Rigify Problems! #68196

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opened 2019-08-04 00:28:19 +02:00 by SonicOnBox · 10 comments

I have a new blender 2.8 problem! I mean have a problem the Rigify plugin, the fingers is not blending as correctly! Can fix it? Thank you for making the blender 2.8! Oh and the rig is working correctly. Only fingers is not moving correctly! Thank you again!

I have a new blender 2.8 problem! I mean have a problem the Rigify plugin, the fingers is not blending as correctly! Can fix it? Thank you for making the blender 2.8! Oh and the rig is working correctly. Only fingers is not moving correctly! Thank you again!
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Added subscriber: @SonicOnBox

Added subscriber: @SonicOnBox
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Added subscriber: @BrendonMurphy

Added subscriber: @BrendonMurphy
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can you explain in more detail? It's working here except the thumb has strange behavior being attached to the index finger and not the wrist.

can you explain in more detail? It's working here except the thumb has strange behavior being attached to the index finger and not the wrist.

Added subscriber: @mont29

Added subscriber: @mont29

Changed status from 'Open' to: 'Archived'

Changed status from 'Open' to: 'Archived'
Bastien Montagne self-assigned this 2019-08-27 12:20:09 +02:00

More than a week without reply or activity. Due to the policy of the tracker archiving for until required info/data are provided.

More than a week without reply or activity. Due to the policy of the tracker archiving for until required info/data are provided.

Added subscriber: @AnuarNor

Added subscriber: @AnuarNor

I can confirm that similar behavior has occured after i generate the rig. In a typical production scenario we will be provided with a 'locked/approved' character meshes. Often times the alignments of the fingers and thumbs differ from the default metarig settings e.g. roll and curl angles. Prior to 2.8 we can adjust the metarig bone roll angles to conform to the mesh desired angle. The generated rig will follow the adjustments. The current implementations didn't follow the same behaviors.metarig_fingers.7z

I can confirm that similar behavior has occured after i generate the rig. In a typical production scenario we will be provided with a 'locked/approved' character meshes. Often times the alignments of the fingers and thumbs differ from the default metarig settings e.g. roll and curl angles. Prior to 2.8 we can adjust the metarig bone roll angles to conform to the mesh desired angle. The generated rig will follow the adjustments. The current implementations didn't follow the same behaviors.[metarig_fingers.7z](https://archive.blender.org/developer/F8481097/metarig_fingers.7z)

Changed status from 'Archived' to: 'Resolved'

Changed status from 'Archived' to: 'Resolved'

Upon further investigation i think i've figured it out . Limb.super_fingers bend rotation axis default was set to automatic. I can change the behavior by assigning the axis to manual.

Upon further investigation i think i've figured it out . Limb.super_fingers bend rotation axis default was set to automatic. I can change the behavior by assigning the axis to manual.
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Reference: blender/blender-addons#68196
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