Generated rigify rig disregards the "Twist" or "Roll" of bones in the Meta-Rig #94739

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opened 2022-01-08 16:02:26 +01:00 by Godwin Jimoh · 9 comments

System Information
Operating system: Windows-10-10.0.19041-SP0 64 Bits
Graphics card: NVIDIA GeForce GTX 1050/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 497.09

Blender Version
Broken: version: 3.0.0, branch: master, commit date: 2021-12-02 18:35, hash: blender/blender@f1cca30557
Worked: (newest version of Blender that worked as expected)

Addon Information
Name: Rigify (0, 6, 4)
Author: Nathan Vegdahl, Lucio Rossi, Ivan Cappiello, Alexander Gavrilov

Short description of error
When a rig is generated with rigify, The twist of the meta-rig bones is not translated to the generated rig. It seems the twist of the generated bones are recalculated (similar to shift + n in armature edit mode) and this is not desirable. I recall this used to work correctly in the past but I'm not sure what version of blender or rigify. Also, I only tried this for the limbs.super_finger and limbs.super_limb rig types but it should translate to all types i beleive

Exact steps for others to reproduce the error

  • add a Human(meta-rig) to the scene
  • go to armature edit mode and select all the bones of the arm
  • Twist the bones ( ctrl + r) by 45 degrees
  • go to object mode and generate the rig (Armature data>-> Rig Buttons -> Generate Rig)
  • Check the deformation layer of the generated rig and see that the twist of the arm bones is different from that of the meta rig
**System Information** Operating system: Windows-10-10.0.19041-SP0 64 Bits Graphics card: NVIDIA GeForce GTX 1050/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 497.09 **Blender Version** Broken: version: 3.0.0, branch: master, commit date: 2021-12-02 18:35, hash: `blender/blender@f1cca30557` Worked: (newest version of Blender that worked as expected) **Addon Information** Name: Rigify (0, 6, 4) Author: Nathan Vegdahl, Lucio Rossi, Ivan Cappiello, Alexander Gavrilov **Short description of error** When a rig is generated with rigify, The twist of the meta-rig bones is not translated to the generated rig. It seems the twist of the generated bones are recalculated (similar to shift + n in armature edit mode) and this is not desirable. I recall this used to work correctly in the past but I'm not sure what version of blender or rigify. Also, I only tried this for the limbs.super_finger and limbs.super_limb rig types but it should translate to all types i beleive **Exact steps for others to reproduce the error** - add a Human(meta-rig) to the scene - go to armature edit mode and select all the bones of the arm - Twist the bones ( ctrl + r) by 45 degrees - go to object mode and generate the rig (Armature data>-> Rig Buttons -> Generate Rig) - Check the deformation layer of the generated rig and see that the twist of the arm bones is different from that of the meta rig
Author

Added subscriber: @Astronet-4

Added subscriber: @Astronet-4

Added subscriber: @TodorNikolov

Added subscriber: @TodorNikolov

By default arms and legs are set to Rotation Axis: Automatic. This mode disregards bone roll in the meta rig and adjusts the roll of the final rig based on the relative position of the elbow. This is meant to assist less experienced users who may not know what "bone roll" is. You can set the Rotation Axis setting to X or Z Manual. Then Rigify will take your custom rolls into account.

By default arms and legs are set to Rotation Axis: Automatic. This mode disregards bone roll in the meta rig and adjusts the roll of the final rig based on the relative position of the elbow. This is meant to assist less experienced users who may not know what "bone roll" is. You can set the Rotation Axis setting to X or Z Manual. Then Rigify will take your custom rolls into account.
Author

Ah, I see. Thanks for the clarification. Maybe it will be a good idea to have this in the Documentation as well considering how important it is for rigging complex stuff?

Ah, I see. Thanks for the clarification. Maybe it will be a good idea to have this in the [Documentation](https://docs.blender.org/manual/en/3.0/addons/rigging/rigify/index.html) as well considering how important it is for rigging complex stuff?

You're right. Currently, it says
"Rotation Axis (Automatic, X, Z)
Defines the bend axis for the IK chain. FK chains will have a totally free degree of rotation on all axes."
More info about Automatic mode wouldn't hurt.

You're right. Currently, it says "Rotation Axis (Automatic, X, Z) Defines the bend axis for the IK chain. FK chains will have a totally free degree of rotation on all axes." More info about Automatic mode wouldn't hurt.
Author

I just created a revision for the docs to add the extra info here: D13786

This is what it should look like if accepted: 🙂 note.jpg

I just created a revision for the docs to add the extra info here: [D13786](https://archive.blender.org/developer/D13786) This is what it should look like if accepted: 🙂 ![note.jpg](https://archive.blender.org/developer/F12798659/note.jpg)
Godwin Jimoh self-assigned this 2022-01-10 12:29:21 +01:00
Member

Changed status from 'Needs Triage' to: 'Confirmed'

Changed status from 'Needs Triage' to: 'Confirmed'

This issue was referenced by blender/documentation@9144

This issue was referenced by blender/documentation@9144
Member

Changed status from 'Confirmed' to: 'Resolved'

Changed status from 'Confirmed' to: 'Resolved'
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Reference: blender/blender-addons#94739
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