply > Make instances real" to turn the collection instance into a posable character (wrong method.)
Member

Good to know "unchecking instance" fixes the problem.

So I think the rig drivers gets broken when doing "Object > Apply > Make instances real" to turn the collection instance into a posable character (wrong method.)

Yeah, maybe. Not sure where the problem is. Can you share example file for further investigation and steps to reproduce locally?

Good to know "unchecking instance" fixes the problem. > So I think the rig drivers gets broken when doing "Object > Apply > Make instances real" to turn the collection instance into a posable character (wrong method.) Yeah, maybe. Not sure where the problem is. Can you share example file for further investigation and steps to reproduce locally?
Author

Yes I just tested it, it should be faster than downloading a file:
you can simply go Add > armature > human meta rig.
Then in object data (armature) properties > generate rig
Put it in a collection, instance it, put it on the side, object>apply>make instacne real
Then this second rig (on the side) has no drivers/switch ect..
Here is a file too in case: https://www.dropbox.com/t/tnKnAg18geGJgSXk

Thanks !

Yes I just tested it, it should be faster than downloading a file: you can simply go Add > armature > human meta rig. Then in object data (armature) properties > generate rig Put it in a collection, instance it, put it on the side, object>apply>make instacne real Then this second rig (on the side) has no drivers/switch ect.. Here is a file too in case: https://www.dropbox.com/t/tnKnAg18geGJgSXk Thanks !
Member

Hi, I checked again in following file and drivers are created after make instance real.
Bit unsure how issue occurs on your side.
Can you check again in fresh 4.1 build: https://builder.blender.org/download/daily/

Hi, I checked again in following file and drivers are created after `make instance real`. Bit unsure how issue occurs on your side. Can you check again in fresh 4.1 build: https://builder.blender.org/download/daily/
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Reference: blender/blender#117142
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