Create Deform Armature from Rig #42656

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opened 2014-11-20 01:23:40 +01:00 by Tal Hershkovich · 11 comments

Armature_Deform.py
Autotasking that creates a copy of the rig deform bones only, to a new deform armature, then assign to each bone copy transforms constraint with the relative bones from the control rig

useful for exporting rig with only Deform bones (the option in the fbx exporter never really worked for me)

in the future could be also maybe used together with rigify to create spline ik without dependency loops.

wikipage

github

[Armature_Deform.py](https://archive.blender.org/developer/F125038/Armature_Deform.py) Autotasking that creates a copy of the rig deform bones only, to a new deform armature, then assign to each bone copy transforms constraint with the relative bones from the control rig useful for exporting rig with only Deform bones (the option in the fbx exporter never really worked for me) in the future could be also maybe used together with rigify to create spline ik without dependency loops. [wikipage ](http://wiki.blender.org/index.php/Extensions:2.6/Py/Scripts/Rigging/DeformArmature) [github](https://github.com/snotnose/blender_rigging_scripts/blob/master/Armature_Deform.py)

Changed status to: 'Open'

Changed status to: 'Open'
Tal Hershkovich self-assigned this 2014-11-20 01:23:40 +01:00

Added subscriber: @TalHershkovich

Added subscriber: @TalHershkovich

Added subscriber: @ideasman42

Added subscriber: @ideasman42

The main reason this exists seems to be to work around a bug?

Could you report the bug, since this feature in FBX export should be working.

The main reason this exists seems to be to work around a bug? Could you report the bug, since this feature in FBX export should be working.

Yeah eventually it`s just a work around script.
I also added "bake all action" to the script and someone else also added a ui. this is right now the best solution that I found for exporting animations.

The bug is now reported.

Yeah eventually it`s just a work around script. I also added "bake all action" to the [script ](https://github.com/snotnose/blender/blob/master/Armature_Deform.py) and someone else also added a ui. this is right now the best solution that I found for exporting animations. The bug is now reported.

Added subscriber: @mont29

Added subscriber: @mont29

So, what do we do here? There is no real issue in FBX - we still need non-deforming bones when they are parents of deforming ones (otherwise we'd need to add a solution similar to this script, which I'd rather not - our animation/armature export code is already insane enough as it is).

So, what do we do here? There is no real issue in FBX - we still need non-deforming bones when they are parents of deforming ones (otherwise we'd need to add a solution similar to this script, which I'd rather not - our animation/armature export code is already insane enough as it is).

Im not sure why there is the option for "Only Deform Bones" at all, if its exporting parent bones as well (when using rigify eventually all the bones are being exported). I think its currently confusing.
Anyway, the Armature Deform script got some improvements, and now it has also the option to bake all the actions from control rig to armature deform, and a simple UI as well.

So currently it can stay as pre-tool for the exporter, and we can keep it as an external addon (since its just an autotask tool). I can maybe announce it later in blendernation with a tutorial.

Which also means that this task can be also considered as closed.

Im not sure why there is the option for "Only Deform Bones" at all, if it`s exporting parent bones as well (when using rigify eventually all the bones are being exported). I think it`s currently confusing. Anyway, the [Armature Deform script ](https://github.com/snotnose/blender/blob/master/Armature_Deform.py) got some improvements, and now it has also the option to bake all the actions from control rig to armature deform, and a simple UI as well. So currently it can stay as pre-tool for the exporter, and we can keep it as an external addon (since its just an autotask tool). I can maybe announce it later in blendernation with a tutorial. Which also means that this task can be also considered as closed.
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Added subscriber: @BrendonMurphy

Added subscriber: @BrendonMurphy
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Changed status from 'Open' to: 'Resolved'

Changed status from 'Open' to: 'Resolved'
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closing as resolved

closing as resolved
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Reference: blender/blender-addons#42656
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