Problem with Rignify Layer Name #39336
Labels
No Label
Interest
Animation & Rigging
Interest
Blender Cloud
Interest
Collada
Interest
Core
Interest
Documentation
Interest
Eevee & Viewport
Interest
Geometry Nodes
Interest
Grease Pencil
Interest
Import and Export
Interest
Modeling
Interest
Modifiers
Interest
Nodes & Physics
Interest
Pipeline, Assets & IO
Interest
Platforms, Builds, Tests & Devices
Interest
Python API
Interest
Rendering & Cycles
Interest
Sculpt, Paint & Texture
Interest
Translations
Interest
User Interface
Interest
UV Editing
Interest
VFX & Video
Meta
Good First Issue
Meta
Papercut
Module
Add-ons (BF-Blender)
Module
Add-ons (Community)
Platform
Linux
Platform
macOS
Platform
Windows
Priority
High
Priority
Low
Priority
Normal
Priority
Unbreak Now!
Status
Archived
Status
Confirmed
Status
Duplicate
Status
Needs Info from Developers
Status
Needs Information from User
Status
Needs Triage
Status
Resolved
Type
Bug
Type
Design
Type
Known Issue
Type
Patch
Type
Report
Type
To Do
No Milestone
No project
No Assignees
5 Participants
Notifications
Due Date
No due date set.
Dependencies
No dependencies set.
Reference: blender/blender-addons#39336
Loading…
Reference in New Issue
No description provided.
Delete Branch "%!s(<nil>)"
Deleting a branch is permanent. Although the deleted branch may continue to exist for a short time before it actually gets removed, it CANNOT be undone in most cases. Continue?
System Information
Operating system and graphics card
Win7, intel i5,
Blender Version
2.70 hash 19e627c not working
actually from blender 2.60 to 2.70 hash 19e627c (latest)
download this file >>rignify_prob.blend
Short description of error
layer name for rignify problem.not prompt out for arm.ik R
Exact steps for others to reproduce the error
first Add metarig,in pose mode,try to move the bones, then copy current pose to selected bone,then Generate rignify
see this images
Changed status to: 'Open'
Added subscriber: @yellowfoxz
#40657 was marked as duplicate of this issue
Added subscriber: @mont29
I can reproduce the issue, but only when I paste with X-axis mirror enabled…
did u download my .blend file and try to regenerate rignify, i have tried 5 times,with no mirror axis,,same error came out
I sure did, for me issue only show up once I have pasted the pose with the X-mirror option enabled. Without it, I can’t reproduce the issue… Bug is still there, anyway!
hope you can completely fix it ....
◀ Merged tasks: #40657.
Added subscriber: @jefrau
(Sorry for my bad English)
The error is when we copy the pose, not only the translation, rotation and scala is copied, the "Rigify Type" properties are also copied, including the "Control Layers".
Rigify add the bones copied in the same layer when you build the rig.
Do not know if the problem is in Rigify, I think the problem is in Blender for copying properties of the bone (Rigify Type), when it should only copy the transformations of the pose (translation, rotation and scale).
Added subscriber: @JoshuaLeung
Nice catch! Have to summon Joshua here!
Code indeed copies custom properties, since they are part of the PoseBone ID-like 'object'. Not sure this is really desired behavior though? Or should we only copy loc/rot/scale?
Should only copy loc/rot/scale
Responding to the latest comments/questions first:
It is essential that copying the pose copies custom properties, as these play an important role in defining the pose for many rigs (particular those where there are any facial controls involved). This is intended behaviour, and was deliberately added. Not copying these properties for such rigs means that the copied pose simply doesn't represent the original pose that an animator had been intending to copy.
Regarding the original problem:
Unless I'm mistaken, why on earth are you trying to pose the metarig?! AFAIK, the metarig is not meant to be used for animation, posing, or anything of that sort. You simply shouldn't be trying to pose it, and even if you do, you should not be copying anything off that rig.
The only things you should be doing with the metarig are done in editmode (i.e. moving bones around to fit)... that's it. Once the bones are in place, you generate the real control rig, which is what you should be using to animate.
i'm looking for easiest way to symmetry both part of arms just for precision and accuracy as blender give me the features,by copy and paste mode, in pose mode i will apply this pose as rest position,once in edit mode ,the posing in edit mode will be the same as pose mode.here i will generate rigify for final rig..
@yellowfoxz in this case, you should simply edit your armature with the 'X-Axis Mirror' option ON (Options tab of Tools (T) panel, in 3DView, EditMode).
Anyway, this is not a bug in the end, think we can close it now.
Changed status from 'Open' to: 'Archived'
is arm.ik R name still bug when i create/make base on 4 pictures above ?there still a bug there,when i make the way like that..no name for arm.ik.R in rig layers tab.https://developer.blender.org/file/data/4wqrdywwwerhvakef5ew/PHID-FILE-3mpvbx7edpkpcsbs32ya/4.PNG
i think it is better ,if i make video,so here it is Problem_with_Rignify_Layer_Name.rar as lower size possible,take a look what inside !
instead of edit mode,sometime this copy paste is useful for non distructive (length of bones)
for me i use it quite a lot...
You must manipulate your rig through the "Edit Mode" option, you should not use "Pose Mode". When you use "copy pose" and "copy paste" the properties of bone are also copied, including the layers where they will.
In the video "Pose Mode" is used, so happens, as explained in the above messages, it is not a bug. That rig is made to be manipulated into "Edit Mode", not "Pose Mode".
You can also manipulate the rig in "Pose Mode" and then change the properties of bone.
These properties are used for "interactive menu" of the rig, when for example copies the pose of an arm, also the property that handles the layer where is that bone is copied , everything goes into that layer as a result of copying the pose.
When copying pose bone properties are also copied, so a possible solution would be to copy the pose and then add the initial properties.
Sorry for my bad English but I try with google translator XD
ok,but i suggest , you should give a warning ,whenever users try to pose and generate rigify button.after editing in pose mode like i did....a warning rigify cannot generate when ever users try to edit in pose mode....
if so,there are many users out there about (let say 10 millions)may try this way,of course when it comes like this ,they will report as bug. :D
if it is not a bug, i dont see any warning to restrict me to do that....
ok thanks for your solution,
but doing like u said is really inconvenient. whenever i try to copy and paste to other bone instead of arm, like foot,,,i need to remember the position of that particular properties.
by the way this software really amazing than max n maya, but too many bugs cause people frustrated. unless please put some info,warning or anything that can show this software does not has any bugs at all.
i guess pro users will use more than normal user.