Pitchipoy rig, visual representation of keys, don't visible.
Closed, ResolvedPublic


System Information
Windows 7, GTX 970

Blender Version
Broken: 2.77, 2.78, and newest from builder.blender.org
Worked: The same.

Short description of error

When keying slider for change between IK/FK, keys aren't visible in DopeSheet, Action Editor, Graph Editor. Animation is working, but You can't slide key's, because they are invisible.

Exact steps for others to reproduce the error

Add Pitchipoy rig. Generate it. Add key to IK/FK slider in N panel. Select just hand bones and it should appear.




Related Objects

Joshua Leung (aligorith) triaged this task as "Confirmed" priority.Jan 27 2017, 2:32 AM

Hrm... this is strange indeed...

What's happening here is that the slider used by the IK slider is in fact defined on a bone on a hidden layer (i.e. "MCH-upper_arm_parent.L") instead of being on the bone that the animator selects. From the name of this bone, it's obvious that this bone is part of the internal mechanisms of the rig, and shouldn't really be shown directly/edited by the animator.

The problem therefore is that the animation editors think that the property belongs to data that is currently being hidden deliberately (e.g. maybe you want to only focus on the facial controls while animating, instead of all the body controls too), so it hides all the channels like this by default, unless explicitly asked to display them.

A workaround is to enable the "Show Hidden Channels" toggle in the animation editors, though that comes with its own problems (i.e. also showing you animation on other channels you may have deliberately hidden).

Resolutions (?):

  1. We could modify the Pitchipoy rig to have it generate another IK slider property on the "hand_fk.L" bone instead, and also generate a driver on the hidden bone that reads this value... However, since I'm not too familiar with this rig, I'm not entirely sure whether this will end up breaking other functionality. Also, it has the downside of likely breaking old files.
  2. @Brendon Murphy (meta-androcto) - Who's the maintainer of the Pitchipoy stuff?

I can confirm the bug. Looking if @Joshua Leung (aligorith) 's fix is breaking something else.

Not sure it's a complete solution tough.
Then if hand_fk is not visible the problem remains. I guess exposing a separate bone at the limb's first bone to handle all the properties is a better idea. This bone can be on both FK and IK rig-layer meaning it's always visibile if at least one of them is.
Will look further into that.

This is fixed in 2.79. Now the property is moved to a visible bone laying at the base of the limb.

  • New rigs created starting from 2.79 code will work automatically.
  • Old rigs should be upgraded re-assigning the rigify-types property in pose mode.
Ivan Cappiello (icappiello) closed this task as "Resolved".May 15 2017, 12:44 PM