Rig name disappeared! Send help! #99352

Closed
opened 2022-07-03 02:01:53 +02:00 by Keenao · 18 comments

System Information
Operating system: Windows-10-10.0.19044-SP0 64 Bits
Graphics card: GeForce GTX 1660 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 457.51

Blender Version
Broken: version: 3.2.0, branch: master, commit date: 2022-06-08 10:22, hash: blender/blender@e05e1e3691
Worked: (newest version of Blender that worked as expected)

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

Short description of error
In the latest version of the add-on (Rigify) I couldn't find where to set a name for my rig... Other than "rig" that is. (The documentation doesn't mention the old field either)
Where is it? If it's gone it's very very very important to bring it back as it's impossible to generate a rig in a blender file containing a linked rigified model. <- This is the number one workflow breaking - no walkaround reason.

Then... another case, it's messy to generate two rigify rigs in the same file (with rig.000 and rig.001 and rig.002)... This one has an annoying walkaround but the first one doesn't.

Regards and great add-on btw. Keep it up!

Regards

Exact steps for others to reproduce the error

  • New File
  • Add a meta-rig (Human meta rig)
  • Click generate
  • Save the file as A.blend
  • New file
  • Link the collection containing the rig from A.blend
  • Add a meta-rig (Human meta rig)
  • Click generate
  • You will get an error complaining about "rig" being linked and no rig.

Regards

**System Information** Operating system: Windows-10-10.0.19044-SP0 64 Bits Graphics card: GeForce GTX 1660 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 457.51 **Blender Version** Broken: version: 3.2.0, branch: master, commit date: 2022-06-08 10:22, hash: `blender/blender@e05e1e3691` Worked: (newest version of Blender that worked as expected) **Addon Information** Name: Rigify (0, 6, 6) Author: Nathan Vegdahl, Lucio Rossi, Ivan Cappiello, Alexander Gavrilov **Short description of error** In the latest version of the add-on (Rigify) I couldn't find where to set a name for my rig... Other than "rig" that is. (The documentation doesn't mention the old field either) Where is it? If it's gone it's very very very important to bring it back as it's impossible to generate a rig in a blender file containing a linked rigified model. <- This is the number one workflow breaking - no walkaround reason. Then... another case, it's messy to generate two rigify rigs in the same file (with rig.000 and rig.001 and rig.002)... This one has an annoying walkaround but the first one doesn't. Regards and great add-on btw. Keep it up! Regards **Exact steps for others to reproduce the error** - New File - Add a meta-rig (Human meta rig) - Click generate - Save the file as A.blend - New file - Link the collection containing the rig from A.blend - Add a meta-rig (Human meta rig) - Click generate - You will get an error complaining about "rig" being linked and no rig. Regards
Author

Added subscriber: @Keenao

Added subscriber: @Keenao

Added subscriber: @Patrick-Huang

Added subscriber: @Patrick-Huang

Bug seems to be in line 61 to 65 in file blender-addons/rigify/utils/widgets.py (actual exception happens on line 133).
The call ensure_collection(...) returns the linked collection, but we can't add objects to the linked collection, which creates the error.
One possible solution is changing ensure_collection to create a new collection with a different name if the target one is linked.

Bug seems to be in line 61 to 65 in file `blender-addons/rigify/utils/widgets.py` (actual exception happens on line 133). The call `ensure_collection(...)` returns the linked collection, but we can't add objects to the linked collection, which creates the error. One possible solution is changing `ensure_collection` to create a new collection with a different name if the target one is linked.

Added subscribers: @icappiello, @angavrilov, @iss

Added subscribers: @icappiello, @angavrilov, @iss

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

Changed status from 'Needs Triage' to: 'Confirmed'
CC @icappiello, @angavrilov
Member

Changed status from 'Confirmed' to: 'Needs Developer To Reproduce'

Changed status from 'Confirmed' to: 'Needs Developer To Reproduce'
Member

Added subscriber: @Mets

Added subscriber: @Mets
Member

@Keenao,

In the latest version of the add-on (Rigify) I couldn't find where to set a name for my rig... Other than "rig" that is. (The documentation doesn't mention the old field either)
Where is it? If it's gone it's very very very important to bring it back as it's impossible to generate a rig in a blender file containing a linked rigified model. <- This is the number one workflow breaking - no walkaround reason.

the naming option has been moved by @Mets with this commit to the "advanced" panel. Just expand it and you will find all the naming options as before.

Schermata 2022-07-05 alle 00.23.25.png

Schermata 2022-07-05 alle 00.23.45.png

New File
Add a meta-rig (Human meta rig)
Click generate
Save the file as A.blend
New file
Link the collection containing the rig from A.blend
Add a meta-rig (Human meta rig)
Click generate
You will get an error complaining about "rig" being linked and no rig.

i believe this workflow couldn't work in any rigify version for a number of reasons. First of all generated rigs can't be used to regenerate themselves. A rig is generated by its metarig. Secondly, a linked metarig can't generate, it should at least be appended instead of being linked. Appending a metarig will anyway bring also the generated rig (plus widgets and all related stuff) inside the new file. In this case the metarig can re-generate the same rig in the new file too.

If you have a look at comments in the same commit @Mets seems to have noted also the supposed behaviour in case of multiple rig generation. His opinion seems to be that each metarig should generate only one rig. so if you want multiple rigs in your file you should duplicate the metarig, make changes and then generate the second rig.

i'd be for change the status to "Archived", but will wait for @Mets to double check if i am missing something.

@Keenao, > In the latest version of the add-on (Rigify) I couldn't find where to set a name for my rig... Other than "rig" that is. (The documentation doesn't mention the old field either) >Where is it? If it's gone it's very very very important to bring it back as it's impossible to generate a rig in a blender file containing a linked rigified model. <- This is the number one workflow breaking - no walkaround reason. the naming option has been moved by @Mets with [this commit ](https://developer.blender.org/rBAece39d809ceb27b5a06da7c4b8f25ca77016b151#339214) to the "advanced" panel. Just expand it and you will find all the naming options as before. ![Schermata 2022-07-05 alle 00.23.25.png](https://archive.blender.org/developer/F13259374/Schermata_2022-07-05_alle_00.23.25.png) ![Schermata 2022-07-05 alle 00.23.45.png](https://archive.blender.org/developer/F13259373/Schermata_2022-07-05_alle_00.23.45.png) > New File >Add a meta-rig (Human meta rig) >Click generate >Save the file as A.blend >New file >Link the collection containing the rig from A.blend >Add a meta-rig (Human meta rig) >Click generate >You will get an error complaining about "rig" being linked and no rig. i believe this workflow couldn't work in any rigify version for a number of reasons. First of all generated rigs can't be used to regenerate themselves. A rig is generated by its metarig. Secondly, a linked metarig can't generate, it should at least be appended instead of being linked. Appending a metarig will anyway bring also the generated rig (plus widgets and all related stuff) inside the new file. In this case the metarig can re-generate the same rig in the new file too. If you have a look at comments in the same [commit ](https://developer.blender.org/rBAece39d809ceb27b5a06da7c4b8f25ca77016b151#339214) @Mets seems to have noted also the supposed behaviour in case of multiple rig generation. His opinion seems to be that each metarig should generate only one rig. so if you want multiple rigs in your file you should duplicate the metarig, make changes and then generate the second rig. i'd be for change the status to "Archived", but will wait for @Mets to double check if i am missing something.
Author

Hi again,

Nope, "Rig name" isn't in the advanced panel. You would find "target rig" which requires an object, we don't have "rig name" as a string anymore.
and nope again, this workflow worked fine (at least 20 ~ 40 times before, no joke) in the previous versions as the generated rig inherited the name (provided by the user) of the current character we were working on.

Regards.

Hi again, Nope, "Rig name" isn't in the advanced panel. You would find "target rig" which requires an object, we don't have "rig name" as a string anymore. and nope again, this workflow worked fine (at least 20 ~ 40 times before, no joke) in the previous versions as the generated rig inherited the name (provided by the user) of the current character we were working on. Regards.
Member

@Keenao,

Nope, "Rig name" isn't in the advanced panel. You would find "target rig" which requires an object, we don't have "rig name" as a string anymore.

Sorry, you are right, didn’t get it. For the rig name seems that this patch https://developer.blender.org/D14757 is already in the plans to restore the input field on first generate. Please follow the thread under the patch and report possible other limitations.

and nope again, this workflow worked fine (at least 20 ~ 40 times before, no joke) in the previous versions as the generated rig inherited the name (provided by the user) of the current character we were working on.

About linking a generated rig into a new file and regenerate itself, i can’t tell how this could work before. Generating a rig whithout a metarig, moreover in a linked file, was never supported as far as i know. So about this i’ll wait for @Mets answer to better understand if it’s something he or @angavrilov have ever considered as a feature or enabled in some update. Can you please provide a blender file and a blender version in which this was working?

@Keenao, > Nope, "Rig name" isn't in the advanced panel. You would find "target rig" which requires an object, we don't have "rig name" as a string anymore. Sorry, you are right, didn’t get it. For the rig name seems that this patch https://developer.blender.org/D14757 is already in the plans to restore the input field on first generate. Please follow the thread under the patch and report possible other limitations. > and nope again, this workflow worked fine (at least 20 ~ 40 times before, no joke) in the previous versions as the generated rig inherited the name (provided by the user) of the current character we were working on. About linking a generated rig into a new file and regenerate itself, i can’t tell how this could work before. Generating a rig whithout a metarig, moreover in a linked file, was never supported as far as i know. So about this i’ll wait for @Mets answer to better understand if it’s something he or @angavrilov have ever considered as a feature or enabled in some update. Can you please provide a blender file and a blender version in which this was working?
Author

Hi,

Thank you very much for taking the time to look at my case. I appreciate it.

About linking a generated rig into a new file and regenerate itself, i can’t tell how this could work before. Generating a rig whithout a metarig, moreover in a linked file, was never supported as far as i know. So about this i’ll wait for @Mets answer to better understand if it’s something he or @angavrilov have ever considered as a feature or enabled in some update. Can you please provide a blender file and a blender version in which this was working?

Oh, I see. The bug scenario didn't make the following clear:

  • The linked rig doesn't regenerate itself (it doesn't need to), in the real world we don't even link its metarig. It's the local metarig that we're trying to generate and fail to. As the discussion thread progressed, the tester (thank you) pointed the failing point which throws an exception.

I'm really glad that they're bringing back the string name. It really acts as a "namespace" you know what I mean? Link or no link.

Regards.

Hi, Thank you very much for taking the time to look at my case. I appreciate it. > About linking a generated rig into a new file and regenerate itself, i can’t tell how this could work before. Generating a rig whithout a metarig, moreover in a linked file, was never supported as far as i know. So about this i’ll wait for @Mets answer to better understand if it’s something he or @angavrilov have ever considered as a feature or enabled in some update. Can you please provide a blender file and a blender version in which this was working? Oh, I see. The bug scenario didn't make the following clear: - The linked rig doesn't regenerate itself (it doesn't need to), in the real world we don't even link its **meta**rig. It's the local **meta**rig that we're trying to generate and fail to. As the discussion thread progressed, the tester (thank you) pointed the failing point which throws an exception. I'm really glad that they're bringing back the string name. It really acts as a "namespace" you know what I mean? Link or no link. Regards.
Member

So, @Keenao, to better understand the issue and make it clear to coders, what you are reporting is:

If a linked rig is present in a blender file, you cannot succesfully add and generate a new metarig in the blender file in which you have the linked rig?

So, @Keenao, to better understand the issue and make it clear to coders, what you are reporting is: If a linked rig is present in a blender file, you cannot succesfully add and generate a new metarig in the blender file in which you have the linked rig?
Author

Yes as mentioned in message #2 of this thread by Patrick Huang (phuang1024).

Yes as mentioned in message #2 of this thread by Patrick Huang (phuang1024).
Member

Changed status from 'Needs Developer To Reproduce' to: 'Archived'

Changed status from 'Needs Developer To Reproduce' to: 'Archived'
Member

i digged down a bit more into the issue. it seems this happen only if you don't name the rig. This is related to naming.
the task is so reporting 2 separate issues that are somehow generically related just because naming is involved.

In the latest version of the add-on (Rigify) I couldn't find where to set a name for my rig

As for naming the rig before generation, this is still possible and quiete easy and convenient. Just rename the metarig to whatever you want the rig to be named and after generation the rig will be named accordingly after the "RIG-" prefix. So if for example you name your metarig "mycharacter", after generation the rig will be named "RIG-mycharacter". You may argue this is not described anywhere and you may be right, but there's no bug here for me, just a lack of documentation, moreover a patch is going to land soon to restore the input name field.

it's messy to generate two rigify rigs in the same file (with rig.000 and rig.001 and rig.002)... This one has an annoying walkaround but the first one doesn't.

As reported few lines above, this won't happen if you just give your metarigs a name

Exact steps for others to reproduce the error

• New File
• Add a meta-rig (Human meta rig)
• Click generate
• Save the file as A.blend
• New file
• Link the collection containing the rig from A.blend
• Add a meta-rig (Human meta rig)
• Click generate
• You will get an error complaining about "rig" being linked and no rig.

this is only happening if you don't name your rigs/metarigs, and happens for a reason. You are linking 2 objects named "metarig" and "rig", later on in the same file in which you linked those two, you are adding again a "metarig" and trying to generate a "rig". This will cause conflict since the two data are already there and not writeable since those are linked. So just name your stuff and this will just work.
Even if this procedure can be more failsafe and better reported as error in te info, i believe this is not a bug, but rather a limitation.

cheers,
Ivan

i digged down a bit more into the issue. it seems this happen only if you don't name the rig. This is related to naming. the task is so reporting 2 separate issues that are somehow generically related just because naming is involved. > In the latest version of the add-on (Rigify) I couldn't find where to set a name for my rig As for naming the rig before generation, this is still possible and quiete easy and convenient. Just rename the metarig to whatever you want the rig to be named and after generation the rig will be named accordingly after the "RIG-" prefix. So if for example you name your metarig "mycharacter", after generation the rig will be named "RIG-mycharacter". You may argue this is not described anywhere and you may be right, but there's no bug here for me, just a lack of documentation, moreover a patch is going to land soon to restore the input name field. > it's messy to generate two rigify rigs in the same file (with rig.000 and rig.001 and rig.002)... This one has an annoying walkaround but the first one doesn't. As reported few lines above, this won't happen if you just give your metarigs a name > Exact steps for others to reproduce the error > > • New File > • Add a meta-rig (Human meta rig) > • Click generate > • Save the file as A.blend > • New file > • Link the collection containing the rig from A.blend > • Add a meta-rig (Human meta rig) > • Click generate > • You will get an error complaining about "rig" being linked and no rig. this is only happening if you don't name your rigs/metarigs, and happens for a reason. You are linking 2 objects named "metarig" and "rig", later on in the same file in which you linked those two, you are adding again a "metarig" and trying to generate a "rig". This will cause conflict since the two data are already there and not writeable since those are linked. So just name your stuff and this will just work. Even if this procedure can be more failsafe and better reported as error in te info, i believe this is not a bug, but rather a limitation. cheers, Ivan

Changed status from 'Archived' to: 'Resolved'

Changed status from 'Archived' to: 'Resolved'

This issue was referenced by d2325587d7

This issue was referenced by d2325587d73bc825986af3a1baba51cb4a9ce355
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Reference: blender/blender-addons#99352
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